Using OpusScript with Flex

Opus Flex does support a limited sub-set of the OpusScript functions. However, it is strongly recommended that you begin with new scripts for Flex publications, as few existing scripts are likely to work without alteration. Please note, there are several limitations that are described below.

  1. Functions all return immediately. In OpusScript many functions do not return a value until the action they perform has completed (such as the Move() function). It is not possible to replicate this behaviour in Flash, therefore all functions return immediately.

  2. Variables in Adobe Flash are case insensitive. For example, if you have a variable named "Button" and another called "BUTTON" then they will refer to the same thing when published in Flex. During the publish process, Flex warns about situations where this may be occurring the Publishing Details. These warnings may occur when there is no problem, if for example two variables are local variables in separate functions.

  3. Many OpusScript functions are not implemented in Flex, below is a list of support OpusScript functions:
    OpusScript functions supported by OpusFlex

  4. The ActionScript for/ in loop construct does not work in Flex. However, as with many of the other unsupported functions most things that can be accomplished in OpusScript can be accomplished but may require a different approach.

Adobe Flash ActionScripts

As well as the OpusScript functions, Opus Flex does support some of the Adobe Flash ActionScripts. The ActionScripts can be included in a Script Object or Script Action, however, you will not see the result of these actions in Opus when you preview the page or publication. To see the ActionScript in operation, you will have to publish your publication and then run the published version either in a browser or the Adobe Flash Player.

Please note, not all of the ActionScripts are available within Flex and there is a potential that some ActionScript names could conflict with names you have used within your OpusScript. You will therefore need to establish this by testing out what you are trying to do in a simple initial prototype.