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I would like to be able to setup on component param the moment I drag it from the library onto the stage... in the authoring enviroment.
I want that every Component Instance I drag onto the Stage...
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wow.. flash should use the hardware of a computer (graphics) ..
maybe this should be a AS option..
render on Direct X or on Aqua on Mac OS X
Flash 7 go for it...
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http://proto.layer51.com/d.aspx?f=957
Check it out...
A simple way to handle XML data!
Extends the XML-Object with a different notation!:mrpimp:
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Here you can view a bugfix I found for my problem on XML / PHP:
http://flashmarkup.net/php/phpflashxml/
:smoov: Max
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okay...
that's what I did.. so this was right...
Is there still this XML bug..
with XML in other levels than 0?
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we where having a brainstorm on this...
so what rulez..
_root or _level0?
Anybody got info on this...
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if (_root._url ne "http://your.domain.com/your.flash.file.swf") {
// do something
// -jump to a frame handling the display of a error
// -call a getUrl that logs the ip of the user
...
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http://dev.worldoptimizer.com/tutorial/illustration/bandwidththief.gif
prevent rippping of the .swf:
You got to insert a check for the _url statment.
So people can't rip the game with some site...
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I am developing a game for a company in germany
the engine works in 2 modes.
As training and with registerd users.
It's still under heavy development so be patient to
see the full working...
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It's very easy...
just open the XMLArray.as and replace the line 250 (if you didn't edit the lib):
if (Object.majorVersion == 5){
to
if (Object.majorVersion >= 5){
regard
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There is a example...
included in the download!?
regards
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Hello FabioC!
This ain't no need to get fixed!
Because this is amisc node your are talking about...
Mixed Nodes are not allowed in W3C-XML Standard
So you got to optimize your XML.. not the...
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XMLArray.prototype.deleteChildByIndex = function (name, index) {
if (this[name][index] <> undefined ){
this[name][index]._name = undefined;
var len = this._childNodes.length; // how many...
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Okay here's a update.. to version 1.1.7
The version 1.2 is still in work...
The main outlines for 1.2 are implemented but still
there are some function like deleteNodeByIndex etc...
in work.
...
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fabioC:
please wait a couple days...
I am just finishing XMLArray 1.2...
The struktur of the lib has changed a little... so
I won't give you support on version 1.1 as it changes anyway!
New...
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Yes... this is the way I am doing it...
Now every node knows his children!
So this works....
But I wrote a treeWalk routine that walks
the tree searching some certain nodeName
and if found it...
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I am talking about var structur-tree!
not about MC-tree...
or do you mean removeMovieclip also works on selfgenerated object structures?
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Don't use a gotoAndPlay with a sceneSelection...
This is a known bug of Flash...
get your parser in the same scene as the rest!
then use normal gotoAndPlay( frame) rather then
gotoAndPlay (scene,...
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How do I delete a object from within itself?
Anybody got a clou?
A example:
function myObj() {
}
myObj.prototype.removeMyself() {
delete (this);
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I never had a bug like this...
I use IE5 on MAC!
I got the problem that all load commands don't work under SSL wit IE in general.
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Okay... I updated above files to version 1.1
with this update I implemented a (semi) SAX
support.
Well maybe I choosed the wrong title... but what I mean
is you can predifine functions that get...
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XMLObj is now XMLArray 1.1.8...
This is the thread to talk about the new Version!
Grab the example and code at:
http://development.worldoptimizer.com/xmlarray/
There you will find a PC and a MAC...
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These functions are part of XMLArray 1.0 ( the new name of XMLObj)
They will help you to extract values and XMLArray pointer (in your case XMLObj pointer )
XMLObj.prototype.findValueByTag =...
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You got a error in thinking...
You are right you cant eval complex structures (objects)
in Flash like your path....
// simple structur is no problem
a='test';
trace ('a='+eval('a'));
But...
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this is easy:
var structLevel_0 = "obj"
var structLevel_1 = "chapter"
var structLevel_2 = "period"
var myPath = _root.yourXMLObj[ structLevel_0 ][0][ structLevel_0 ][0][ structLevel_0 ][0];
...
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