Ok, so I'm trying to accomplish a seemingly simple task. I
have a gallery set up for a website, where if a thumbnail is
clicked, a larger version appears on a display. I can't use
external swf files because it doesnt add itself to the
getBytesTotal, so the loading bar wouldnt include it loading those
external swfs. There is a pause before the picture actually loads
(I want it preloaded).
Now I have the movie clips i want to exchange in my library,
but dont know hwo to get them to become the on-screen movieclip. I
have an on(release) function with _root.screen = 'mc_clip1'; is
that not the right syntax? is there a better way to load mc's from
To pull content in from the library you use attachMovie,
calling on the linkage name that you assign to the library object.
The assign the linkage name, right click on the object in the
library and select linkage, check off the export for actionscript
option, and enter a name.
attachMovie will take a symbol from the library and attach it
to the movieclip.
It doesn't help your preload problem.
I preload swfs without them playing until I am ready for
them. It's pretty much a sequential training program. I preload 4
swf files into 4 target movieclips in my main movie controller. The
swfs I preload are 4 frames long. The first frame is for the
preloader, the 2nd is a stop(), the 3rd is for the content and the
fourth is code to tell the parent menu controller the swf is
finished and ready for the next selection.
The preloader in the 1st frame will tell the parent once the
swfs is loaded, if it is not loaded the preloader is showing. Once
loaded the parent controller tells the loaded swf to
...target1.gotoAndPlay(3). Then the content movie in frame 3 plays
while the other three are parked on frame two.