Why I wanted to peg my EnterFrame listeners onto a looping delayedCall, is kinda because of lazy.
Because I needed a convenient way to pause/resume an animation of a Popup, which culminated in a TextField that pulsed in the background. That pulsing used to rely on enterFrame, and the rest of the animation on TimelineMax. So I thought, might as well lay everything on TimelineMax, and pause everything with a simple TimelineMax.pause().
Yup, I think the previous issues are resolved, thank you.
The below still doesn't work, but it's because the playhead is exactly over the repeat as you mentioned, am I getting it right?
var timeline1:TimelineMax = new TimelineMax({ repeat: -1, useFrames: true });
timeline1.append(TweenLite.delayedCall(1, trace, ["-> 1"]));
timeline1.play();
I've another question, is that whether the below code will always execute in the same order everytime (eg. there isn't a race condition where the order in which it is called gets jumbled up at the whim of the Flash AVM).
var timeline4:TimelineMax = new TimelineMax({useFrames: true});
timeline4.append(TweenLite.delayedCall(2, trace, ["First"]));
timeline4.append(TweenLite.delayedCall(0, trace, ["Second"]));
timeline4.append(TweenLite.delayedCall(0, trace, ["Third"]));
timeline4.append(TweenLite.delayedCall(0, trace, ["Fourth"]));
timeline4.play();