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not much harder, than:
sprite.member.filename = theFullPath
you shouldn't bother to create the sprites on the fly. (there are some caveats and I don't see any advantage in this case)
just make a "dummy" bitmap, preferable a linked png with alphachannel (which automatically preserves the alpha of the images you want to link, if any)
and drag that member into the score.
now, if you want to display file 1 of your list with full pathnames to the images set the filename of the member. this will load the image from disk and display it.
sprite(x).member.filename = myListOfFilenames
Actually, you want to load in new members, not sprites. If this is an
app that's on a CD or a hard drive then you can use downloadNetThing()
to download the file to the user's hard drive. You can then import,
open, or link that file to your movie. If this is a graphic, you can
update a cast member using member.fileName(), if this is a text file
then you can open the file and copy the contents into an existing, or
There are a number of data base Xtras that can pull in new content
directly from a data base.
Another option is keep, at least one, cast external and not protected.
You can then update the cast and make it available for download. You can
have this update done at runtime, or you could write another app to do
Adobe Community Expert
Thanks guys, I'm pretty much there. As often happens some of the problems I was stumbling over were down to simply getting the path wrong to the image - Doh!
Thanks for replying kindly when the answers were kind of obvious and there to find. I'll try not to be such an impatient idiot next time :)