Time line function in AS3

How to use time line function like " gotoAndPlay, stop(), " etc with AS3,
i had use stop in my first fram it give the error like,
1180: Call to a possibly undefined method addFrameScript.
did i have to import any other file for that

Actually i wirte the simple code of generating multiple symbols on the stage in a seaprete class file, than i embed it like this:
and then i write "stop()" in the first frame layer one.
try yourself create any class and link it with fla and write "stop();" in first frame to stop it.

Similar Messages

  • Access the main time line function

    Hi all,
    In as2 we can use _root to access the main timeline function from the inside some movieclip or button.
    In as3 how to access the main timeline function from inside the movieclip or button.can any one please tell me.

    "root" is the AS3 equivalent, but using it alone will often not wortk.  You more often need to cast it as some form of object before the compiler will recognize it.  Using "MovieClip(root)" will usually do the trick.

  • AS2 keypress to advance time line

    Hi, I'm using this action for specific keys to simply advance the time line -
    on(keyPress "<Space>"){
       play();
    what if I want to use all the keys of the keyboard to control this action ? Is the group selector to use ? Like  "all keyboard" "all keys"?
    I have got AS3 code to do it -
    stage.addEventListener(KeyboardEvent.KEY_DOWN, fl_KeyboardDownHandler);
    function fl_KeyboardDownHandler(event:KeyboardEvent):void {
              gotoAndPlay(currentFrame+1);
    But wanted it for AS2 ?
    Hope someone can lead me in the right direction. Thanks

    You can use...
    var keyListener:Object = new Object();
    Key.addListener(keyListener);
    function keyDownF(){
        play();
    keyListener.onKeyDown = keyDownF;

  • Can I access a label inside of an MC and then go back to the main time line

    Here is my current set up.
    I have a labeled section on main time line which has icons of 12 different videos. Each icon acts as a button and brings a user to a labeled section with a FLV Video Playback component impemented to play the corresponding video. These labeled sections are located on the main time.
    This methog makes my main time line very long. Is there a way to make an additional MC which will hold all the video buttons and then have this MC separated into labeled sections.
    In other words can I access a label inside of an MC and then go back to the main time line?
    My present code for accessing the label located on the main timeline is:
    HowTo_maininfo_mc.theArrangement_btn.addEventListener(MouseEvent.CLICK, theArrangement_btn_amimated_btnDown);
    function theArrangement_btn_amimated_btnDown(event:MouseEvent):void {
    gotoAndPlay("theArrangement");
    How would it look if my label "theArrangement" would be located inside of an MC?
    Is there any specific code if I want to have a close button located on the label inside of an MC and it needs to fire out to a label located on the main timeline?

    Oh, WOW! It is working perfectly now.
    My mistake was that I was specifiying the var sourceVar:String;
    for every single button. It was not clear to me from the first example that it has to be specified only once.
    I made a small test Flash file and everything works now. It still doesn't work on my big flash file, I guess some other code messes it up and I can' not figure what it is exactly.
    I would like to include the OUTPUT error message in hopes that you can spot right away what a mistake could be:
    VideoError: 1000: Unable to make connection to server or to find FLV on server
              at fl.video::VideoPlayer/stop()
              at fl.video::FLVPlayback/stop()
              at acolyteVideos_fla::mainsite_mc_2/stopF2()[acolyteVideos_fla.mainsite_mc_2::frame484:21]
              at flash.display::MovieClip/gotoAndPlay()
              at acolyteVideos_fla::mainsite_mc_2/onClick_GoBackToHowTo2()[acolyteVideos_fla.mainsite_mc_2 ::frame484:13]
    If there is no immediate cure for it, I will go through code line by line. Since it is working on the test it must be something wrong with my main file.
    Additiona question (please let me know if I should paste it as a new thread)
    I have similar set up with UILoader. Where different buttons set up to bring a user to individual labeled sections with individual UILoader. Should it be arranged in the same way that it is only one loader and "var sourceVar:String;" code is the one which brings up different content for each button?

  • Oracle Execution Time for function inside view

    Hi Guys,
    i would like to ask if i call a function inside a view , how does it behave in term of execution time and performance
    For Example i have a view as below
    create or replace view CUST.CUST_VIEW
    select a.nice , a.getCustomDisplay(a.name,a.pin,a.dos,b.master_key) as custom from CUST.customer as a , CUST.master as b
    where a.idno = b.main_id_no
    AND the function look like this
    create or replace function getCustomDisplay(a varchar2,b varchar2,c varchar2,d varchar2)
    begin
    select * from CUST.MAPPING_MATRIX order by idno asc;
    for loop
    //logic goes here to determine the result return from matrix
    end
    My Question is for example
    1. If i do select * from CUST.CUST_VIEW ( return 1000 records for example ) , so the function getCustomDisplay will be executed 1000 times also right ( that means select * from CUST.MAPPING_MATRIX order by idno asc; will also be executed 1000 times ) ?
    2. If i do select * from CUST.CUST_VIEW where rownum <= 20 , how many times getCustomDisplay() function will be executed ?
    The reason i ask this because recently we saw a few million execution times per day from AWR report for this query
    "select * from CUST.MAPPING_MATRIX order by idno asc;"
    But when i investigate , and put a logger whenever it call getCustomDisplay , the query above as mention in item no 2 only will be executed as many as the record that will be returned from ( view + where condition ).
    3. will it affect performance if my view return a lot of records ? or is there any way to improve it?
    Thanks

    Hi
    i have other solutions that seems work for reducing number of execution times but do you think its scalable and feasible ?
    CREATE OR REPLACE package body ACER.TYPE_CAT_PASS_UTIL_TEST as
    */* Private package data */*
    TYPE g_rec IS RECORD (
    id_no               VARCHAR2 (4),
    type_pass            VARCHAR2 (3),
    scheme_ind           VARCHAR2 (5),
    cat_pass             VARCHAR2 (2),
    entrepass            VARCHAR2 (2),
    display_type_pass        VARCHAR2 (15),
    display_cat_pass         VARCHAR2 (5),
    display_type_pass_desc    VARCHAR2 (80),
    rule_id                  VARCHAR2 (5)
    TYPE g_tab_type IS TABLE OF g_rec INDEX BY BINARY_INTEGER;
    g_tab   g_tab_type;
    i       BINARY_INTEGER;
    procedure initializeTypePassMatrix(test  IN varchar2) as
    begin
    if(g_tab.COUNT < 1)then
    FOR appln_rec in (
    SELECT tb_type_cat_pass_matrix.id_no,
    tb_type_cat_pass_matrix.type_pass,
    tb_type_cat_pass_matrix.scheme_ind,
    tb_type_cat_pass_matrix.cat_pass,
    tb_type_cat_pass_matrix.entrepass,
    tb_type_cat_pass_matrix.display_type_pass,
    tb_type_cat_pass_matrix.display_cat_pass,
    tb_type_cat_pass_matrix.display_type_pass_desc,
    tb_type_cat_pass_matrix.rule_id
    FROM tb_type_cat_pass_matrix ORDER BY id_no asc)
    LOOP
    dbms_output.put_line('g_tab.COUNT before insert: ' || g_tab.COUNT);
    i := g_tab.COUNT + 1;
    g_tab (i).id_no         := appln_rec.id_no;
    g_tab (i).type_pass         := appln_rec.type_pass;
    g_tab (i).scheme_ind        := appln_rec.scheme_ind;
    g_tab (i).cat_pass          := appln_rec.cat_pass;
    g_tab (i).entrepass        := appln_rec.entrepass;
    g_tab (i).display_type_pass     := appln_rec.display_type_pass;
    g_tab (i).display_cat_pass     := appln_rec.display_cat_pass;
    g_tab (i).display_type_pass_desc:= appln_rec.display_type_pass_desc;
    g_tab (i).rule_id         := appln_rec.rule_id;
    DBMS_OUTPUT.put_line ('g_tab.count after insert: ' || g_tab.COUNT);
    END LOOP;
    else
    DBMS_OUTPUT.put_line ('g_tab>=1, no need to initialize');
    end if;
    exception
    when others then
    dbms_output.put_line('error happen'||DBMS_UTILITY.format_error_backtrace);
    Logger.ERROR('TYPE_CAT_PASS_UTIL.initializeTypePassMatrix',SQLCODE,SQLERRM || ' ' ||DBMS_UTILITY.format_error_backtrace,'SYSTEM');
    end initializeTypePassMatrix;
    procedure populateTypeCatPassFullDesc(typePass  IN varchar2, schemeInd IN varchar2,catPass IN varchar2,entrePass IN varchar2, displayTypePass IN OUT varchar2,displayTypePassDesc IN OUT varchar2, displayCatPass IN OUT varchar2 )is
    v_displayTypePass varchar2(15) :='-';
    v_displayTypePassDesc varchar2(100) :='-';
    v_displayCatPass   varchar2 (2):='-';
    v_type_pass  varchar2(3)  := '';
    v_scheme_ind  varchar2(5) := '';
    v_cat_pass  varchar2(2);
    v_entrepass  varchar2(2);
    v_flag_valid_1 boolean:=false;
    v_flag_valid_2 boolean:=false;
    v_flag_valid_3 boolean:=false;
    v_flag_valid_4 boolean:=false;
    v_appln_rec g_rec;
    begin
    dbms_output.put_line('line 1');
    initializeTypePassMatrix('test');
    FOR nomor in g_tab.FIRST .. g_tab.LAST
    LOOP
    v_appln_rec := g_tab(nomor);
    dbms_output.put_line('line 2.1');
    v_flag_valid_1 :=false;
    v_flag_valid_2 :=false;
    v_flag_valid_3 :=false;
    v_flag_valid_4 :=false;
    v_type_pass     := v_appln_rec.type_pass;
    v_scheme_ind    := v_appln_rec.scheme_ind;
    v_cat_pass     := v_appln_rec.cat_pass;
    v_entrepass    := v_appln_rec.entrepass;
    dbms_output.put_line('line 2.2');
    if(typePass =  v_type_pass or v_type_pass = 'NA') then
    v_flag_valid_1:= true;
    end if;
    if(schemeInd = v_scheme_ind or v_scheme_ind='NA') then
    v_flag_valid_2 := true;
    elsif(schemeInd is null and v_scheme_ind is null) then
    v_flag_valid_2 := true;
    end if;
    if(catPass = v_cat_pass or v_cat_pass='NA') then
    v_flag_valid_3 := true;
    elsif(catPass is null and v_cat_pass is null) then
    v_flag_valid_3 := true;
    end if;
    if(entrePass = v_entrepass or v_entrepass='NA') then
    v_flag_valid_4 := true;
    end if;
    if(v_flag_valid_1 = true and v_flag_valid_2 = true and v_flag_valid_3 = true and v_flag_valid_4 = true) then
    v_displayTypePass     := v_appln_rec.display_type_pass;
    v_displayCatPass     := v_appln_rec.display_cat_pass;
    v_displayTypePassDesc   := v_appln_rec.display_type_pass_desc;
    dbms_output.put_line('rule id got :'||v_appln_rec.rule_id);
    dbms_output.put_line('rule no got :'||v_appln_rec.id_no);
    exit when (0 = 0);
    end if;
    END LOOP;
    displayTypePass := v_displayTypePass;
    displayCatPass  := v_displayCatPass;
    dbms_output.put_line('1type:' || v_displayTypePassDesc);
    displayTypePassDesc :=    v_displayTypePassDesc;
    dbms_output.put_line('2type:' || displayTypePassDesc);
    dbms_output.put_line('type:' || v_displayTypePass);
    dbms_output.put_line('cat :' || v_displayCatPass);
    exception
    when others then
    dbms_output.put_line('error happen'||DBMS_UTILITY.format_error_backtrace);
    Logger.ERROR('TYPE_CAT_PASS_UTIL.populateTypeCatPass',SQLCODE,SQLERRM || ' ' ||DBMS_UTILITY.format_error_backtrace,'SYSTEM');
    end populateTypeCatPassFullDesc;
    function getDisplayTypePass(typePass  IN varchar2, schemeInd IN varchar2,catPass IN varchar2,entrePass IN varchar2) return varchar2 is
    v_displayTypePass varchar2(15) :='-';
    v_displayTypePassDesc varchar2(100) :='-';
    v_displayCatPass varchar2(2) :='-';
    begin
    populateTypeCatPassFullDesc(typePass,schemeInd,catPass,entrePass,v_displayTypePass,v_displayTypePassDesc,v_displayCatPass);
    return  v_displayTypePass;
    exception
    when others then
    dbms_output.put_line('error happen'||DBMS_UTILITY.format_error_backtrace);
    Logger.ERROR('TYPE_CAT_PASS_UTIL.populateTypeCatPass',SQLCODE,SQLERRM || ' ' ||DBMS_UTILITY.format_error_backtrace,'SYSTEM');
    end getDisplayTypePass;
    end TYPE_CAT_PASS_UTIL_TEST;
    By Using like above even i do query on select * from <some_view) it will be only one execution for
    SELECT tb_type_cat_pass_matrix.id_no,*
    **tb_type_cat_pass_matrix.type_pass,**
    **tb_type_cat_pass_matrix.scheme_ind,**
    **tb_type_cat_pass_matrix.cat_pass,**
    **tb_type_cat_pass_matrix.entrepass,**
    **tb_type_cat_pass_matrix.display_type_pass,**
    **tb_type_cat_pass_matrix.display_cat_pass,**
    **tb_type_cat_pass_matrix.display_type_pass_desc,**
    **tb_type_cat_pass_matrix.rule_id**
    **FROM tb_type_cat_pass_matrix ORDER BY id_no asc*
    the key point is the initializeTypePassMatrix function but it seems the variable only works for one session ?
    if i open new session it will be reset again .

  • How do I acces a var from the main time line in to a movieclip?

    I'm making a quiz-type animation, since I'm new with ActionScript I had developed my own way to make this work.
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    I kinda of make it work using what you suggested: var meterVar = MovieClip(this.root).userAnswer;, but I have different problems now I'm getting this error: TypeError: Error #1009: Cannot access a property or method of a null object reference.
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    var rbg:Object = rbA.group;
    var finalScore:int;
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    function nextBtn(evt:MouseEvent):void {
                 userAnswer = int(rbg.selectedData);
                 if(userAnswer == 0) {messageBox.text = "Please select an option";
                 }else{
                     finalScore = userAnswer;
                     gotoAndPlay(2);
    Frame 2:
    stop();
    messageBox.text = "";
    var rbbg:Object = rbbA.group;
    btnCheckTwo.addEventListener(MouseEvent.CLICK, nextBtnTwo);
    function nextBtnTwo (evt:MouseEvent):void {
                 userAnswer = int(rbbg.selectedData);
                 if(userAnswer == 0) {messageBox.text = "Please select an option";
                 }else{
                     finalScore = finalScore + userAnswer;
                     gotoAndPlay(3);
    Frame 3:
    stop();
    messageBox.text = "";
    var rbcg:Object = rbcA.group;
    btnCheckThree.addEventListener(MouseEvent.CLICK, nextBtnThree);
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                 userAnswer = int(rbcg.selectedData);
                 if(userAnswer == 0) {messageBox.text = "Please select an option";
                 }else{
                     finalScore = finalScore + userAnswer;
                     gotoAndPlay(4);
    Frame 4:
    stop();
    messageBox.text = "";
    var rbdg:Object = rbdA.group;
    btnCheckFour.addEventListener(MouseEvent.CLICK, nextBtnFour);
    function nextBtnFour (evt:MouseEvent):void {
                 userAnswer = int(rbdg.selectedData);
                 if(userAnswer == 0) {messageBox.text = "Please select an option";
                 }else{
                     finalScore = finalScore + userAnswer;
                     gotoAndPlay(5);
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                 userAnswer = int(rbdg.selectedData);
                 if(userAnswer == 0) {messageBox.text = "Please select an option";
                 }else{
                     finalScore = finalScore + userAnswer;
                     if (finalScore > 4) gotoAndPlay(6);
                     if (finalScore > 9) gotoAndPlay(7);
                     if (finalScore > 13) gotoAndPlay(8);
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    var btnCheckThree = MovieClip(this.root).btnCheckThree;
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                 if (meterVar == 1) {gotoAndPlay(2);
                     if (meterVar == 2) gotoAndPlay(3);
                     if (meterVar == 3) gotoAndPlay(4);
                 }else{ gotoAndPlay (1);
    btnCheckTwo.addEventListener(MouseEvent.CLICK, nextBtnTwo);
         function nextBtnTwo (evt:MouseEvent):void {
                 if (meterVar == 1) {gotoAndPlay(2);
                     if (meterVar == 2) gotoAndPlay(3);
                     if (meterVar == 3) gotoAndPlay(4);
                 }else{ gotoAndPlay (1);
    btnCheckThree.addEventListener(MouseEvent.CLICK, nextBtnThree);
         function nextBtnThree (evt:MouseEvent):void {
                 if (meterVar == 1) {gotoAndPlay(2);
                     if (meterVar == 2) gotoAndPlay(3);
                     if (meterVar == 3) gotoAndPlay(4);
                 }else{ gotoAndPlay (1);
    btnCheckFour.addEventListener(MouseEvent.CLICK, nextBtnFour);
         function nextBtnFour (evt:MouseEvent):void {
                 if (meterVar == 1) {gotoAndPlay(2);
                     if (meterVar == 2) gotoAndPlay(3);
                     if (meterVar == 3) gotoAndPlay(4);
                 }else{ gotoAndPlay (1);
    I had attached the almost working FWS file

  • Time Series function: csum

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    DA_PTNT_DY_01 NUMBER
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    DA_DSCH_DT_02 VARCHAR2(4)
    DA_DSCH_DATE DATE
    DA_DSCH_TOTAL NUMBER
    DA_PATIENT_DAYS NUMBER
    DA_BUDGET_DC NUMBER
    DA_BUDGET_PD NUMBER

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    2) Filter on Time.Year column <> YEAR(CURRENT_DATE)+1

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    2009 __100_______80
    2010 __120_______100
    2011 ____________120
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    Since you only asked how to get rid of the 2011 line, here are two ways:
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  • Fcpx magnetic time line is not working

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  • Two-dimensional time-line?

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    // --- my script end --------------------------------------------
    When i test the movie, it stop at frame 1 as expected, mean that the time-line has been halted.
    But the movie clip "mcRect" namely the rectangle keep moving down-right with the frame rate, this like there has another time-line which is perpendicular to the main time-line.
    Is this guess right ?
    Does anybody knows the inside detail of the time-line concept?

    It is behaving as I told you.  Your definition of what happens during the enterframe is defined in the function...
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         mcRect._x = mcRect._y = ++i;
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  • How load variables to a movie clip on a masked layer on my main time line

    the problem I have is that I been trying to load text from a
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    any Idea on how I can get arround this????

    PArt of the problem will be due to declaring the uiLoader inside of a function.  When you do that you limit its scope to within that function.  You should declare it outside of any function if you need to access it in more than one function.
    import flash.events.MouseEvent;
    import fl.motion.MotionEvent;
    var uiLoader:UILoader;
    var targetObj:Object;
    The other problems I see regard the line you point to.  It is not spelling the name the same, using a lowercase "l". Also, if you want to target what the UILoader contains, you should target its "content" property, as in...
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  • SAP BW - learning path and Estimated time line.

    Hi,
    I am working with Business Objects for few years. I am interested in learn SAP BW and start my career in SAP BW with Business Objects. I would appreciate if you could please let me know the learning path and approximate time line.
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    Hi Mike:
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    I am actually pursuing a second MS in ERP at http://dce.mst.edu/. I take classes on line since i live 100 miles from the university. I sometimes am busy at work and cannot attend live classes. So i listen to the recordings after work hours and do my assignments and tests and exams after hours as well.
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    http://www.sdn.sap.com/irj/uac
    I personally see a need in the Industry for highly engineered BI Solutions. Quiet a few SAP Clients today have experienced not so well engineered BI solutions from less skilled BI resources leading to poor performance and poor user adoption.
    Thats why i feel there is a great need for qualified BI resources to deliver optimal BI solutions and drive greater user adoption. The more users adopting SAP BI and BOBJ, the better opportunities for all of us.
    Concerning your comment about ABAP - I know minimal ABAP learned on the job as a BW developer / analyst. I tend to find solutions through data modeling as opposed to using ABAP. SAP BW has standardized many many common reporting functions and on occasions i write some ABAP lookups. But during the initial stages of my career as a BW Analyst i used to have the ABAP team write any code i needed.
    I even developed an ABAP report in ECC by providing the ABAP team with a detailed flow diagram of the logic. But lately i have learned to write some ABAP code myself. 
    Good Luck.
    MP.

  • Delete single line function

    Hi Guys,
    I am tried to use the delete a line function in BI 7.0. but it was not working.
    Here is what I have done:
    step 1: create the delete function with condition which was define by variables.
    step 2: in the web add those variable with  the Appearance property as hidden and Source for Selectionfiltered=Layout1 which is the layout to be deleted.
    step 3 in the layout1 set the Row/Cell Selection property as line.
    then I selected the line I want to delete click the delete function. it does not work.
    I remember I did This many time before, Did I miss something?
    The delete icon at the web can only delete the  key figure amount that you entered, it did not appear to delete any key figures in the comparison columns, while the business requirment is to delete the row completely from the layout.

    JW,
    I don't think it makes sense to delete data in a comparison column (which is not changable). If you want to remove the complete line, use a delete planning function.
    Regards,
    Marc
    SAP NetWeaver RIG

  • Scary Message Every Import  from my Sony PMW 320 XDCAM EX  Clip Files w/ Completed Time LIne

    Hello
    This is the 3rd question I've posted working my way through my first edit (and HD edit) with Premiere Pro CS5.5, and I have a completed time line with the basic edit for an important event, my first for a client I hope to work for again.  Am now working on the title sequence at the beginning and also a "recap" with music and highlights at the very end.  Then I will be trying my first burn to a bluray -R disk on the LG 12x internal BRD unit in a high performance Mac Pro I had built at OWC.  10.7.5 Lion currently.
    3 types of files: 
    1.  1080i 29.97 upper frame first, standard 1080i settings......from my B camera footage from a Sony NEX 5N.  28mbps I believe.  Example clip:  00018.MTS.  No issues or messages on the imports into the Project window. 
    2.  Backup files same settings but 50mbps from Nanoflash recorder attached to my PMW 320 camcorder through the HD SDI output.  Example clip:  01253001.MTX. 
    Both of these above I just dragged their entire folders onto my internal master 2 disc Raid 0.  And then imported just the "clips" from each into the project window in each's own bin or folder.
    3.  Same scenario with my main files copying them from the large camcorder.  Example clip:  159_0221_01.MP4.  35mbps.  All 3 of these types of files have 29.97 fps indicated to the right.
    But in the Project window when I selected initially all the clips from the drop downs inside the folder from the PMW 320 on the Master drive, and since then just some individual clips.....I keep getting this::  A window with "File Import Failure" in the top header and 5 lines of all the Volume codings within that Folder in the message box, and below it, "Error Message"  "File format not supported"  with an active "OK" button.  Which I have clicked and then gone ahead and worked with them.
    But the clips in question are all in the project window and load fine into the Program Window or drag fine directly to the time line.  I have completed the whole sequence save for what I mentioned above.  Color correction, audio adjustments, slo motion, freeze frames, transitions, everything.  I have even taken a short piece of the time line and done experimental exports to self contained "Animation" codec clip,  H.264 clip and an MPEG 4 clip.  All were successful.  Last step coming soon will be export to 1080i 29.97 bluray.
    I believe I have seen "MPEG 4" in the codec info on the PMW 320's clips.  Being that Premiere is supposed to handle every codec no problem, and that it seems to have done just that, what is going on here with these messages??  I have a ton of hours into this 1st edit and it all seems to work.  Do I not need to worry about this message even if I don't understand why I am getting it?
    Thanks much
    Ron

    All that shows is the clips themselves, but yes I guess that could be happening.  So in the future from the PMW 320 import them 1st into Media Browser and then to the Project window?  (before taking them to Source window or directly to the time line)  Or just leave them in the Media Browser, and work it from there?
    In the meantime, the fact it has all worked and seems to be working, would you think I'm OK since I've been able to do up to a massive 156gb Animation codec 16 minute portion of the sequence while I was first experimenting?   I am likely going to try the Dynamic Link function and Auto settings into Encore, straight from my time line of around 90 minutes.  Per the suggestion of Ann here in one of my other threads asking about that part.  Just to see if I can mail it on time on Tuesday if it looks good.

  • Time line

    i know its a bad practice to use timeline scripting but  i was obliged to do that
    if user clicked a button that will goto and play for example frame 10 and at frame 10 i have my game code that ill start
    the problem is when user clicks the button ( i have a mosue event that shoots) so directly when its loaded i can see the shot in the middle of the screen how can i avoid this
    is there something i can do to delay that

    stop();
        import flash.display.*;
        import flash.events.*;
        import flash.ui.Keyboard;
        import flash.ui.Mouse;
        import flash.geom.Point;
        import flash.utils.Timer;
        import flashx.textLayout.formats.BackgroundColor;
        import flash.media.*;
        import flash.media.SoundChannel;
        import flash.media.SoundTransform;
        import flash.text.*;
        import flash.events.MouseEvent;
        import level2.greensock.*;
        import level2.greensock.easing.*;
        import level2.shumi.l2Building;
        import level2.shumi.enemy;
        import level2.shumi.enemyTank;
        import level2.shumi.ExplosionClass;
        import level2.shumi.groundUnits;
        import level2.shumi.Tank;
        import level2.shumi.TankBullet;
            var rightInnerBoundary:uint;
            var leftInnerBoundary:uint;
            var topInnerBoundary:uint;
            var bottomInnerBoundary:uint;
            var level2bg:aBackground ;
            var aBuilding:l2Building;
            var myTank:Tank ;
            var ghostTank:Tank;
            var hitCount:Number = 0;
            var _l2bullets:Array ;
            var _Gunit:Array  ;
            var groundUnit:groundUnits  ;
            var groundUnit2:groundUnits  ;
            var groundUnit3:groundUnits  ;
            var groundUnit4:groundUnits  ;
            var enemySoldier1;
            var enemySoldier2;
            var anEnemyTank:enemyTank  ;
            var speed:int = 1;
            var radians:Number = 180 / Math.PI;
            var turnRate:Number = .05;
            var agroRange:Number = 300;
            var distanceX:Number = 0;
            var distanceY:Number = 0;
            var distanceTotal:Number = 0;
            var moveDistanceX:Number = 0;
            var moveDistanceY:Number = 0;
            var moveX:Number = 0;
            var moveY:Number = 0;
            var totalmove:Number = 0;
            var hitCounter:Number = 5;
            var bullet:TankBullet;
            var shootSoundl2:shoot1;
            var soundControl:SoundChannel;
            var deadSound:dead;
            var explodeSoundl2:explode;
            var emptySound:empty;
            var hitSound:hit;
            var bombsLeftl2:Number ;
            var textFormat:TextFormat = new TextFormat ;
            var numberDisplay:TextField  = new TextField ;
            var Score:int ;
            var scoreDisplay:TextField = new TextField  ;//score display  text field
            var bombsLeftDisplay2:TextField = new TextField  ;
            var BombsNum:TextField = new TextField  ;
            var mybtn:btn = new btn  ;
            var mybtn2:btn2 = new btn2  ;
            var myCursor:cursor = new cursor  ;
            var _l2Timer:Timer;
            var enemyBullet1l2:TankBullet;
            var _eBulletl2:Array;
            var myTankHealth : uint = 10;
            var gameOverScreen : MovieClip;
            // var tankOffsetX :int = myTank.x + level2bg.x;
            // var tankOffsetY : int = myTank.y + level2bg.y;
                init();
            function setuptextfieldsl2()
                textFormat.font = "Helvetica";
                textFormat.size = 25;
                textFormat.color = 0x000000;
                textFormat.align = TextFormatAlign.CENTER;
                //Configure the  score  text field
                numberDisplay.defaultTextFormat = textFormat;
                numberDisplay.autoSize = TextFieldAutoSize.CENTER;
                numberDisplay.border = false;
                numberDisplay.text = "0";
                scoreDisplay.defaultTextFormat = textFormat;
                scoreDisplay.autoSize = TextFieldAutoSize.CENTER;
                scoreDisplay.border = false;
                scoreDisplay.text = "Score : ";
                bombsLeftDisplay2.defaultTextFormat = textFormat;
                bombsLeftDisplay2.autoSize = TextFieldAutoSize.CENTER;
                bombsLeftDisplay2.border = false;
                bombsLeftDisplay2.text = "50";
                BombsNum.defaultTextFormat = textFormat;
                BombsNum.autoSize = TextFieldAutoSize.CENTER;
                BombsNum.border = false;
                BombsNum.text = "Bombs Left :";
                //=====
                //Display and score text field
                stage.addChild(numberDisplay);
                stage.addChild(scoreDisplay);
                stage.addChild(bombsLeftDisplay2);
                stage.addChild(BombsNum);
                numberDisplay.x = stage.stageWidth - 40;
                numberDisplay.y = 10;
                scoreDisplay.x = stage.stageWidth - 150;
                scoreDisplay.y = 10;
                bombsLeftDisplay2.x = stage.stageWidth - 55;
                bombsLeftDisplay2.y = 40;
                BombsNum.x = stage.stageWidth - 200;
                BombsNum.y = 40;
            function init()
            Mouse.hide();
                setuptextfieldsl2();
            level2bg = new aBackground  ;
            aBuilding= new l2Building  ;
            myTank = new Tank  ;
            ghostTank = new Tank  ;
    _l2bullets = new Array  ;
            _Gunit = new Array  ;
            groundUnit = new groundUnits  ;
            groundUnit2 = new groundUnits  ;
    groundUnit3 = new groundUnits  ;
            groundUnit4 = new groundUnits  ;
            anEnemyTank = new enemyTank  ;
    bombsLeftl2= 50;
            Score = 0;
                                                                                    myTankHealth = 10;
                                                                                    // set patroling points in an array, as many as u like, soldier will start at
                // startPointX and StartPointY parameters passed in enemy creation
                var patrolPointsSoldier1:Array = new Array  ;
                patrolPointsSoldier1.push(new Point(333,1440));
                patrolPointsSoldier1.push(new Point(998,1447));
                patrolPointsSoldier1.push(new Point( 600 , 1800));
                var patrolPointsSoldier2:Array = new Array  ;
                patrolPointsSoldier2.push(new Point(444,1440));
                patrolPointsSoldier2.push(new Point(1000,1460));
                //enemy parameter (displayObjectContainer for stage refrence, PatrolPointArray,;
                // startPointX, startPointY)
                enemySoldier1 = new enemy(this,patrolPointsSoldier1,440,1440);
                enemySoldier2 = new enemy(this,patrolPointsSoldier2,500,500);
                rightInnerBoundary = stage.stage.width;
                leftInnerBoundary = 0;
                topInnerBoundary = 0;
                bottomInnerBoundary = stage.stageHeight;
                level2bg.x = 0;
                level2bg.y = 0;
                aBuilding.x = 700;
                aBuilding.y = 750;
                level2bg.addChild(aBuilding);
                addChild(level2bg);
                groundUnit.x = 500;
                groundUnit.y = 290;
                level2bg.addChild(groundUnit2);
                level2bg.addChild(groundUnit);
                level2bg.addChild(groundUnit3);
                level2bg.addChild(groundUnit4);
                level2bg.addChild(enemySoldier1);
                level2bg.addChild(enemySoldier2);
                groundUnit2.x = 780;
                groundUnit2.y = 290;
                groundUnit3.x = 500;
                groundUnit3.y = 700;
                groundUnit4.x = 70;
                groundUnit4.y = 960;
                _Gunit.push(groundUnit,groundUnit2,groundUnit3,groundUnit4);
                myTank.x = 300;
                myTank.y = 400;
                this.addChild(myTank);
                this.addChild(ghostTank);
                ghostTank.alpha = 0;
                anEnemyTank.x = level2bg.x + 500;
                anEnemyTank.y = level2bg.y + 500;
                level2bg.addChild(anEnemyTank);
                shootSoundl2 = new shoot1  ;
                deadSound = new dead  ;
                explodeSoundl2 = new explode  ;
                hitSound = new hit  ;
    mybtn.x = stage.stageWidth - 55;
                mybtn.y = stage.stageHeight - 50;
                mybtn2.x = stage.stageWidth - 90;
                mybtn2.y = stage.stageHeight - 50;
                myCursor.x = mouseX;
                myCursor.y = mouseY;
                addChild(myCursor);
                addChild(mybtn);
                addChild(mybtn2);
    _l2Timer = new Timer(200);
    _eBulletl2 = new Array ();
                addListenersl2();
            function controlAudiol2(snd:Sound):void
                // if statement to avoid overlapping of sound objects
                if (soundControl)
                    soundControl.stop();
                    soundControl = null;
                var trans:SoundTransform = new SoundTransform(0.8);
                soundControl = snd.play(0,0,trans);
            function l2moveBullets()
                for (var i:int = 0; i < _l2bullets.length; i++)
                    bullet = _l2bullets[i];
                    //bullet.rotation = _turretAngle
                    bullet.x +=  bullet.vx;
                    bullet.y +=  bullet.vy;
                    //check the bullet's stage boundaries
                    if (bullet.y < 0 || bullet.x < 0 || bullet.x > stage.stageWidth || bullet.y > stage.stageHeight)
                        //Remove the bullet from the stage
                        stage.removeChild(bullet);
                        //Remove the bullet from the _l2bullets
                        //array
                        _l2bullets.splice(i,1);
                        bullet = null;
                        //Reduce the loop counter
                        //by one to compensate
                        //for the removed bullet
                        i--;
                    if (bullet != null && bullet.hitTestObject(aBuilding.buildingMovieClip.buildinghitTest))
                        //Update the score, the score display
                        //and remove the bullet
                        aBuilding.destroyBuilding();
                        stage.removeChild(bullet);
                        numberDisplay.text = String(Score);
                        controlAudiol2(explodeSoundl2);
                        _l2bullets.splice(i,1);
                        bullet = null;
                        i--;
                    if (bullet != null && bullet.hitTestObject(anEnemyTank.enemyTankMovieClip.eTankHitTest))
                        //Update the score, the score display
                        //and remove the bullet
                        anEnemyTank.destroyEnemyTank();
                        stage.removeChild(bullet);
                        _l2Timer.stop();
              _l2Timer.addEventListener(TimerEvent.TIMER, enemyTankShoot);
                        Score = Score + 50;
                        numberDisplay.text = String(Score);
                        controlAudiol2(explodeSoundl2);
                        _l2bullets.splice(i,1);
                        bullet = null;
                    for (var j:int = 0; j < _Gunit.length; j++)
                        if (bullet != null && bullet.hitTestObject(_Gunit[j].base.baseHitTest))
                            _Gunit[j].bulletHit();
                            controlAudiol2(hitSound);
                            Score = Score + 50;
                            numberDisplay.text = String(Score);
                            stage.removeChild(bullet);
                            _l2bullets.splice(i,1);
                            bullet = null;
            function moveTank()
                //THE TANK
                //Increase the tank's speed if the up key is being pressed
                if (myTank.accelerate)
                    myTank.speed +=  0.1;
                    myTank.tankMovieClip.atank.play();
                    //Add some optional drag;
                    myTank.speed *=  myTank.friction;
                else
                    //Add friction to the speed if the tank is
                    //not accelerating
                    myTank.speed *=  myTank.friction;
                    myTank.tankMovieClip.atank.stop();
                //Calculate the acceleration based on the angle of rotation;
                var tankAngle = myTank.rotation * Math.PI / 180;
                myTank.acceleration_X = myTank.speed * Math.cos(tankAngle);
                myTank.acceleration_Y = myTank.speed * Math.sin(tankAngle);
                //Update the tank's velocity
                myTank.vx = myTank.acceleration_X;
                myTank.vy = myTank.acceleration_Y;
                //Force the tanks's velocity to zero
                //it falls below 0.1
                if (Math.abs(myTank.vx) < 0.1 && Math.abs(myTank.vy) < 0.1)
                    myTank.vx = 0;
                    myTank.vy = 0;
                if (myTank.x - myTank.width / 2 < leftInnerBoundary)
                    myTank.x = leftInnerBoundary + myTank.width / 2;
                    rightInnerBoundary = stage.stageWidth - myTank.x;
                    level2bg.x -=  myTank.vx;
                else if (myTank.x + myTank.width / 2 > rightInnerBoundary)
                    myTank.x = rightInnerBoundary - myTank.width / 2;
                    leftInnerBoundary = myTank.width / 2 + 10;
                    level2bg.x -=  myTank.vx;
                if (myTank.y - myTank.height / 2 < topInnerBoundary)
                    myTank.y = topInnerBoundary + myTank.height / 2;
                    bottomInnerBoundary = stage.stageHeight - myTank.y;
                    level2bg.y -=  myTank.vy;
                else if (myTank.y + myTank.height / 2 > bottomInnerBoundary)
                    myTank.y = bottomInnerBoundary - myTank.height / 2;
                    topInnerBoundary = myTank.height;
                    level2bg.y -=  myTank.vy;
                if (level2bg.x > 0)
                    level2bg.x = 0;
                    leftInnerBoundary = 0;
                else if (level2bg.y > 0)
                    level2bg.y = 0;
                    topInnerBoundary = 0;
                else if (level2bg.x < stage.stageWidth - level2bg.width)
                    level2bg.x = stage.stageWidth - level2bg.width;
                    rightInnerBoundary = stage.stageWidth;
                else if (level2bg.y < stage.stageHeight - level2bg.height)
                    level2bg.y = stage.stageHeight - level2bg.height;
                    bottomInnerBoundary = stage.stageHeight;
                //Move and rotate the tank
                myTank.x +=  myTank.vx;
                myTank.y +=  myTank.vy;
                myTank.rotation +=  myTank.rotationSpeed;
                if (myTank.hitTestObject(level2bg.hitTest1) || myTank.hitTestObject(level2bg.hitTest2) || myTank.hitTestObject(level2bg.hitTest3) || myTank.hitTestObject(level2bg.hitTest4) || myTank.hitTestObject(level2bg.hitTest5) || myTank.hitTestObject(level2bg.hitTest6) || myTank.hitTestObject(level2bg.hitTest7) || myTank.hitTestObject(level2bg.hitTest8) || myTank.hitTestObject(level2bg.hitTest9) || myTank.hitTestObject(level2bg.hitTest10) || myTank.hitTestObject(level2bg.hitTest11) ||myTank.hitTestObject(level2bg.gameHitTest1) || myTank.hitTestObject(level2bg.gameHitTest2) || myTank.hitTestObject(level2bg.gameHitTest3))
                    trace("tank hit" + myTank.x);
                    myTank.x = ghostTank.x;
                    myTank.y = ghostTank.y;
                else
                    ghostTank.x = myTank.x;
                    ghostTank.y = myTank.y;
                if (myTank.tankMovieClip.tankHitTest.hitTestObject(enemySoldier1._player.soldierHitTestPoint ))
                    if (! enemySoldier1.isDead)
                        trace("hit soldier");
                        enemySoldier1.killSoldier();
                        controlAudiol2(deadSound);
                        Score = Score + 100;
                        //numberDisplay.text = String(Score);
                if (myTank.tankMovieClip.tankHitTest.hitTestObject(enemySoldier2._player.soldierHitTestPoint ))
                    if (! enemySoldier2.isDead)
                        enemySoldier2.killSoldier();
                        controlAudiol2(deadSound);
                        Score = Score + 200;
                        //numberDisplay.text = String(Score);
                //THE TURRET
                //THE TURRET
                var _turretAngle:Number = getAnglel2();
                _turretAngle -=  myTank.rotation;
                //Rotate the turret towards the mouse
                myTank.turretMovieClip.rotation = _turretAngle;
                //var angle:Number = Math.atan2 (mouseY - myTank.y, mouseX - myTank.x);
                //myTank.turretMovieClip.rotation = (angle * 180 / Math.PI) - 180;
            function getAnglel2():Number
                //Convert turrets points from local to global coordinates
                //Compensate for the rotation of the tank
                var turretPoint:Point = new Point(myTank.turretMovieClip.x,myTank.turretMovieClip.y);
                var turretPoint_X:Number = myTank.localToGlobal(turretPoint).x;
                var turretPoint_Y:Number = myTank.localToGlobal(turretPoint).y;
                var angle = Math.atan2(turretPoint_Y - stage.mouseY,turretPoint_X - stage.mouseX) * 180 / Math.PI;
                return angle;
            function addListenersl2()
                stage.addEventListener(KeyboardEvent.KEY_DOWN,keyDownHandler);
                stage.addEventListener(KeyboardEvent.KEY_UP,keyUpHandler);
                stage.addEventListener(Event.ENTER_FRAME,frameListener);
                stage.addEventListener(MouseEvent.CLICK,mouseDownHandler);
                mybtn.addEventListener(MouseEvent.MOUSE_DOWN,onClickl2);
                mybtn2.addEventListener(MouseEvent.MOUSE_DOWN,onClick2);
                stage.addEventListener(Event.ENTER_FRAME,pauseListener);
                _l2Timer.addEventListener(TimerEvent.TIMER, enemyTankShoot);
            function getAngle2l2(aObject2:MovieClip):Number
                var turPoint:Point = new Point(aObject2.x,aObject2.y);
                var turPoint_X:Number = aObject2.localToGlobal(turPoint).x;
                var turPoint_Y:Number = aObject2.localToGlobal(turPoint).y;
                var angle2 = Math.atan2(turPoint_Y - myTank.y,turPoint_X - myTank.x) * 180 / Math.PI;
                return angle2;
            function enemyTankShoot(event:TimerEvent):void
                //Create a bullet and add it to the stage
                enemyBullet1l2 = new TankBullet(getAngle2l2(anEnemyTank.enemyTurretMovieClip));
                level2bg.addChild(enemyBullet1l2);
                //Set the bullet's starting position
                var radius:int = 30;
                var angle:Number = (anEnemyTank.rotation + anEnemyTank.enemyTurretMovieClip.rotation - 15)  * Math.PI / 180;
                enemyBullet1l2.x = anEnemyTank.x    + anEnemyTank.enemyTurretMovieClip.x + radius * Math.cos(angle);
                enemyBullet1l2.y = anEnemyTank.y  +anEnemyTank.enemyTurretMovieClip.y+ radius * Math.sin(angle);
                //Set the bullet's velocity based
                //on the angle
                enemyBullet1l2.vx = Math.cos(angle) * 5;
                enemyBullet1l2.vy = Math.sin(angle) * 5;
                //Push the bullet into the _l2bullets array
                _eBulletl2.push(enemyBullet1l2);
                //Find a random start time for the next bullet
                //var randomFireTime:Number = Math.round(Math.random() * 1000) + 200;
                _l2Timer.delay = 750;
            function onClick2(event:MouseEvent):void
                stage.addEventListener(Event.ENTER_FRAME,frameListener);
                stage.addEventListener(MouseEvent.CLICK,mouseDownHandler);
            function onClickl2(event:MouseEvent):void
                stage.removeEventListener(Event.ENTER_FRAME,frameListener);
                stage.removeEventListener(MouseEvent.CLICK,mouseDownHandler);
                anEnemyTank.enemyTankMovieClip.eTreads.stop();
                //Mouse.show();
            function mouseDownHandler(event:MouseEvent):void
                fireBullet();
            function fireBullet()
                var bullet:TankBullet = new TankBullet(getAnglel2());
                stage.addChild(bullet);
                var radius:int = -20;
                var angle:Number = (myTank.rotation + myTank.turretMovieClip.rotation) * Math.PI / 180;
                //3. Position the bullet
                bullet.x = myTank.x +myTank.turretMovieClip.x + 20 + radius * Math.cos(angle);
                bullet.y = myTank.y +myTank.turretMovieClip.y - 5 + radius * Math.sin(angle);
                //Set the bullet's velocity based
                //on the angle
                bullet.vx = Math.cos(angle) * -7 + myTank.vx;
                bullet.vy = Math.sin(angle) * -7 + myTank.vy;
                //Push the bullet into the _l2bullets array
                _l2bullets.push(bullet);
                controlAudiol2(shootSoundl2);
                bombsLeftl2--;
                bombsLeftDisplay2.text = String(bombsLeftl2);
                trace("you still have " + bombsLeftl2);
                if (bombsLeftl2 == 0)
                    stage.removeEventListener(MouseEvent.CLICK,mouseDownHandler);
                    //stage.addEventListener(MouseEvent.CLICK , playemptySound);
                    explodeTank(myTank.x ,myTank.y,myTank);
                            myTank.ismyTankDestroyed = true;
                    endGamel2("You Loose");
            function keyUpHandler(event:KeyboardEvent):void
                switch (event.keyCode)
                    case Keyboard.LEFT :
                        myTank.rotationSpeed = 0;
                        break;
                    case Keyboard.RIGHT :
                        myTank.rotationSpeed = 0;
                        break;
                    case Keyboard.UP :
                        myTank.accelerate = false;
            function pauseListener(event:Event):void
                updateCursor();
            function frameListener(event:Event):void
                if(!myTank.ismyTankDestroyed)
                moveTank();
                l2moveBullets();
                if (! anEnemyTank.isDestroyed && !myTank.myTankisDestroyed)
                    moveEnemyTank(anEnemyTank);
                moveGroundUnits();
                moveEnemyBulletl2();
                //checkWinner();
            /* function rangeListener( )
                var eDistanceX:Number = myTank.x - anEnemyTank.x;
                var eDitanceY:Number = myTank.y - anEnemyTank.y;
                var rangeDistance:Number = Math.sqrt(eDistanceX * eDistanceX + eDitanceY * eDitanceY);
                if (rangeDistance <= 200)
                        _l2Timer.start();
                    else
                        _l2Timer.stop();
            function moveEnemyBulletl2()
                for (var i:int = 0; i < _eBulletl2.length; i++)
                        enemyBullet1l2 = _eBulletl2[i];
                        enemyBullet1l2.x +=  enemyBullet1l2.vx;
                        enemyBullet1l2.y +=  enemyBullet1l2.vy;
                        if (enemyBullet1l2.y < 0 || enemyBullet1l2.x < 0 || enemyBullet1l2.x > stage.stageWidth || enemyBullet1l2.y > stage.stageHeight)
                        //Remove the bullet from the stage
                        level2bg.removeChild(enemyBullet1l2);
                        //Remove the bullet from the _l2bullets
                        //array
                        _eBulletl2.splice(i,1);
                        enemyBullet1l2 = null;
                        //Reduce the loop counter
                        //by one to compensate
                        //for the removed bullet
                    if(enemyBullet1l2 != null && enemyBullet1l2.hitTestObject(myTank.tankMovieClip.tankHitTest))
                        level2bg.removeChild(enemyBullet1l2);
                        _eBulletl2.splice(i,1);
                        enemyBullet1l2 = null;
                        myTankHealth --;
                        if(myTankHealth ==0)
                            explodeTank(myTank.x ,myTank.y,myTank);
                            myTank.ismyTankDestroyed = true;
                            endGamel2("You Loose ");
                            Mouse.show();
            function endGamel2(Message:String)
                Mouse.show();
                gameOverScreen  = new GameOVer();
                gameOverScreen.gameover_txt.text = Message;
                gameOverScreen.playAgain_btn.addEventListener(MouseEvent.CLICK, restartGame);
                gameOverScreen.l2main_btn.addEventListener(MouseEvent.CLICK, l2MainMenu);
                gameOverScreen.l2score_btn.addEventListener(MouseEvent.CLICK, l2Score);
                addChild(gameOverScreen);
                gameOverScreen.x = stage.stageWidth/2;
                gameOverScreen.y = stage.stageHeight/2;
                removeChild(level2bg);
                stage.removeChild(numberDisplay);
                stage.removeChild(scoreDisplay);
                stage.removeChild(bombsLeftDisplay2);
                BombsNum.text ="" ;
                removeChild(mybtn);
                removeChild(mybtn2);
                bombsLeftDisplay2.text = "";
                removeChild(myCursor);
            function restartGame(event:MouseEvent):void
                init();
                removeChild(gameOverScreen);
                myTankHealth = 10;
            function l2MainMenu(event:MouseEvent):void
                removeChild(gameOverScreen);
                gotoAndPlay("GUI");
            function l2Score(event:MouseEvent):void
                removeChild(gameOverScreen);
                gotoAndPlay("Score2");
            function explodeTank(xPos:uint,yPos:uint,target:DisplayObject)
              var anExp:ExplosionClass = new ExplosionClass(xPos,yPos,"bombExplosion");
                addChild(anExp);
                removeChild(target);
                if (target == myTank)
                    stage.removeEventListener(KeyboardEvent.KEY_DOWN,keyDownHandler);
                stage.removeEventListener(KeyboardEvent.KEY_UP,keyUpHandler);
                stage.removeEventListener(Event.ENTER_FRAME,frameListener);
                stage.removeEventListener(MouseEvent.CLICK,mouseDownHandler);
                mybtn.removeEventListener(MouseEvent.MOUSE_DOWN,onClickl2);
                mybtn2.removeEventListener(MouseEvent.MOUSE_DOWN,onClick2);
                stage.removeEventListener(Event.ENTER_FRAME,pauseListener);
                _l2Timer.removeEventListener(TimerEvent.TIMER, enemyTankShoot);
                //removeEventListener( Event:Timer,timerHandler);
            function updateCursor()
                myCursor.x = mouseX;
                myCursor.y = mouseY;
          function moveGroundUnits()
                for (var j:int = 0; j < _Gunit.length; j++)
                    if(!_Gunit[j].isDestroyed && !myTank.myTankisDestroyed)
                    _Gunit[j].moveBase(myTank.x,myTank.y);
            function moveEnemyTank(object:MovieClip)
                distanceX = myTank.x - object.x;
                distanceY = myTank.y - object.y;
                //get total distance as one number
                distanceTotal = Math.sqrt(distanceX * distanceX + distanceY * distanceY);
                //trace("dTotal"+ distanceTotal);
                //check if target is within agro range
                if (distanceTotal > agroRange  )
                    //calculate how much to move
                    moveDistanceX = turnRate * distanceX / distanceTotal;
                    moveDistanceY = turnRate * distanceY / distanceTotal;
                    //increase current speed
                    moveX +=  moveDistanceX;
                    moveY +=  moveDistanceY;
                    //get total move distance
                    totalmove = Math.sqrt(moveX * moveX + moveY * moveY);
                    //apply easing
                    moveX = speed * moveX / totalmove;
                    moveY = speed * moveY / totalmove;
                    object.x +=  moveX;
                    object.y +=  moveY;
                    object.rotation = Math.atan2(moveY,moveX) * radians;
                    object.enemyTurretMovieClip.rotation = 0;
                    object.enemyTankMovieClip.eTreads.play();
    _l2Timer.stop();
                else
                var eturretPoint:Point = new Point(object.enemyTurretMovieClip.x,object.enemyTurretMovieClip.y);
                var eturretPoint_X:Number = object.localToGlobal(eturretPoint).x;
                var eturretPoint_Y:Number = object.localToGlobal(eturretPoint).y;
                var angle2 = Math.atan2(eturretPoint_Y - myTank.y,eturretPoint_X - myTank.x) * 180 / Math.PI;
                object.enemyTurretMovieClip.rotation = angle2;
    _l2Timer.start();
                    object.enemyTankMovieClip.eTreads.stop();
            function keyDownHandler(event:KeyboardEvent):void
                //trace("keyDownHandler");
                switch (event.keyCode)
                    case Keyboard.LEFT :
                        myTank.rotationSpeed = -3;
                        break;
                    case Keyboard.RIGHT :
                        myTank.rotationSpeed = 3;
                        break;
                    case Keyboard.UP :
                        myTank.accelerate = true;
                        break;
                    case Keyboard.SPACE :
                        //fireMissiles();
    here is the full code at the frame that got loaded  from the button
    the listener im using is an enter frame
    hope it is clear now
    if u check the game play u might under stand what i mean
    Subject: Re: Time line Time line
        Re: Time line
        created by Ned Murphy in Action Script 3 - View the full discussion
    It is nearly impossible to read the code you posted.  While I can find that you have a MOUSE_DOWN event that triggers firing a bullet, I don't see where you added that listener, only where you remove it. What I would guess is that you are entering the frame with the MOUSE_DOWN still registering from having clicked to get to the frame, which triggers the bullet to fire. What kind of MouseEvent do you have triggering the startLevel2 function ?  It should be a CLICK event
    Replies to this message go to everyone subscribed to this thread, not directly to the person who posted the message. To post a reply, either reply to this email or visit the message page: Re: Time line
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