Void go to dir Manager

4.0.4 new VM install only. Has just been setup as a test about at the mo. There are only a handful of subs on the sys so far.

One of them consists in VM to a softphone, tried a search Dir, but could not do one because nobody had registered their name again. Now whenever he composes in the unit, it gets the default dir instead of his salvation Manager (even from his phone). He must penetrate in * twice to get the default greeting & connect you.

Someone at - he had this? Why this is happening!

See you soon,.

MJM

-L' unit will not automatically route calls to the manager name search without a routing rule or something of the sort of kick (i.e. is not like a call forwarded to a call handler or a direct call to a subscriber of routing).

Based only on your description here it is not much of go - I opened pop Port Status Monitor (which you will find in the depot of tools on your desktop) and look at how the call is thorugh routing system when the incoming call. The manager that it crosses or a routing rule is in for this user when connect.

Tags: Cisco Support

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    recently, I discovered how to create a slideshow using the keys on the keyboard for the market front and rear in flash professional CS5 thanks entirely to kglad of this forum. I used still images for each slide, since, then with one of the slides, I added a slight undulation of water in one of the images in a separate document. is it possible to include this file in my slideshow now?

    original questions and answers using still pictures below

    I'm a graphic designer who has a presentation of my portfolio. I'm not too experienced in flash and do not use it much, but he needs to do this on the thing. I can do a fade in and out slide show, but I want to create a slide show where the screen remains out of the blade and does ' t until what I press the next or previous button. I don't want these keys on the screen, I want to be able to press a key on the keyboard as F1. is this possible and do you know in adobe flash Professional (or other adobe products) where I could get resources/tutorials to do. Any help so what would never be great.

    response

    create tweens to fade for each slide.  You'll probably want to fade out the image on image 1 (from frames 1 to 11).  Bland-in the image of frame 11 frame 1 to 11.  fade the image frame 11 11 to 21 etc.

    You can then use:

    var image: int = 1;

    var dir:uint;

    stage.addEventListener (KeyboardEvent.KEY_DOWN, downF);

    function downF(e:KeyboardEvent):void {}

    {if(e.keycode==Keyboard.Left)}

    dir = Keyboard.LEFT

    Frame = Math.Max (Frame-10, 1);

    this.addEventListener (Event.ENTER_FRAME, nextF);

    } else {if(e.keyCode==Keyboard.RIGHT)

    dir = Keyboard.RIGHT;

    Frame = Math.min (this.totalFrames, Frame + 10);

    this.addEventListener (Event.ENTER_FRAME, nextF);

    }

    }

    function nextF(e:Event):void {}

    {if(dir==Keyboard.Left)}

    prevFrame();

    } else {}

    nextFrame();

    }

    {if(this.currentFrame==Frame)}

    this.removeEventListener (Event.ENTER_FRAME, nextF);

    }

    }

    you have the fla that created the swf file?

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  • slide show by using the keys on the keyboard for before back in flash professional CS5

    I'm a graphic designer who has a presentation of my portfolio. I'm not too experienced in flash and do not use it much, but he needs to do this on the thing. I can do a fade in and out slide show, but I want to create a slide show where the screen remains out of the blade and does ' t until what I press the next or previous button. I don't want these keys on the screen, I want to be able to press a key on the keyboard as F1. is this possible and do you know in adobe flash Professional (or other adobe products) where I could get resources/tutorials to do. Any help so what would never be great.

    the best way to do what you want (but not the most flexible/changeable) would be to add each slide a key frame to its own layer.  It is a design decision, but start with keyframes at 1, 11, 21 etc.

    create tweens to fade for each slide.  You'll probably want to fade out the image on image 1 (from frames 1 to 11).  Bland-in the image of frame 11 frame 1 to 11.  fade the image frame 11 11 to 21 etc.

    You can then use:

    var image: int = 1;

    var dir:uint;

    stage.addEventListener (KeyboardEvent.KEY_DOWN, downF);

    function downF(e:KeyboardEvent):void {}

    {if(e.keycode==Keyboard.Left)}

    dir = Keyboard.LEFT

    Frame = Math.Max (Frame-10, 1);

    this.addEventListener (Event.ENTER_FRAME, nextF);

    } else {if(e.keyCode==Keyboard.RIGHT)

    dir = Keyboard.RIGHT;

    Frame = Math.min (this.totalFrames, Frame + 10);

    this.addEventListener (Event.ENTER_FRAME, nextF);

    }

    }

    function nextF(e:Event):void {}

    {if(dir==Keyboard.Left)}

    prevFrame();

    } else {}

    nextFrame();

    }

    {if(this.currentFrame==Frame)}

    this.removeEventListener (Event.ENTER_FRAME, nextF);

    }

    }

  • Problems of Code/script Animation (character Simple market)

    I'm trying to get the legs of a character to move in the direction he's going on the market, but it works correctly in one direction (upwards). I used 8 layers in my calendar with images keys and classic tweens, but I would not be shocked if it was my mistake.

    I'm new to Flash as a whole but I'm much more comfortable with the coding of the animation, and for the life of me I can't understand why the character keeps glitching. Other animations seem to work when you first press A, S or D key, but they are a really quick shuffle and then the gotoAndPlay(frame number) would say that he does not want to work; It just goes back on the image that I have assigned and then stops.

    Here is my code:

    package {}

    import flash.display.MovieClip;

    import flash.events.Event;

    import flash.events.KeyboardEvent;

    import flash.net.URLRequest;

    public class unicornWalkCode extends MovieClip {}

    public void unicornWalkCode() {}

    the constructor code

    var dir: String = "stop";

    var g:grass = new grass();

    addChild (g);

    g.x = 275;

    g.y = 200;

    var p:unicorn = new unicorn();

    addChild (p);

    p.x = 400;

    p.y = 200;

    Functions

    addEventListener (Event.ENTER_FRAME, main);

    main function (e: Event): void {}

    moveUnicorn();

    }

    //////

    Move the Unicorn (market controls)

    stage.addEventListener (KeyboardEvent.KEY_DOWN, dFun);

    function dFun (e: KeyboardEvent): void {}

    If (e.keyCode == 87) {/ / W}

    dir = 'mounted ';

    p.gotoAndPlay (175);

    }

    If (e.keyCode == 65) {/ / has}

    dir = 'left ';

    p.gotoAndPlay (125);

    }

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    dir = "down".

    p.gotoAndPlay (25);

    }

    If (e.keyCode == 68) {//D

    dir = 'right ';

    p.gotoAndPlay (75);

    }

    }

    stage.addEventListener (KeyboardEvent.KEY_UP, uFun);

    function uFun (e: KeyboardEvent): void {}

    If (e.keyCode == 87) {/ / W}

    dir = "stop";

    p.gotoAndPlay (175);

    }

    If (e.keyCode == 65) {/ / has}

    dir = "stop";

    p.gotoAndPlay (100);

    }

    If (e.keyCode == 83) {/ / S}

    dir = "stop";

    p.gotoAndPlay (1);

    }

    If (e.keyCode == 68) {/ / D}

    dir = "stop";

    p.gotoAndPlay (50);

    }

    }

    /////////////////////////////////////////////////////////////////////////////////Function s

    Move the Unicorn

    function moveUnicorn(): void {}

    If (dir == 'up' & & p.y > 0) {//Facing BACK

    p.y-= 3;

    }

    If (dir == 'left' & & p.x > 0) {}

    d.x-= 3;

    }

    If (dir == 'down' & & p.y < 400) {}

    p.y += 3;

    }

    If (dir == 'right' & & p.x < 550) {//Facing FRONT}

    p.x += 3;

    }

    }

    Finally three braces

    }

    }

    }

    I double checked the chassis numbers and they have all the rights, as well as the numbers of images in my orders gotoAndPlay. :/

    The answer is probably right in front of my face, but I can't seem to understand.

    I appreciate any suggestions!

    It doesn't matter where you place the comments.  It's the rest of your code that is problematic.

    You should have something like

    package {}

    import flash.display.MovieClip;

    import flash.events.Event;

    import flash.events.KeyboardEvent;

    import flash.net.URLRequest;

    public class unicornWalkCode extends MovieClip {}

    var dir: String = "stop";

    var g:grass = new grass();

    var p:unicorn = new unicorn();

    var keydownBool:Boolean;

    public void unicornWalkCode() {}

    the constructor code

    addChild (g);

    g.x = 275;

    g.y = 200;

    addChild (p);

    p.x = 400;

    p.y = 200;

    Functions

    addEventListener (Event.ENTER_FRAME, main);

    stage.addEventListener (KeyboardEvent.KEY_DOWN, dFun);

    stage.addEventListener (KeyboardEvent.KEY_UP, uFun);

    }

    main function (e: Event): void {}

    moveUnicorn();

    }

    //////

    Move the Unicorn (market controls)

    function dFun (e: KeyboardEvent): void {}

    {if (KeyDown)}

    return;

    }

    KeyDown = true;

    If (e.keyCode == 87) {/ / W}

    dir = 'mounted ';

    p.gotoAndPlay (175);

    }

    If (e.keyCode == 65) {/ / has}

    dir = 'left ';

    p.gotoAndPlay (125);

    }

    If (e.keyCode == 83) {/ / S}

    dir = "down".

    p.gotoAndPlay (25);

    }

    If (e.keyCode == 68) {//D

    dir = 'right ';

    p.gotoAndPlay (75);

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    }

    function uFun (e: KeyboardEvent): void {}

    KeyDown = false;

    If (e.keyCode == 87) {/ / W}

    dir = "stop";

    p.gotoAndPlay (175);

    }

    If (e.keyCode == 65) {/ / has}

    dir = "stop";

    p.gotoAndPlay (100);

    }

    If (e.keyCode == 83) {/ / S}

    dir = "stop";

    p.gotoAndPlay (1);

    }

    If (e.keyCode == 68) {/ / D}

    dir = "stop";

    p.gotoAndPlay (50);

    }

    }

    /////////////////////////////////////////////////////////////////////////////////Function s

    Move the Unicorn

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    If (dir == 'up' & p.y > 0) {//Facing BACK

    p.y-= 3;

    }

    If (dir == 'left' & d.x > 0) {}

    d.x-= 3;

    }

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    }

    }

    }

  • Referring to clips using a table

    Hello

    I am currently working on a game, but I have a problem with the clip based on which key has been pressed switching. I just started the code so I'm only on the basic principles for the moment and don't forget that I'm new to Flash so I apologize for stupid fouls.

    What I try to do is to obtain the (Shu) character to move around using WASD, however according to on what direction he's going in, I want the clip to be transformed into a different image of Shu. I use three different functions:

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    Move the Shu (SF)

    function moveShu(): void {}

    If (dir == 'up' & & SF.y > 0) {}

    SF.y-= 3;

    }

    If (dir == 'left' & & SF.x > 0) {}

    SF.x-= 3;

    }

    If (dir == 'down' & & SF.y < 400) {}

    SF.y += 3;

    }

    If (dir == 'right' & & SF.x < 550) {}

    SF.x += 3;

    }

    }

    -dFun (gives just a string of what arrow key was pressed, for example, 'left', 'up')

    -uFun (interrupts the movement is more in touch)

    My problem is that if I am moving the clip (and therefore will have another name of variable instead of SF), the moveShu function will no longer work. I considered just remove SF and his replacement with the clip, I would like, before increasing the item x or y coords, but then I realized the & & SF.y will not work for the new movie clip.

    If (dir == 'down' & & SF.y < 400) {}

    SF.y += 3;

    }

    I can't get rid of the SF.y < 400 coords because it prevents the Shu (or the clip I replace with) to run right off the stage, so I think now that I need a table where I can enter all movie clips I want to use and do:

    If (dir == 'down' & & shuArray [i] there are 400) {}

    There shuArray [i]= 3;

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    I don't really know how to identify objects in a table without indicating exactly the one I want, but I used 'I', as a number of previous codes, I learned in class, that's why I think that tables may be my answer.

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    In frame 20, you could put once again to gotoAndPlay (14);

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