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 Post subject: Clock / Timer in a Flash (Opus Flex) activity
PostPosted: December 20th, 2013, 3:54 pm 
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Joined: November 21st, 2004, 1:15 pm
Posts: 39
Location: Wales
Opus: Opus Pro v9.5
OS: Windows 7 & Windows 8
System: iMac (with Bootcamp dual boot for Windows) + Sony VAIO laptop
I have tried a Clock / Timer suggestion from the forum here and it worked well when testing in Opus, i.e. 00:00 (minutes:seconds) counting time taken to complete activity.

However, the publication was created using the Opus Flex option as I need to export the file as a Flash (SWF) file. The clock/time doesn't work when the export is done as it was created using a script.

Any ideas of how I can incorporate a timer (minutes:seconds) in my publication without using a script so that it would work when exporting to Flash?

I'm using Opus Pro 9.02.

Thanks


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 Post subject: Re: Clock / Timer in a Flash (Opus Flex) activity
PostPosted: December 21st, 2013, 1:06 pm 
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Godlike
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Joined: March 21st, 2007, 10:44 am
Posts: 3188
Location: UK
Opus: Evolution
Use the ticker action to count in seconds and convert to minutes / hours.

Mack

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 Post subject: Re: Clock / Timer in a Flash (Opus Flex) activity
PostPosted: December 21st, 2013, 3:42 pm 
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Joined: November 21st, 2004, 1:15 pm
Posts: 39
Location: Wales
Opus: Opus Pro v9.5
OS: Windows 7 & Windows 8
System: iMac (with Bootcamp dual boot for Windows) + Sony VAIO laptop
Thanks for the suggestion.

I got it to count, but I'm not very good at programming. How would I get it to display as two digits for seconds and later as mm:ss?


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 Post subject: Re: Clock / Timer in a Flash (Opus Flex) activity
PostPosted: December 23rd, 2013, 6:31 am 
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Joined: November 21st, 2004, 1:15 pm
Posts: 39
Location: Wales
Opus: Opus Pro v9.5
OS: Windows 7 & Windows 8
System: iMac (with Bootcamp dual boot for Windows) + Sony VAIO laptop
Sorry to be a pain!
I want the timer to stop (and preserve the time taken) when the user has completed the activity.
What's the command to stop the ticker?
Appreciate your help.


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 Post subject: Re: Clock / Timer in a Flash (Opus Flex) activity
PostPosted: January 4th, 2014, 4:14 pm 
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Godlike
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Joined: March 21st, 2007, 10:44 am
Posts: 3188
Location: UK
Opus: Evolution
There is no single stop command.

You have to use a little bit of logic code....

Code:
if (myTickerSwitch == true){
myTickerVariable++
}


Simply change the value of the myTickerSwitch variable to false or 0 to stop the myTickerVariable incrementing.

mack

_________________
When you have explored all avenues of possibilities, what ever remains, how ever improbable, must be the answer.

Interactive Solutions for Business & Education
Learn Anywhere. Learn Anytime.

www.interaktiv.co.uk
+44 (0) 1395 548057


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 Post subject: Re: Clock / Timer in a Flash (Opus Flex) activity
PostPosted: January 6th, 2014, 8:07 pm 
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Joined: November 21st, 2004, 1:15 pm
Posts: 39
Location: Wales
Opus: Opus Pro v9.5
OS: Windows 7 & Windows 8
System: iMac (with Bootcamp dual boot for Windows) + Sony VAIO laptop
Thanks for your help and suggestion. I managed to 'freeze' the time taken by using another variable to copy the value of the original timer as the game ended. Seems to work fine in the Opus preview and in the published Flex file. I'll keep your suggestion in mind for next time.

Althpough I'm still looking for a way to display the ticker time as 'mm:ss' (minutes / seconds - two digits for each) that will still work after publishing as a Flex file.

Thank you.


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