[Flashcoders] Tracking end of movie clip stored in class?
Ok, have another quandry. I have an explosion class that, among other things creates and stores an instance of an explosion clip that runs for 5 frames. Each instance of the explosion class created is in turn attached to an array (shotExplosions[]). Explosions are added to the playfield clip by: thePlayfield.addChild(shotExplosions[num].getExplosion()); (where num is an index number) My quandry is, how do I track and remove the clip when its done playing? I tried adding parent.removeChild(this); directly to the explosion moveclip timeline in the 5th frame, which sort of works. The problem is, the explosion animation does a sudden jerky slowdown before completing and then generates the output error: TypeError: Error #1009: Cannot access a property or method of a null object reference. at explosion/::frame5() Can anyone recommend a correction, or is there just a completely simpler way to do this? To sum it up, all I want to do is have the clip removed from the thePlayfield display list when its done playing. Marty ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
AW: Subject: [Flashcoders] FLV issues on Mac PC
Hello Dan, if your swfs that are loaded to your main application load the flvs, and you use a build in FLV-playback component you might just run into a pathing issue with the components skin which causes the component to stop working. The component skin uses a relative path which you either have to change when you load your component into another path or simply change the location of the skin.swf... Maybe this can solve your problem...though i wonder why it is occurring only under macOS Good luck Thomas -- Message: 9 Date: Tue, 7 Aug 2007 10:56:19 -0500 From: Holth, Daniel C. [EMAIL PROTECTED] Subject: [Flashcoders] FLV issues on Mac PC To: flashcoders@chattyfig.figleaf.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=us-ascii Hello, We're creating a training CD-Rom that uses multiple swfs and FLVs. One of the requirements is that the CD-Rom work both on a Mac and PC. We're having some difficulties getting the FLVs to play on the Mac. The problem seems to stem from differences in how the Mac (Safari?) pull FLVs. If I have the FLV on the root directory of the CD-Rom with the main_application.swf file, it plays fine, but if I have the course directories structured how I would like (explained below) it wont play on the Mac. It continues to play on the PC. I would like to have all my swfs organized in volume-chapter folder structure, and all the FLV videos in a separate Videos folder at the root level. Since the main_application.swf loads in other SWFs, the loaded swfs are treated as if they too are on the root level (instead of e:\volume\chapter\loaded_swf.swf). This would seem to work fine, because then I could still point al the swfs to look for the flv in the videos directory at the root, but like I said, unless I have the FLVs on the root level they won't load. Unfortunately, I can't seem to get this system to work on the Mac. If I put all the flvs at the root level it will work, but we're looking at some 50+ flvs, and that would be really cluttered and un-organized. We'd also like to avoid using projectors, since this will eventually be moved to the internet. Thoughts or suggestions much appreciated. Let me know if you need further clarifications. Thanks! -Dan ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: AW: Subject: [Flashcoders] FLV issues on Mac PC
try changing the path for Mac to mac syntax eg. : instead of / Wenzler, Thomas wrote: Hello Dan, if your swfs that are loaded to your main application load the flvs, and you use a build in FLV-playback component you might just run into a pathing issue with the components skin which causes the component to stop working. The component skin uses a relative path which you either have to change when you load your component into another path or simply change the location of the skin.swf... Maybe this can solve your problem...though i wonder why it is occurring only under macOS Good luck Thomas -- Message: 9 Date: Tue, 7 Aug 2007 10:56:19 -0500 From: Holth, Daniel C. [EMAIL PROTECTED] Subject: [Flashcoders] FLV issues on Mac PC To: flashcoders@chattyfig.figleaf.com Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=us-ascii Hello, We're creating a training CD-Rom that uses multiple swfs and FLVs. One of the requirements is that the CD-Rom work both on a Mac and PC. We're having some difficulties getting the FLVs to play on the Mac. The problem seems to stem from differences in how the Mac (Safari?) pull FLVs. If I have the FLV on the root directory of the CD-Rom with the main_application.swf file, it plays fine, but if I have the course directories structured how I would like (explained below) it wont play on the Mac. It continues to play on the PC. I would like to have all my swfs organized in volume-chapter folder structure, and all the FLV videos in a separate Videos folder at the root level. Since the main_application.swf loads in other SWFs, the loaded swfs are treated as if they too are on the root level (instead of e:\volume\chapter\loaded_swf.swf). This would seem to work fine, because then I could still point al the swfs to look for the flv in the videos directory at the root, but like I said, unless I have the FLVs on the root level they won't load. Unfortunately, I can't seem to get this system to work on the Mac. If I put all the flvs at the root level it will work, but we're looking at some 50+ flvs, and that would be really cluttered and un-organized. We'd also like to avoid using projectors, since this will eventually be moved to the internet. Thoughts or suggestions much appreciated. Let me know if you need further clarifications. Thanks! -Dan ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Flash Projector Distribution
Hi FlashCoders, I'm about to create a reasonably simple presentation that's going to be distributed as a small self contained projector. It's pretty simple, playing a video and then into a basic pages of information, so there's no OS interactions. I'm wondering what peoples views are on packaging up the projector... has much changed since MX times when I last did it? Bit of an open question, so in an attempt to be useful I've got some specifics below... - Would Zinc, mProjector, Screenweaver, etc be overkill? - Is Video still a potential issue for projectors? - Where does AIR fit into all this? I'm assuming it's also overkill for a simple presentation. - Any new Flash 8 Projector specific classes I should have a look at? For the sake of people searching the archives, and to save people wasting energy here's the resources I know of already: - http://www.extendingflash.com/ http://www.beyondflash.com - http://usuarios.lycos.es/didinomade/ProjectorsBurningFAQ.htm - http://board.flashkit.com/board/forumdisplay.php?f=15 (Standalone Applications board) Thanks for anyone's help. Dan Efergan dan [at] subsubskills.co.uk ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Can I load AS2 swfs into an AS3 swf?
Hiya, the title sums up my question pretty well. I have a bunch of old swfs that are published to version 6 and are AS2. I want to load these into a movie published to v9 and in AS3 or maybe a flex app. Is this possible or do I have to converrt alll of my code? Cheers guys, Dan ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] setStyle ComboBox (AS2)
Thanks for the reply. That didn't work either, though. :-/ Rhetorical question: are styling components easier in AS3? Ugh, all I want to do is color that outline. Try the following and omit the new CSSStyleDeclaration(): _global.styles.rectBorderClass.setStyle(borderStyle, solid); _global.styles.rectBorderClass.setStyle(borderColor, 0xD35800); ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Flashcoders [Object vars vs Component Params]
This depends on when the component you're using is instantiated. I don't think the component will instantiate before the vars. The vars should be available on the very first frame, meaning they are set before you're even allowed to execute code... Does that answer your question? On 8/7/07, eric e. dolecki [EMAIL PROTECTED] wrote: Quick Q (without testing myself yet)... I have a component that takes params via Component Params panel (inspectable meta) - cool. But I also would like one to be able to set some of those params via SWFobject javascript. like: var so = new SWFObject(movie.swf, mymovie, 400, 200, 8, #336699); so.addVariable(variable1, value1); ... I can then have the component check a location (_root or _parent, etc) for those variables and then use those instead... I am assuming that the inspectable params are set before frame1, and then the vars passed into a SWF come in on frame1... Does this sound about right? - Eric ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Can I load AS2 swfs into an AS3 swf?
On 8/8/07, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote: Hiya, the title sums up my question pretty well. I have a bunch of old swfs that are published to version 6 and are AS2. I want to load these into a movie published to v9 and in AS3 or maybe a flex app. Is this possible or do I have to converrt alll of my code? livedocs.adobe.com/flex/201/langref/flash/display/AVM1Movie.html HTH, Mark ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] 3StudioMax to Flash CS3
I'd probably use 3D Max to render the angles that you want, and export the output as an image sequence rather than a video. Basically you build a rotating turntable type system in Max - rotating the objects in front of the camera to get the right angles. If you set this up correctly you can get all done semi-automated, however, you are still talking of 400 objects, so it's going to take some time. Synopsis: Set up lighting rig for object and camera position. Position object in front of camera, rotate object in timeline for correct angle at each frame, repeat for each camera angle on a new frame. Render to image sequence not video. Repeat for each object.. Paul - Original Message - From: Ashwan Wadhwa [EMAIL PROTECTED] To: Flashcoders@chattyfig.figleaf.com Sent: Tuesday, August 07, 2007 10:33 PM Subject: [Flashcoders] 3StudioMax to Flash CS3 Hello! Here is what I am trying to do, maybe someone can point me to some resources that will help me ! I have 3D model in 3DStudio Max and I need to import some 400+ unique 3D objects into Flash and convert them to movie clips . Each 3D object is individually named, and I need to make sure the naming convention follows through into Flash. I need to do this process multiple times while using different camera angles. I don't need to preserve the 3D functionality in Flash - so I don't need to use PaperVision, Sandy etc. Are there any reference scripts, commercial plug-ins etc?? I am assuming : Writing a Script in Max - AI File or something - Import into Max - Some kind of a JSFL script to convert the objects. Thanks!! Ashwan. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Hi, unless you load your preloader in externally as well you have a problem. In order to make a preloader usefull you have to turn export in first frame of for all objects and export them on say frame 2 or 3 (by putting them in a clip). However if you have a lot of as2 classes, you'll need to export your classes to another frame as well. But if you export your classes to say frame 2, you cannot show a preloader based on as2 code in frame 1. greetz JC On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote: Folks, Um working on a project where the stage is empty and i am attaching movieClips from the library on runtime. I wrote a universal preloader in AS2 and I use it in the first (and only) frame of my fla. There is nothing written in this frame except the lines required to run and import the class. When testing preloading i can see in the bandwidth profiler that the first frame is too large in size. The preloader works but it shows almost after the whole swf has loaded. It seems that the class executes after flash loads the library first. Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Cheers and thanks. -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Q: Mootools morph text effect
As Eric says, you'll want to run a setInterval (or place the code onto some suitable onEnterframe holder, such as a containing movieClip). The code you'll want to look at is updating the TextFormat of the text field. Using this you can update the fonts colour/size/ spacing. You'll probably also want to change it's _width, _height, _x and _y. Dan On 7 Aug 2007, at 15:31, [EMAIL PROTECTED] wrote: Hi Does anyone know a way to morph 2 textfields as they are done using the (quite amazing) Mootools javascript framework? http://demos.mootools.net/Fx.Morph Dan Efergan dan [at] subsubskills.co.uk ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Thanks for replying JC. In this way i should drag the library items on the second or third frame of the fla.. But i wont be able to attach them unless i go to that frame on runtime right? On 8/8/07, Hans Wichman [EMAIL PROTECTED] wrote: Hi, unless you load your preloader in externally as well you have a problem. In order to make a preloader usefull you have to turn export in first frame of for all objects and export them on say frame 2 or 3 (by putting them in a clip). However if you have a lot of as2 classes, you'll need to export your classes to another frame as well. But if you export your classes to say frame 2, you cannot show a preloader based on as2 code in frame 1. greetz JC On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote: Folks, Um working on a project where the stage is empty and i am attaching movieClips from the library on runtime. I wrote a universal preloader in AS2 and I use it in the first (and only) frame of my fla. There is nothing written in this frame except the lines required to run and import the class. When testing preloading i can see in the bandwidth profiler that the first frame is too large in size. The preloader works but it shows almost after the whole swf has loaded. It seems that the class executes after flash loads the library first. Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Cheers and thanks. -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
is there a way attach a library item from a loaded swf. I think this would be the best solution... On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote: Thanks for replying JC. In this way i should drag the library items on the second or third frame of the fla.. But i wont be able to attach them unless i go to that frame on runtime right? On 8/8/07, Hans Wichman [EMAIL PROTECTED] wrote: Hi, unless you load your preloader in externally as well you have a problem. In order to make a preloader usefull you have to turn export in first frame of for all objects and export them on say frame 2 or 3 (by putting them in a clip). However if you have a lot of as2 classes, you'll need to export your classes to another frame as well. But if you export your classes to say frame 2, you cannot show a preloader based on as2 code in frame 1. greetz JC On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote: Folks, Um working on a project where the stage is empty and i am attaching movieClips from the library on runtime. I wrote a universal preloader in AS2 and I use it in the first (and only) frame of my fla. There is nothing written in this frame except the lines required to run and import the class. When testing preloading i can see in the bandwidth profiler that the first frame is too large in size. The preloader works but it shows almost after the whole swf has loaded. It seems that the class executes after flash loads the library first. Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Cheers and thanks. -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
You're pretty much there in your answer... you need to move both your linkage items and Class imports to later frames. Here's how I set up mine: - Frame One: Just the pre loading screen (no code yet) - Frame Two: Import Classes and start preloader - Frame Three: All Linked Objects To do this you'll need to: - Open your publish prefs, and beside ActionScript 2 box find the Settings... button. In there you can set your Class publish frame to 2. - Switch off all Export before frame one in the linkage settings. Failing to do this with Movieclip's associated with Classes (such as components) will break these MCs. - Drag all Linkage items on screen for one frame. This loads them into memory ready for use later. Hope this helps, Dan On 8 Aug 2007, at 15:58, Omar Fouad wrote: Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Dan Efergan dan [at] subsubskills.co.uk ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] XML.load() not asynchronous?
Michael - if the loading happens very fast, then the XML has loaded _before you've set the onLoad function_. So change the order: _root.attachMovie(loading, loading, 10); xmlData.onLoad = function(success:Boolean):Void { // do this when loaded }; xmlData.load(myUrl); Ian On 8/8/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote: Hi list... Flash 8's help says XML.load() is asynchronous. But, when I place an animated MC on the stage and then call xml.load(), the animation doesn't run. A play() call on the attached MC doesn't work either. Anyone know why? Thanks, - Michael M. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
ok I did this. I unchecked the load on first frame checkbox, and dragged all the linkage items on the third frame. but Flash is not attaching anyone of them unless the playhead reaches the third frame.. No way about attaching them in frame 1 or 2. ? *frustrated* On 8/8/07, Dan Efergan [EMAIL PROTECTED] wrote: You're pretty much there in your answer... you need to move both your linkage items and Class imports to later frames. Here's how I set up mine: - Frame One: Just the pre loading screen (no code yet) - Frame Two: Import Classes and start preloader - Frame Three: All Linked Objects To do this you'll need to: - Open your publish prefs, and beside ActionScript 2 box find the Settings... button. In there you can set your Class publish frame to 2. - Switch off all Export before frame one in the linkage settings. Failing to do this with Movieclip's associated with Classes (such as components) will break these MCs. - Drag all Linkage items on screen for one frame. This loads them into memory ready for use later. Hope this helps, Dan On 8 Aug 2007, at 15:58, Omar Fouad wrote: Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Dan Efergan dan [at] subsubskills.co.uk ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Dynamically setting properties...
Hi List, I am trying to add values to properties a classes, the classes properties are defined like this: function get isActive():Boolean{ return _isActive; } function set isActive( val:Boolean):Void{ _isActive= val; } so instead of douing this to add values to the class: if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive I am trying to do something like this ( as I have quite a lot of properties / different classes ): for ( var i in obj ) { a_sprite[i] = obj[i] } But no joy... and well... has anyone been there with this one.?... Regards Karim ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Hi Omar, you are right there is no way. So: frame 1 - preloader that holds on frame 1 until _framesloaded == _framestotal, then JUMP to frame 4 frame 2 - export classes here frame 3 - dump all library items on this frame frame 4 - this is where your actual movie/processing begins In your library turn off export in first frame for all elements, eg by hand or through jsfl: // // DisableExport // // Sets the linkage identifiers for all items to false var items = fl.getDocumentDOM().library.items; var item; var j=0; for (var i=0; iitems.length; i++) { item = items[i]; item.linkageExportInFirstFrame = false; } greetz JC On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote: ok I did this. I unchecked the load on first frame checkbox, and dragged all the linkage items on the third frame. but Flash is not attaching anyone of them unless the playhead reaches the third frame.. No way about attaching them in frame 1 or 2. ? *frustrated* On 8/8/07, Dan Efergan [EMAIL PROTECTED] wrote: You're pretty much there in your answer... you need to move both your linkage items and Class imports to later frames. Here's how I set up mine: - Frame One: Just the pre loading screen (no code yet) - Frame Two: Import Classes and start preloader - Frame Three: All Linked Objects To do this you'll need to: - Open your publish prefs, and beside ActionScript 2 box find the Settings... button. In there you can set your Class publish frame to 2. - Switch off all Export before frame one in the linkage settings. Failing to do this with Movieclip's associated with Classes (such as components) will break these MCs. - Drag all Linkage items on screen for one frame. This loads them into memory ready for use later. Hope this helps, Dan On 8 Aug 2007, at 15:58, Omar Fouad wrote: Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Dan Efergan dan [at] subsubskills.co.uk ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] fms application class
Hi folks, i know htis isn't the fms list, but can anyone tell how to define a method in the asc file... for example i tried to define a method like this application.helloServer = function() { trace(hello from server); } but it isn't recognized as a method... i'm trying to not have to define it on the client side as a member of the NetConnection object... thanks p ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] AS3 how to link movieclip manually put on the stage to class member
Hello group ! Just trying to find the best way to link a movieclip manually put on the stage to a class member. Right now this is what I'm doing. public class A extends MovieClip { private var m_mcOnTheStage:MovieClip; public function A ():void { //onthestage_mc is a movieclip manually put in the .fla m_mcOnTheStage = onthestage_mc; } } Is there a better way? Martin Tremblay LVL Studio ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Dynamically setting properties...
What is the error you're getting? Maybe add a trace statement in there to see where it's breaking. You could be trying to set a property that exists only in obj but not in a_sprite. for ( var i in obj ) { trace (i + = + obj[i]); a_sprite[i] = obj[i]; } -- James James O'Reilly — Consultant Adobe Certified Flash Expert http://www.jamesor.com Design • Code • Train Karim Beyrouti wrote: Hi List, I am trying to add values to properties a classes, the classes properties are defined like this: function get isActive():Boolean{ return _isActive; } function set isActive( val:Boolean):Void{ _isActive= val; } so instead of douing this to add values to the class: if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive I am trying to do something like this ( as I have quite a lot of properties / different classes ): for ( var i in obj ) { a_sprite[i] = obj[i] } But no joy... and well... has anyone been there with this one.?... ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Once again, Keep It Simple Steven is here to help. ;) Unless your boss is forcing you to do this in one swf, you should make a loader swf that loads in the swf with all these linked clips. Trivial example: var mc = this.createEmptyMovieClip(site, this.getNextHighestDepth()); mc.loadMovie(yourMain.swf); this.onEnterFrame = function() { var perc = mc.getBytesLoaded() / mc.getBytesTotal(); perc = Math.round(perc * 100); trace(progress = + perc + %); }; ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Yes, now it works.. I also tried in dragging all the items into a MovieClip on the third frame with this action on: onClipEvent(load) {this.unloadMovie(); delete this;} in order to get rid of them from the stage, to save resource. Thanks JC for yer help CHEERS On 8/8/07, Hans Wichman [EMAIL PROTECTED] wrote: Hi Omar, you are right there is no way. So: frame 1 - preloader that holds on frame 1 until _framesloaded == _framestotal, then JUMP to frame 4 frame 2 - export classes here frame 3 - dump all library items on this frame frame 4 - this is where your actual movie/processing begins In your library turn off export in first frame for all elements, eg by hand or through jsfl: // // DisableExport // // Sets the linkage identifiers for all items to false var items = fl.getDocumentDOM().library.items; var item; var j=0; for (var i=0; iitems.length; i++) { item = items[i]; item.linkageExportInFirstFrame = false; } greetz JC On 8/8/07, Omar Fouad [EMAIL PROTECTED] wrote: ok I did this. I unchecked the load on first frame checkbox, and dragged all the linkage items on the third frame. but Flash is not attaching anyone of them unless the playhead reaches the third frame.. No way about attaching them in frame 1 or 2. ? *frustrated* On 8/8/07, Dan Efergan [EMAIL PROTECTED] wrote: You're pretty much there in your answer... you need to move both your linkage items and Class imports to later frames. Here's how I set up mine: - Frame One: Just the pre loading screen (no code yet) - Frame Two: Import Classes and start preloader - Frame Three: All Linked Objects To do this you'll need to: - Open your publish prefs, and beside ActionScript 2 box find the Settings... button. In there you can set your Class publish frame to 2. - Switch off all Export before frame one in the linkage settings. Failing to do this with Movieclip's associated with Classes (such as components) will break these MCs. - Drag all Linkage items on screen for one frame. This loads them into memory ready for use later. Hope this helps, Dan On 8 Aug 2007, at 15:58, Omar Fouad wrote: Is there a way to let flash load the movieClips with linkage name on the library, in any other frame except the first one? or to let the Preloader Class instance run first? Note that the Preloader class is attaching a movieClip from the Library on the stage that shows the preload status. Dan Efergan dan [at] subsubskills.co.uk ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS3 how to link movieclip manually put on the stage to class member
You don't need the extra private var. You can do something like this: public class A extends MovieClip { //onthestage_mc is a movieclip manually put in the .fla private var onthestage_mc:MovieClip; public function A ():void { } } James O'Reilly — Consultant Adobe Certified Flash Expert http://www.jamesor.com Design • Code • Train Martin Tremblay wrote: Hello group ! Just trying to find the best way to link a movieclip manually put on the stage to a class member. Right now this is what I'm doing. public class A extends MovieClip { private var m_mcOnTheStage:MovieClip; public function A ():void { //onthestage_mc is a movieclip manually put in the .fla m_mcOnTheStage = onthestage_mc; } } Is there a better way? Martin Tremblay LVL Studio ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] AS3 how to link movieclip manually put on the stage to class member
Why don't you just attach the class to your movieclip in the library ? Right-click on the movieclip in the library, click on linkage, write a linkage id in the class field and write the path to your class in the base class field. Example Class : BlueCircle BaseClass : project.shapes.Circle You can create an instance of the Blue circle by doing var blueCircle:BlueCircle = new BlueCircle(); addChild(blueCircle); your class should look like this package project.shapes{ import flash.display.MovieClip; public class Circle extends MovieClip { public function Circle(){ trace(this); } } } BLITZ | Patrick Matte - 310-551-0200 x214 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Martin Tremblay Sent: Wednesday, August 08, 2007 10:22 AM To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] AS3 how to link movieclip manually put on the stage to class member Hello group ! Just trying to find the best way to link a movieclip manually put on the stage to a class member. Right now this is what I'm doing. public class A extends MovieClip { private var m_mcOnTheStage:MovieClip; public function A ():void { //onthestage_mc is a movieclip manually put in the .fla m_mcOnTheStage = onthestage_mc; } } Is there a better way? Martin Tremblay LVL Studio ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Omar Fouad wrote: is there a way attach a library item from a loaded swf. I think this would be the best solution... This suggestion hits close to the correct answer. Really, if your library is so big that it's killing your app's startup time, your wisest option is to load the items on demand using MovieClip.loadMovie, MovieClipLoader, or some more elaborate strategy built on top of them. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fms application class
Your syntax looks fine. What do you mean by it isn't recognized as a method? -Andy On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote: Hi folks, i know htis isn't the fms list, but can anyone tell how to define a method in the asc file... for example i tried to define a method like this application.helloServer = function() { trace(hello from server); } but it isn't recognized as a method... i'm trying to not have to define it on the client side as a member of the NetConnection object... thanks p ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] connect to fms using as3
hello experts... i'm trying to connect to an fms2 server using as3 like this... connection = new NetConnection(); connection.addEventListener(NetStatusEvent.NET_STATUS, netStatusHandler); connection.addEventListener(SecurityErrorEvent.SECURITY_ERROR, securityErrorHandler); connection.connect(rtmp://localhost/myApp/_definst_); however, i keep getting a connection error stating that there's a problem with object encoding...is there an upgrade for fms2 i should know about? thanks p ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fms application class
hi Andy, the server logs indicate that the method isn't defined... however if i define it using Client.helloServer = function() it seems to work, but my concern is that this isn't really remote...i want the client to call the application's method thanks p On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote: Your syntax looks fine. What do you mean by it isn't recognized as a method? -Andy On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote: Hi folks, i know htis isn't the fms list, but can anyone tell how to define a method in the asc file... for example i tried to define a method like this application.helloServer = function() { trace(hello from server); } but it isn't recognized as a method... i'm trying to not have to define it on the client side as a member of the NetConnection object... thanks p ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Preloading problem
Well i thought about it. I just don't like the idea of having to load an external swf when i have the starting one empty.. But well i'll see what would be better. Thanks for your help everybody. On 8/8/07, Alan MacDougall [EMAIL PROTECTED] wrote: Omar Fouad wrote: is there a way attach a library item from a loaded swf. I think this would be the best solution... This suggestion hits close to the correct answer. Really, if your library is so big that it's killing your app's startup time, your wisest option is to load the items on demand using MovieClip.loadMovie, MovieClipLoader, or some more elaborate strategy built on top of them. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- Omar M. Fouad - Digital Emotions http://www.omarfouad.net This e-mail and any attachment is for authorised use by the intended recipient(s) only. It may contain proprietary material, confidential information and/or be subject to legal privilege. It should not be copied, disclosed to, retained or used by, any other party. If you are not an intended recipient then please promptly delete this e-mail and any attachment and all copies and inform the sender. Thank you. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] XML.load() not asynchronous?
Thanks for the reply, Ian. I did change the order, but everything still stops. I tried to observe the flow with a timeout, and what it does is trace Start A and Start B really quickly, then everything delays, then when the xml is loaded, the movie works again, and the other trace statement starts to happen. Shouldn't the interval be firing even while the XML is in the loading process? function timeTest():Void { trace(Math.random()); } function setDefaultPanels(documentType:String, documentLanguage:String):Void { _root.attachMovie(loading, loading, 10); xmlData = new XML(); xmlData.onLoad = function(success:Boolean):Void { // do stuff _root.loadingGraphic.removeMovieClip(); }; trace(start A); xmlData.load(stuff.xml)); trace(start B); setInterval(_root.ui, timeTest, 10); } ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] passing a cookie to a .NET web service
Is there a way for us to pass a cookie in flash to a .NET web service that has enable session turned on? Anyone ever tried this? -- Corban Baxter http://www.projectx4.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Synchronized game timing
I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] 3StudioMax to Flash CS3
This looks interesting, though I don't need an actual 3D renderer to view the objects. I was unclear in my previous mail, all the 400+ objects are in the same scene(!). And this scene is to be viewed from 3-4 different viewpoints. Also, again something I missed in my previous post, the objects need to come in as vectors! So one scene - many camera view points to look at these 3D object (like 400 proteins structures) - which get rendered out as vector line art - and the naming convention from 3D Max follows too - bring into flash - convert them into 400+ unique movieclips so I can interact with them - rollovers - other fun stuff. I am going to check out this script and see if I can modify it to output as an eps/ai file with each object named or in a different layer and a unique name. Then run a jsfl script or something(!) and convert each of these vector objects into movie clips with unique names and attach a 4-5 different class files depending on their name (molA001-molA100 to have classA, molB001-molB201 to have classB etc) Tall order. Thanks for your responses. A. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Grden Sent: Tuesday, August 07, 2007 5:41 PM To: flashcoders@chattyfig.figleaf.com Subject: Re: [Flashcoders] 3StudioMax to Flash CS3 this might be what you're after: http://www.dreammania.net/showcase/as3-geom-class-exporter-for-3ds-max-english/ though, you'd need Papervision3D to render it, still might be what you're after. On 8/7/07, Ashwan Wadhwa [EMAIL PROTECTED] wrote: Hello! Here is what I am trying to do, maybe someone can point me to some resources that will help me ! I have 3D model in 3DStudio Max and I need to import some 400+ unique 3D objects into Flash and convert them to movie clips . Each 3D object is individually named, and I need to make sure the naming convention follows through into Flash. I need to do this process multiple times while using different camera angles. I don't need to preserve the 3D functionality in Flash - so I don't need to use PaperVision, Sandy etc. Are there any reference scripts, commercial plug-ins etc?? I am assuming : Writing a Script in Max - AI File or something - Import into Max - Some kind of a JSFL script to convert the objects. Thanks!! Ashwan. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com -- [ JPG ] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Flash 9 and IE Stack Overflow
I'm writing a custom video player and it's really simple but after a few minutes of use (and a bunch of video seeks (I'm using FMS)) I start getting that little IE Stack Overlow 0 alert. This is without the Flash Script is running slowly alert... I've seen a few blogs saying this is a problem and update your Flash player or use IE, but now I'm starting to think this is a real bug with IE/Flash? Is this fixable? I'm going through and optimizing as much as I can but I'm using the On2 VP6 codec and it's a little CPU intensive... Jeff http://jeffharrington.org ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Dynamically setting properties...
Already added the trace, all props in my obj are fine and match up with the getter/setters in the class. FYI: I am adding these properties to instances of classes ( that extend movieclip, project is AS2).. Karim -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of JOR Sent: 08 August 2007 18:22 To: flashcoders@chattyfig.figleaf.com Subject: Re: [Flashcoders] Dynamically setting properties... What is the error you're getting? Maybe add a trace statement in there to see where it's breaking. You could be trying to set a property that exists only in obj but not in a_sprite. for ( var i in obj ) { trace (i + = + obj[i]); a_sprite[i] = obj[i]; } -- James James O'Reilly — Consultant Adobe Certified Flash Expert http://www.jamesor.com Design • Code • Train Karim Beyrouti wrote: Hi List, I am trying to add values to properties a classes, the classes properties are defined like this: function get isActive():Boolean{ return _isActive; } function set isActive( val:Boolean):Void{ _isActive= val; } so instead of douing this to add values to the class: if ( obj.isActive!= undefined ) myClass.isActive = obj.isActive I am trying to do something like this ( as I have quite a lot of properties / different classes ): for ( var i in obj ) { a_sprite[i] = obj[i] } But no joy... and well... has anyone been there with this one.?... ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.11.8/941 - Release Date: 07/08/2007 16:06 No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.476 / Virus Database: 269.11.8/941 - Release Date: 07/08/2007 16:06 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fms application class
The only way for a client to call a method is for that method to exist on the Client's object. That's just the way the Flash RPC stuff works. You can either add it to the Client prototype (which I don't like) or add it to the client object after they connect (my preferred way). For instance: application.onConnect = function(oClient, oParams) { this.acceptConnection(oClient); oClient.helloServer = function() { trace(Hello Server); }; } Or, you can get fancy and do some delegate-style work so that your actual function is defined on application (or some other object): application.helloServer = function() { trace(Hello Server); } application.onConnect = function(oClient, oParams) { this.acceptConnection(oClient); oClient.oScope = this; oClient.helloServer = function() { this.oScope.helloServer.apply(this.oScope, arguments); }; } The reason you're getting an error about the function not existing is that it doesn't. When the client makes a call the server looks for a function of the given name on the client's object. If it doesn't exist you get an error. I hope that helps! -Andy On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote: hi Andy, the server logs indicate that the method isn't defined... however if i define it using Client.helloServer = function() it seems to work, but my concern is that this isn't really remote...i want the client to call the application's method thanks p On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote: Your syntax looks fine. What do you mean by it isn't recognized as a method? -Andy On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote: Hi folks, i know htis isn't the fms list, but can anyone tell how to define a method in the asc file... for example i tried to define a method like this application.helloServer = function() { trace(hello from server); } but it isn't recognized as a method... i'm trying to not have to define it on the client side as a member of the NetConnection object... thanks p ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Synchronized game timing
Are you trying to do a real-time game? Because I've been playing around with real-time games with Flash and Java myself in the last month or so, and so far, my conclusion is that it's not workable. The big reason being that Flash can't handle UDP packets. TCP/IP is just way too slow to deal with real-time updates, even if you do have a ton of bandwidth, because of how many packets get dropped, and TCP/IP's guarantee that packets arrive in order. UDP is connectionless, and has no control of when, or if the packet arrives, meaning less overhead, and less latency. There are 3rd party projectors that have UDP functionality, but then you have to worry about firewalls. To get past the firewalls, you can use UDP hole punching, but that requires a level of control over the packet that none of the projector apps offer, so basically, if you want to do anything real-time, do it in C++, or Java. --- Mick G [EMAIL PROTECTED] wrote: I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Fuse is adding up instead of tweening the difference
Hey guys, I'm having a really weird issue here. If someone could help me, I would be really grateful. I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria. I've a MovieClip which gets stretched up and then after some seconds, needs to get to its original size. If I put the actual values of the width and height in the sequence (ex: width:100,height:100) or typecast the variable to Number (which makes no sense since it **is** already a Number) Fuse tweens the MovieClip from the actual width,height to 100,100. However, if I use a variable, Fuse seems to add to the current width,height, making the MovieClip even bigger instead of tweening it to its original size. These values are retrieved from a XML file using PixLib's ConfigLoader class. Here's the code: initWidth:Number = this._initialWidth; initHeight:Number = this._initialHeight; var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:initWidth, //If I put a number here, it works height:initHeight, //If I put a number here, it works x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) **However**, if I typecast the initWidth and initHeight like this: var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:Number(initWidth), //or put the actual value, such as 100 height:Number(initHeight), //or put the actual value, such as 100 x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) ...It works as expected (it tweens-down to 100, not adds-up to the current width,height). However, I have no idea why... could someone enlighten me on it ? Thanks in advance, Marcelo. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] XML.load() not asynchronous?
The wait you're seeing isn't the XML file loading, it's Flash parsing the XML. I'm guessing it's pretty large. You see Start A. You begin the XML load. You see Start B. The XML finishes loading. Flash starts parsing the XML into an XML object. ...this takes a while, and Flash is so busy it can't fire off setIntervals... Eventually Flash gets the onLoad from the XML. You can make your own custom XML parser that breaks things up over a few frames as needed. There's code for it floating around on the net. On 8/8/07, Mendelsohn, Michael [EMAIL PROTECTED] wrote: Thanks for the reply, Ian. I did change the order, but everything still stops. I tried to observe the flow with a timeout, and what it does is trace Start A and Start B really quickly, then everything delays, then when the xml is loaded, the movie works again, and the other trace statement starts to happen. Shouldn't the interval be firing even while the XML is in the loading process? function timeTest():Void { trace(Math.random()); } function setDefaultPanels(documentType:String, documentLanguage:String):Void { _root.attachMovie(loading, loading, 10); xmlData = new XML(); xmlData.onLoad = function(success:Boolean):Void { // do stuff _root.loadingGraphic.removeMovieClip(); }; trace(start A); xmlData.load(stuff.xml)); trace(start B); setInterval(_root.ui, timeTest, 10); } ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Fuse is adding up instead of tweening the difference
Number values mean absolute positions and string values mean relative positions. This is a documented feature :) Attila =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= From:Marcelo de Moraes Serpa [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Date:Wednesday, August 8, 2007, 11:13:34 PM Subject: [Flashcoders] Fuse is adding up instead of tweening the difference --===-- Hey guys, I'm having a really weird issue here. If someone could help me, I would be really grateful. I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria. I've a MovieClip which gets stretched up and then after some seconds, needs to get to its original size. If I put the actual values of the width and height in the sequence (ex: width:100,height:100) or typecast the variable to Number (which makes no sense since it **is** already a Number) Fuse tweens the MovieClip from the actual width,height to 100,100. However, if I use a variable, Fuse seems to add to the current width,height, making the MovieClip even bigger instead of tweening it to its original size. These values are retrieved from a XML file using PixLib's ConfigLoader class. Here's the code: initWidth:Number = this._initialWidth; initHeight:Number = this._initialHeight; var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:initWidth, //If I put a number here, it works height:initHeight, //If I put a number here, it works x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) **However**, if I typecast the initWidth and initHeight like this: var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:Number(initWidth), //or put the actual value, such as 100 height:Number(initHeight), //or put the actual value, such as 100 x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) ...It works as expected (it tweens-down to 100, not adds-up to the current width,height). However, I have no idea why... could someone enlighten me on it ? Thanks in advance, Marcelo. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] AS3 Sound Looping Problem
Howdy Coders, I'm in desparate need of some AS3 help. I'm loading a swf with sound embedded in the timeline into another file thusly: var urlRequest:URLRequest = new URLRequest(animatio ns/ANIM_Test4.swf); var animLoader:Loader = new Loader(); animLoader.load(urlR equest); addChild(animeLoader); When i do a removeChild(animLoader), the animation disappears, but the sound says and loops endlessly. how can I clear out that sound? Thanks! -Eric [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] AS3 Sound Looping Problem
I think there's an unload method on Loader, try that. Or else, create a SoundChannel for your sound instead of putting it on the timeline and stop it when you remove the loader. BLITZ | Patrick Matte - 310-551-0200 x214 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Lee Sent: Wednesday, August 08, 2007 3:17 PM To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] AS3 Sound Looping Problem Howdy Coders, I'm in desparate need of some AS3 help. I'm loading a swf with sound embedded in the timeline into another file thusly: var urlRequest:URLRequest = new URLRequest(animatio ns/ANIM_Test4.swf); var animLoader:Loader = new Loader(); animLoader.load(urlR equest); addChild(animeLoader); When i do a removeChild(animLoader), the animation disappears, but the sound says and loops endlessly. how can I clear out that sound? Thanks! -Eric [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] Prevent flash from caching the loaded assets
It's really easy to fix - have a look at this article on my blog: http://blog.neo-archaic.net/2006/08/02/nocache-for-javascript-and-flash.htm Karina -Original Message- From: Niels Endlich [mailto:[EMAIL PROTECTED] Sent: 06 August 2007 15:18 To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] Prevent flash from caching the loaded assets We are making a game in which people have to quess what's on a photo while viewing it through a little moveable hole. The images will be loaded from the server. The problem is caching. To cheat is easy... watch the cached files. Is there a way to prevent flash from caching the loaded assets or does anyone has an other solution? Thanks, Niels ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
RE: [Flashcoders] AS3 Sound Looping Problem
Unload doesn't work either. I have a sample of this problem up here: http://www.stillwantmore.com/temp/sound_problem.zip Open up elee_test.fla and you'll see what's going on. Even after the clip is removed, the sound plays, and will continue looping if you leave it open. I'm trying the sound channel method, problem being that I have a whole lot of these animations that are being loaded into a shell, so not having to change all of them would be preferable -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Patrick Matte|BLITZ Sent: Wednesday, August 08, 2007 3:30 PM To: flashcoders@chattyfig.figleaf.com Subject: RE: [Flashcoders] AS3 Sound Looping Problem I think there's an unload method on Loader, try that. Or else, create a SoundChannel for your sound instead of putting it on the timeline and stop it when you remove the loader. BLITZ | Patrick Matte - 310-551-0200 x214 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Eric Lee Sent: Wednesday, August 08, 2007 3:17 PM To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] AS3 Sound Looping Problem Howdy Coders, I'm in desparate need of some AS3 help. I'm loading a swf with sound embedded in the timeline into another file thusly: var urlRequest:URLRequest = new URLRequest(animatio ns/ANIM_Test4.swf); var animLoader:Loader = new Loader(); animLoader.load(urlR equest); addChild(animeLoader); When i do a removeChild(animLoader), the animation disappears, but the sound says and loops endlessly. how can I clear out that sound? Thanks! -Eric [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS3 Sound Looping Problem
I also met this problem recently and stopping the loaded movie's timeline before calling removeChild() has solved it. I also tried unload(), but without success. Attila =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= From:Eric Lee [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com flashcoders@chattyfig.figleaf.com Date:Thursday, August 9, 2007, 12:17:23 AM Subject: [Flashcoders] AS3 Sound Looping Problem --===-- Howdy Coders, I'm in desparate need of some AS3 help. I'm loading a swf with sound embedded in the timeline into another file thusly: var urlRequest:URLRequest = new URLRequest(animatio ns/ANIM_Test4.swf); var animLoader:Loader = new Loader(); animLoader.load(urlR equest); addChild(animeLoader); When i do a removeChild(animLoader), the animation disappears, but the sound says and loops endlessly. how can I clear out that sound? Thanks! -Eric [EMAIL PROTECTED] ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] fms application class
hey Andy, thanks, yes this helps alot...i was confused about the client having the definition and conceptually i still don't get what's remote about it...the clientObj is an instance of the connection right? and that's instantiated on the client-side right?...anyway as long as it works i'm not going to quibble too much :) p On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote: The only way for a client to call a method is for that method to exist on the Client's object. That's just the way the Flash RPC stuff works. You can either add it to the Client prototype (which I don't like) or add it to the client object after they connect (my preferred way). For instance: application.onConnect = function(oClient, oParams) { this.acceptConnection(oClient); oClient.helloServer = function() { trace(Hello Server); }; } Or, you can get fancy and do some delegate-style work so that your actual function is defined on application (or some other object): application.helloServer = function() { trace(Hello Server); } application.onConnect = function(oClient, oParams) { this.acceptConnection(oClient); oClient.oScope = this; oClient.helloServer = function() { this.oScope.helloServer.apply(this.oScope, arguments); }; } The reason you're getting an error about the function not existing is that it doesn't. When the client makes a call the server looks for a function of the given name on the client's object. If it doesn't exist you get an error. I hope that helps! -Andy On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote: hi Andy, the server logs indicate that the method isn't defined... however if i define it using Client.helloServer = function() it seems to work, but my concern is that this isn't really remote...i want the client to call the application's method thanks p On 8/8/07, Andy Herrman [EMAIL PROTECTED] wrote: Your syntax looks fine. What do you mean by it isn't recognized as a method? -Andy On 8/8/07, [p e r c e p t i c o n] [EMAIL PROTECTED] wrote: Hi folks, i know htis isn't the fms list, but can anyone tell how to define a method in the asc file... for example i tried to define a method like this application.helloServer = function() { trace(hello from server); } but it isn't recognized as a method... i'm trying to not have to define it on the client side as a member of the NetConnection object... thanks p ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Re: Fuse is adding up instead of tweening the difference
Oh.. then it must be it... thanks for the tip On 8/8/07, Marcelo de Moraes Serpa [EMAIL PROTECTED] wrote: Hey guys, I'm having a really weird issue here. If someone could help me, I would be really grateful. I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria. I've a MovieClip which gets stretched up and then after some seconds, needs to get to its original size. If I put the actual values of the width and height in the sequence (ex: width:100,height:100) or typecast the variable to Number (which makes no sense since it **is** already a Number) Fuse tweens the MovieClip from the actual width,height to 100,100. However, if I use a variable, Fuse seems to add to the current width,height, making the MovieClip even bigger instead of tweening it to its original size. These values are retrieved from a XML file using PixLib's ConfigLoader class. Here's the code: initWidth:Number = this._initialWidth; initHeight:Number = this._initialHeight; var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:initWidth, //If I put a number here, it works height:initHeight, //If I put a number here, it works x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) **However**, if I typecast the initWidth and initHeight like this: var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:Number(initWidth), //or put the actual value, such as 100 height:Number(initHeight), //or put the actual value, such as 100 x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) ...It works as expected (it tweens-down to 100, not adds-up to the current width,height). However, I have no idea why... could someone enlighten me on it ? Thanks in advance, Marcelo. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Dang IE...
Anyone seen this? In IE I am getting this error: Line: 1, Char: 86, Object doesn't support this property or method, Code:0 Page validates with the W3 school's validator service. Works without error in FF. Works fine in IE, but generates this error that I cannot figure out, and my client is not liking it... The URL: http://65.211.160.184 Still in testing...but almost ready to launch... Dave - Head Developer http://www.blurredistinction.com Adobe Community Expert http://www.adobe.com/communities/experts/ ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Synchronized game timing
It doesn't have to be constant perfect timing. Basically it more of a casual multi-user scribble-pad. I only need synchronization to automatically clear the canvas every 5 minutes. That's the only thing that needs to be in sync and it can have a second inaccuracy but not much more. It's working OK now when I get the server time and just make it do the canvas clear on exactly every 3rd minute, there's just about a 2-3 second difference and I'm hoping to get that a little more accurate somehow. On 8/8/07, Joshua Sera [EMAIL PROTECTED] wrote: Are you trying to do a real-time game? Because I've been playing around with real-time games with Flash and Java myself in the last month or so, and so far, my conclusion is that it's not workable. The big reason being that Flash can't handle UDP packets. TCP/IP is just way too slow to deal with real-time updates, even if you do have a ton of bandwidth, because of how many packets get dropped, and TCP/IP's guarantee that packets arrive in order. UDP is connectionless, and has no control of when, or if the packet arrives, meaning less overhead, and less latency. There are 3rd party projectors that have UDP functionality, but then you have to worry about firewalls. To get past the firewalls, you can use UDP hole punching, but that requires a level of control over the packet that none of the projector apps offer, so basically, if you want to do anything real-time, do it in C++, or Java. --- Mick G [EMAIL PROTECTED] wrote: I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Prevent flash from caching the loaded assets
On Aug 8, 2007, at 6:41 PM, Karina Steffens wrote: It's really easy to fix - have a look at this article on my blog: http://blog.neo-archaic.net/2006/08/02/nocache-for-javascript-and- flash.htm As I mentioned earlier in the thread, and Muzak just mentioned also, calling that technique NoCache is not at all accurate, and it in no way prevents the browser from caching content. It only prevents the browser from handing that content to Flash the next time Flash requests it. The cache can still be reviewed outside of Flash, which is what the OP was trying to prevent. -- Troy RPSystems, Ltd. http://www.rpsystems.net ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Prevent flash from caching the loaded assets
A solution is to convert the image into a textfile which is then used to draw the image on the screen using bitmap drawing tools. This, of course, is easily hacked by anybody with a copy of Flash because they can read your textfile and draw the bitmap themselves. The next step is to encrypt that textfile. Problem is, you have to put your decryption code inside of Flash, which is, of course, easily hacked by anybody with a free copy of SoThink. You cannot make secure games in Flash unless all logic is on the server and Flash becomes a dumb interface. This isn't going to be possible with your game because you're using a mask to reveal an image. You're also trying to control the browser and the OS file system from inside a plug-in running in that browser. Give up on that idea. Basically, you're trying to secure an open file format (swf). You cannot do this. Any swf files you put on any public server can be downloaded and decompiled by anyone. Flash source code is never safe. If you don't like that Flash isn't secure and is an open-format, then I suggest you write a letter to Adobe, ATTN: Circular File. In other words, forget it. Flash is not secure because it is open and that's how it is. If you want to do something like this, you will have to use a lower-level technology, but I'm doubtful a Java plug-in will support what you're trying to do, either. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] AS3 Sound Looping Problem
import flash.media.*; SoundMixer.stopAll(); regards, Muzak - Original Message - From: Eric Lee [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, August 09, 2007 12:37 AM Subject: RE: [Flashcoders] AS3 Sound Looping Problem Unload doesn't work either. I have a sample of this problem up here: http://www.stillwantmore.com/temp/sound_problem.zip Open up elee_test.fla and you'll see what's going on. Even after the clip is removed, the sound plays, and will continue looping if you leave it open. I'm trying the sound channel method, problem being that I have a whole lot of these animations that are being loaded into a shell, so not having to change all of them would be preferable ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Synchronized game timing
So I'm assuming you want synchronization because if it's off, then more or less of the users scribbles could be erased when the screen clears, so different people would wind up seeing different things. Each message from the client to the server could have a unique ID(something incrementing so you know which message comes before which), and when the server fires the clear screen event, it could also tell the client which two IDs the clear event occurred between. This would require the client to keep a buffer of positions so that it could reconstruct what the user had drawn after the screen clear, but that shouldn't be too memory-intensive. --- Mick G [EMAIL PROTECTED] wrote: It doesn't have to be constant perfect timing. Basically it more of a casual multi-user scribble-pad. I only need synchronization to automatically clear the canvas every 5 minutes. That's the only thing that needs to be in sync and it can have a second inaccuracy but not much more. It's working OK now when I get the server time and just make it do the canvas clear on exactly every 3rd minute, there's just about a 2-3 second difference and I'm hoping to get that a little more accurate somehow. On 8/8/07, Joshua Sera [EMAIL PROTECTED] wrote: Are you trying to do a real-time game? Because I've been playing around with real-time games with Flash and Java myself in the last month or so, and so far, my conclusion is that it's not workable. The big reason being that Flash can't handle UDP packets. TCP/IP is just way too slow to deal with real-time updates, even if you do have a ton of bandwidth, because of how many packets get dropped, and TCP/IP's guarantee that packets arrive in order. UDP is connectionless, and has no control of when, or if the packet arrives, meaning less overhead, and less latency. There are 3rd party projectors that have UDP functionality, but then you have to worry about firewalls. To get past the firewalls, you can use UDP hole punching, but that requires a level of control over the packet that none of the projector apps offer, so basically, if you want to do anything real-time, do it in C++, or Java. --- Mick G [EMAIL PROTECTED] wrote: I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com Yahoo! oneSearch: Finally, mobile search that gives answers, not web links. http://mobile.yahoo.com/mobileweb/onesearch?refer=1ONXIC ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] Flash Developer Forums
Hello, I realize that this list is for discussing code, so I'll make this brief. My San Francisco based company is looking to hire an in-house Flash developer and I would appreciate any pointers to lists or url's that might help me find high quality people. Anyone on this list who wants to inquire further should email me directly rather than responding to this list ([EMAIL PROTECTED]). Regards, Paul ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Synchronized game timing
Just have the server send the clear message at the same time to all clients. Assuming it sends all the messages in the same order to everyone, then there will be no problem. Don't even put any kind of timer on the client side, have the server time it. eg: A = client A B = client B S = server A-S (drawing #1) S-A (drawing #1) S-B (drawing #1) B-S (drawing #2) S-A (drawing #2) S-B (drawing #2) S-A (clear screen now) S-B (clear screen now) A-S (drawing #3) S-A (drawing #3) S-B (drawing #3) Then you don't have to worry about timing, as long as the messages get sent in the same order. On 8/8/07, Mick G [EMAIL PROTECTED] wrote: It doesn't have to be constant perfect timing. Basically it more of a casual multi-user scribble-pad. I only need synchronization to automatically clear the canvas every 5 minutes. That's the only thing that needs to be in sync and it can have a second inaccuracy but not much more. It's working OK now when I get the server time and just make it do the canvas clear on exactly every 3rd minute, there's just about a 2-3 second difference and I'm hoping to get that a little more accurate somehow. On 8/8/07, Joshua Sera [EMAIL PROTECTED] wrote: Are you trying to do a real-time game? Because I've been playing around with real-time games with Flash and Java myself in the last month or so, and so far, my conclusion is that it's not workable. The big reason being that Flash can't handle UDP packets. TCP/IP is just way too slow to deal with real-time updates, even if you do have a ton of bandwidth, because of how many packets get dropped, and TCP/IP's guarantee that packets arrive in order. UDP is connectionless, and has no control of when, or if the packet arrives, meaning less overhead, and less latency. There are 3rd party projectors that have UDP functionality, but then you have to worry about firewalls. To get past the firewalls, you can use UDP hole punching, but that requires a level of control over the packet that none of the projector apps offer, so basically, if you want to do anything real-time, do it in C++, or Java. --- Mick G [EMAIL PROTECTED] wrote: I'm after a little theory here from people who have created multi-player games before. I have a java socket-server in place and all the functionality of the game working fine. I just need a way to synchronize the game (as best as I can). What I'm trying to do is restart a new game every 3 minutes. I have a way to get the server-time from the java socket server as a way of getting a constant time, but there is an inconsistency in when this time is received (sometimes it takes half a second or even a second from when it leaves the server to when it hits the client. This causes a difference at times of up to 2 seconds for different users. Any suggestions on how to handle this? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com Shape Yahoo! in your own image. Join our Network Research Panel today! http://surveylink.yahoo.com/gmrs/yahoo_panel_invite.asp?a=7 ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Fuse is adding up instead of tweening the difference
Hi Rákos, Typecasting to Number() did the trick (i.e: Number(initHeight)). I'm intrigued however. Let me explain: The value comes untyped from a XML file (loaded through pixlib's ConfigLoader). Once it is in the player (untyped Object), I assign it to a variable of type number. Then I pass it to a method that then does the following: var initWidth:Number = initialWidth; var initHeight:Number = initialHeight; I thought that this would be enought to typecast my XML retrieved untyped value to number but it seems that, even though I'm typing the variables to be a Number (var:Number), Flash Players doesn't typecast the values to Number. It only does so if I explicity call the typecast function Number() passing the variable as an argument. Is this expected behaviour for ActionScript 2 ? Thanks again, Marcelo. On 8/8/07, Rákos Attila [EMAIL PROTECTED] wrote: Number values mean absolute positions and string values mean relative positions. This is a documented feature :) Attila =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= From:Marcelo de Moraes Serpa [EMAIL PROTECTED] To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com Date:Wednesday, August 8, 2007, 11:13:34 PM Subject: [Flashcoders] Fuse is adding up instead of tweening the difference --===-- Hey guys, I'm having a really weird issue here. If someone could help me, I would be really grateful. I'm using the Fuse Kit (and ZigoEngine) to do the tweens of my AS2 Ria. I've a MovieClip which gets stretched up and then after some seconds, needs to get to its original size. If I put the actual values of the width and height in the sequence (ex: width:100,height:100) or typecast the variable to Number (which makes no sense since it **is** already a Number) Fuse tweens the MovieClip from the actual width,height to 100,100. However, if I use a variable, Fuse seems to add to the current width,height, making the MovieClip even bigger instead of tweening it to its original size. These values are retrieved from a XML file using PixLib's ConfigLoader class. Here's the code: initWidth:Number = this._initialWidth; initHeight:Number = this._initialHeight; var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:initWidth, //If I put a number here, it works height:initHeight, //If I put a number here, it works x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) **However**, if I typecast the initWidth and initHeight like this: var f:Fuse = new Fuse( { target:this.view, start_width:this.view._width, start_height:this.view._height, width:Number(initWidth), //or put the actual value, such as 100 height:Number(initHeight), //or put the actual value, such as 100 x:this._initialGrid_x, y:this._initialGrid_y, ease: easeOutBack }); f.start(); (...) ...It works as expected (it tweens-down to 100, not adds-up to the current width,height). However, I have no idea why... could someone enlighten me on it ? Thanks in advance, Marcelo. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
[Flashcoders] AS3/Flex: F8 swf / flv Performance Issues
Noob at Flex: Been toying with converting a project over from Flash 8 to Flex using FlashDevelop 3 Beta + SDK. I've noticed that when I embed a Flash 8 swf containing a masked flv, CPU usage goes through the roof -- bouncing between 75 and 100% as the swf plays. The equivalent flash 8 layout uses about max 40% on load and drops back to a (relatively speaking) reasonable 10-20%. If I remove this swf from the flex layout, processor usage peaks at 60 on load, and drops to 0-8%. In the previous Flash design, this was the focal point of the layout, so I'm loath to give it up and use something static. Am I doing something wrong or is this just a fact of life? What I'm doing: The swf was built in flash 8 and contains a FLV file embedded, with a movieclip over the flv allowing only a portion of the flv to be seen. The flex uses an embed statement in the main mxml file's script, and assigns the embedded clip to an image: [Embed(source=centerMovie.swf)] [Bindable] public var centerMovie:Class ; ... mx:Image id=centerMovieAut0poietic source={centerMovie} scaleContent=false verticalAlign=top/mx:Image centerMovie.swf is about 300k (which is a bit obscene, but I can refine once I get things working). Anyone have any suggestions? ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com
Re: [Flashcoders] Prevent flash from caching the loaded assets
With AS3 you can load the image as binary data (Base64 encoded). import flash.events.*; import flash.net.*; import flash.display.Loader; import flash.utils.ByteArray; import com.dynamicflash.util.Base64; var url:String = http://www.muzakdeezign.com/flashcoders/binary_image/image.cfm; var imgLoader:Loader; var imgReq:URLRequest; var imgURLLoader:URLLoader; function imgLoaderCompleteHandler(evt:Event):void { trace(Application ::: imgLoaderCompleteHandler); var imgData:ByteArray = Base64.decodeToByteArray(evt.currentTarget.data); imgLoader = new Loader(); imgLoader.loadBytes(imgData); addChild(imgLoader); } imgReq = new URLRequest(url); imgURLLoader = new URLLoader(); imgURLLoader.addEventListener(Event.COMPLETE, imgLoaderCompleteHandler); imgURLLoader.load(imgReq); // see it in action http://www.muzakdeezign.com/flashcoders/binary_image/load_binary.html The Coldfusion file contains the following: cfsetting enablecfoutputonly=yes showdebugoutput=no cfcontent type=application/x-shockwave-flash / cfset imgPath = ExpandPath(leaves.jpg) / cffile action=readBinary file=#imgPath# variable=imgBinary / cfset img64 = toBase64(imgBinary) / cfoutput#img64#/cfoutput Note that I added a cfcontent tag that changes the content type to Flash, so when viewing the cfm page directly in your browser, it will *try* to display an swf (and fail) ;-) http://www.muzakdeezign.com/flashcoders/binary_image/image.cfm I used a Binary64 class to convert the loaded binary data to ByteArray. http://www.dynamicflash.com/goodies/base64 regards, Muzak - Original Message - From: Steven Sacks [EMAIL PROTECTED] To: flashcoders@chattyfig.figleaf.com Sent: Thursday, August 09, 2007 1:56 AM Subject: Re: [Flashcoders] Prevent flash from caching the loaded assets A solution is to convert the image into a textfile which is then used to draw the image on the screen using bitmap drawing tools. This, of course, is easily hacked by anybody with a copy of Flash because they can read your textfile and draw the bitmap themselves. The next step is to encrypt that textfile. Problem is, you have to put your decryption code inside of Flash, which is, of course, easily hacked by anybody with a free copy of SoThink. You cannot make secure games in Flash unless all logic is on the server and Flash becomes a dumb interface. This isn't going to be possible with your game because you're using a mask to reveal an image. You're also trying to control the browser and the OS file system from inside a plug-in running in that browser. Give up on that idea. Basically, you're trying to secure an open file format (swf). You cannot do this. Any swf files you put on any public server can be downloaded and decompiled by anyone. Flash source code is never safe. If you don't like that Flash isn't secure and is an open-format, then I suggest you write a letter to Adobe, ATTN: Circular File. In other words, forget it. Flash is not secure because it is open and that's how it is. If you want to do something like this, you will have to use a lower-level technology, but I'm doubtful a Java plug-in will support what you're trying to do, either. ___ Flashcoders@chattyfig.figleaf.com To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com