I have the similar problem:
this all may seem like a overkill but how could I do this math when I am using a loop?
I tried like so but I dont think this is good:
function select(e:MouseEvent):void {
var time:Number = 0;
var counter:Number = 0;
var r:int = 0;
for (var i:int = 0; i< arr.length; i++){
var _duration:Number = Math.random() + 0.4;
var _delay:Number = Math.random() * (i/10);
counter = Math.max(_duration, _delay);
time += counter;
TweenLite.to(arr[i], _duration, { y: newY + r, ease:Elastic.easeOut, delay: _delay });
r += spacing;
}
TweenLite.delayedCall( time, myFunction );
}
the math looks good to me but I am waiting too long... except if for loop for some reason last so much and then delayed call gets called so much later...
I am too lazy to switch to version 11