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Shofixti- 11-13-2007
Calling custom TIMe's from within Flash
Alright I admit it, I am 100% incompetent at AS. my simple question is, exactly how would i use TiMe's in AS? my basic example is that the player changes rooms after a flash animation has finished playing. How would I do that? Do I need to somehow install a API into flash? or would I just write out some code and let flash think that its a mess of errors when in reality it somehow works in a LassieAS .swf In other words I'm lost and confuzzled.

NigeC- 11-13-2007

on the last frame of your animation you put: stop(); _root.TIMe.changeRoom('yourroom', 'startpoint', 4, null, null); _root.runActions(); note the syntax is different to TIMes Greg will no doubt give you the full SP on how it works, but that basically how to change rooms at the end of an animation

Shofixti- 11-13-2007

So I don't need to install any kind of API then?

NigeC- 11-13-2007

no it just calls TIMes from the movie, "_root" being the game engine i think thats the right explanation! dumbed down to my level :oops:

Shofixti- 11-13-2007

Great, thanks man.

bigmac- 11-13-2007

yes, all TIMe scripts are stored on the root "TIMe" node. You can make script calls directly to the object. The "runActions" command is frequently needed in addition to just calling a TIMe since it initiates actions sitting in the queue. You can sometimes get away without it for commands like "changePhase" which are instant processes without queued actions. But when it doubt, run the queue. Incidentally, I have a much more sensible (and robust) action queue model conceived for the next generation of Lassie. This one, admittedly, is very "noobish" in it's execution. So, I apologize for the shotty and inconsistent interfacing.

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