could use help to make this conditional script auto play managers
I am disassemble animation example scenario to learn on board.
There are 4 buttons for 4 different labels on the chronology of the scene. Each departure of labels in a new symbol.
A calendar of the coast have animations within them.
Now by clicking on the right button sets a variable that moves the playhead of the corresponding label. There is also the forward and back arrows.
But he is now a right of "go to and stop. I just want to "go and play" so that the animation of the cycles automatically if the buttons are not that is clicked.
Button code:
mouse over:
Insert the code for mouse enter here
this.circleBtnSymbol = sym.getSymbol ('btn_circle1');
this.circleBtnSymbol.stop('on');
mouse over:
Insert the code for mouse leaves here
If (this.activePanel! = 1).
{
this.circleBtnSymbol = sym.getSymbol ('btn_circle1');
this.circleBtnSymbol.stop ('off');
}
Click on:
Insert the code for mouse click here
this.onClickCircleBtn (1);
Chronology of the scene:
on 'market' first circle btn
this.circleBtnSymbol = sym.getSymbol ('btn_circle1');
this.circleBtnSymbol.stop('on');
Insert the code for the event here compositionReady
Global var
this.activePanel = 1;
this.prevPanel = 1;
this.panelCount = 4;
this.panelObject;// Panel
this.circleBtnSymbol;// circle btn
this.arrowBtnSymbol;// arrow btn
on 'market' first circle btn
sym.getSymbol('btn_circle1').stop('on');
called internally only
this.changePanel = function()
{
-change the Panel
This.Stop ('panel' + This.activePanel);
this.panelObject = sym.getSymbol ('panel' + this.activePanel);
this.panelObject.play (0);
-set the States of circle btn
Disable all btns
var i = 1;
for (i = 1; i < = this.panelCount; i ++)
{
this.circleBtnSymbol = sym.getSymbol ('btn_circle' + i);
this.circleBtnSymbol.stop ('off');
}
Set active btn
this.circleBtnSymbol = sym.getSymbol ('btn_circle' + this.activePanel);
this.circleBtnSymbol.stop('on');
Console.log ("this .activePanel =" + this.activePanel);
}
this.onClickCircleBtn = function (arg)
{
Console.log ('onClickCircleBtn');
If (arg! = this.activePanel)
{
this.activePanel = arg;
This.Stop ('panel' + This.activePanel);
this.panelObject = sym.getSymbol ('panel' + this.activePanel);
this.panelObject.play (0);
this.changePanel ();
}
}
this.onClickLeftArrow = function()
{
Console.log ('onClickLeftArrow');
If (this.activePanel > 1)
{
-this.activePanel;
} else {}
this.activePanel = this.panelCount;
}
this.changePanel ();
}
this.onClickRightArrow = function()
{
Console.log ('onClickRightArrow');
If (this.activePanel < this.panelCount)
{
this.activePanel ++;
} else {}
this.activePanel = 1;
}
this.changePanel ();
}
Thank you.
Sorry to paste all of the code.
Code is correct but the chronology is not correct.
Before chronology:
Timeline after:
You can download the new file here: https://www.box.com/s/simhjfjh2ch072roobz5
I changed the timeline by drag-and - drop items [panel2, panel3, panel1, panel4].
Tags: Edge Animate
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April 7, 2016, 23:26:28 /Library/Logs/DiagnosticReports/avlogwriter_2016-04-07-232628_[redacted].crash
April 7, 2016, 23:26:19 /Library/Logs/DiagnosticReports/avlogwriter_2016-04-07-232619_[redacted].crash
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com Bean - osx.Bean - /Applications/Bean.app/Contents/MacOS/Bean
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April 7, 2016, 01:20:59 /Library/Logs/DiagnosticReports/avlogwriter_2016-04-07-012059_[redacted].crash
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April 6, 2016, 12:45:15 Self test - passed
Uninstall Avira. This is a scam without value. It offers no additional protection either. It only cause problems as being currently by all the accidents he poses.
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Could someone help me create this beveled 3d text?
Edit:
I was told to buy a font, but after having tested, you are better off starting with a silent square font like Futura and manually adding the axes of bevel cutting
as there is probably a cleaner fixed to the corners to work for.
Type your words in capital LETTERS.
change the text in vectorised text,
Select the outer part of each letter and use path offset to get the central lines began, then adjust them manually when the are not right.
and the line to tol to draw in the bevel angle pieces,
then use live paint or the form generator to select different areas and create forms to fill-able.
then use a gradient swatch and paint bucket to fill the letters as in your example.
certainly faster in photoshop, but for vector, this route you can do...
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Action Script 3 help me with this tutorial?
Can someone show me what code I am supposed to have done at the end of the tutorial. In my version does not have the button I click to pass the game.
Activity 3:
Goal: Creating a new INIT function for the screen 'start '.
1. the next stage of this game is to create a screen of 'start '. Now, this will be the
the first thing that loads when the game starts, if the suggestion is to bring us some changes
the structure of the current game. The first thing is rename:
private void init(e:Event_=_null):void
TO:
private void game(e:Event_=_null):void
It helps to make this feature more obvious and the most appropriate title.
2. now that we have made this change, we can recreate a new init function for the
splash screen. We create this above game function.
The new init(e:Event_=_null):void public void will contain:
• Declare the boot as a new getCurrentCard image;
• Add as a child• position properly in the center of the screen.
Test and annotate
3. now that the picture of the Start button appears on the screen in an appropriate way, there
make clickable. Thus, within the new init function add an EventListener ' ', which is
a "MouseEvent" CLICK, which will lead you to a new method called "startgame()".
4. now that the earpiece is in place so we need to make the public function called
"startgame()", for which the previous listener is pointing. It will look like:
public void startgame(e:Event):void
{
SOME CODE
}
This should be under your init function. The part "e: Event" indicates that it will be
have some kind of action event on to it.
5 in this method, it must put in place a statement that will send the player to the game
even when the boot image is clicked. It will be an "If" statement and will look like
this:
Start = > the e.target == start = (True) = > removechild (start) = > game() = > stop
This looks like a pretty poor tutorial. but
public void init(e:Event=null):void {}
go = new getCurrentCard; You must declare GB
addChild (GB);
go.addEventListener (MouseEvent.CLICK, startgame);
}
public void startgame(e:Event):void {}
removeChild (start_mc); where start_mc is the movieclip of your start screen
addChild (game_mc); where game_mc is the movieclip of your game
}
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I am a freelance illustrator who uses extensively layer styles in my workflow. As the pixelation and the implementation of a new layer style is constant and ongoing, I would like a way to rationalize the actions of 3-4 that I use currently in a single conditional script. I am currently using CS6. Here's the description detailed of how I want the script to run:
(1) is the selected layer named "layer magic 1"? Otherwise, go to the #2 line. If Yes, go to the #8 line.
(2) is the selected layer named "magic layer 2? Otherwise, go to the #3 line. If Yes, go to the #8 line.
(3) is the selected layer named "layer Magic 3"? Otherwise, go to the #4 line. If Yes, go to the #8 line.
(4) is the selected layer named "layer Magic 4? Otherwise, go to line 5-7 bolt torque. If Yes, go to the #8 line.
(5) make the new layer.
(6) new name "Layer1" layer magic
(7) add the layer style (also nominated) "magical layer1. Script concludes.
(8) the layer is empty? If Yes, go to the #9 line. Otherwise, go to line 10-12 bolt torque.
(9) queue dialog box: "the end of magic layers? with the choice of the 'yes' or 'no '.
• If "Yes" is selected, the layer is removed. Script concludes.
• If "no" is selected, the layer is kept (no change). Script concludes.
(10) rasterize layer.
(11) rename the layer 'layer of paint '.
(12) merge the layer down. Go to the line of 5-7 bolt torque.
I would prefer if possible javascript, because I will need for the script between my Mac desktop and my Windows Tablet of the Cintiq based on the port. Any help would be greatly appreciated; It took me some time to try to learn the writing of scripts, but between labor day and the night in freelance, I managed only by creating extreme levels of frustration! Laughing out loud! PLEASE AND THANK YOU!
Good guys, has been able to play a bit with what I learned between both of you and others and come to this:
(1) function main() {}
2)
(3) var __indexOf = [] .indexOf | function (Item) {for (var i = 0, l = this.length; i)}< l;="" i++)="" {="" if="" (i="" in="" this="" &&="" this[i]="==" item)="" return="" i;="" }="" return="" -1;="">
4)
(5) var makeNewLayer = function() {}
(6) var newLayer = doc.artLayers.add ();
(7) newLayer.name = 'magic layer1.
(8) newLayer.applyStyle('magic layer1');
(9) doc.activeLayer = newLayer;
10) }
11)
(12) var doc = app.activeDocument;
(13) lay = doc.activeLayer,
(14) names = ['magic layer1',
"(15) ' magical layer2.
(16) ' magical layer3.
["(17) ' magic layer4"];
18)
(19) if (__indexOf.call (name, lay.name)< 0="" )="">
(20) newLayer = doc.artLayers.add ();
(21) makeNewLayer();
(22) return;
23) }
24)
(25) if (doc.activeLayer.kind == LayerKind.NORMAL & doc.activeLayer.bounds [2] == 0 & doc.activeLayer.bounds [3] == 0) {}
(26) var dialog = confirm (the ' magical sleep end? ");
(27) if (dialogue) {}
(28) app.activeDocument.activeLayer.remove ();
29) }
(30) return;
31) }
(32) var idrasterizeLayer = stringIDToTypeID ("rasterizeLayer");
(33) var desc5 = new ActionDescriptor();
(34) var idnull = charIDToTypeID ("null");
(35) ref4 var = new ActionReference();
(36) var idLyr = charIDToTypeID ("Lyr");
(37) var idOrdn = charIDToTypeID ('Ordn');
(38) var idTrgt = charIDToTypeID ("Trgt");
(39) ref4.putEnumerated (idLyr, idOrdn, idTrgt);
(40) desc5.putReference (idnull, ref4);
(41) var idWhat = charIDToTypeID ('what');
(42) var idrasterizeItem = stringIDToTypeID ("rasterizeItem");
(43) var idlayerStyle = stringIDToTypeID ("layerStyle");
(44) desc5.putEnumerated (idWhat, idrasterizeItem, idlayerStyle);
(45) executeAction (idrasterizeLayer, desc5, DialogModes.NO);
46)
(47) doc.activeLayer.merge ();
(48) doc.activeLayer.name = 'base paint layer;
(49) makeNewLayer();
(50) return;
51)
52) }
53)
(54) main();
I know it's a little ugly code lines 32-45, but (through other channels, thank you JJMack & c.pfaffenbichler!), I realized that there is no way to script, the rasterization of a "layer Style" others that using ScriptingListener.plugin. DBarranca Yes... I realized a little I "screwed the dog" on the diaper change after that I played with him for a while. Also a little, visited account that the "new layer" you were a little enough to add was not going to solve my problem. ended up having to add a "new layer" on line 20. Everything seems to work exactly as I intended at the moment. I DO, however, like the idea of having an error message "cannot find the magic layer1 Style". How would I want to add that in?
Thanks again,
-Eric P
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