AS2 project

Hi,
I do have an assignemnt, deadline os tommorow 4pm. In this  assignment i should create interactive video in flash. I have choosen to  create game like Mortal Kombat. I have one video with 28 cue points. I  made buttons that take us to the right place in the video which are  hidden at the beggining but are visable when video reaches first cue  point. I have created life bar which in fact is made of 5 small MC`s and  I thought that if user will press kick button then one small life bar  will become hidden - I have no idea how to do this.
Second thing is  that I want to put mp3 file but I want it to start at the same cue point  as buttons.
third - I do want to dispaly random cue point of 2, so  if user will press punch button he will be taken to piece where my  character hits opponent or to the piece where opponent block the punch.  And I want from time to time randomly display piece of the vide where my  opponent hits the character
Please help!!
I do have this  actionscript 2.0:
import fl.video.*;
punch.onRelease =  function() {
myVideo.seekToNavCuePoint("lennypunchs");
kick.onRelease  = function() {
myVideo.seekToNavCuePoint("lennykicks");
flame.onRelease  = function() {
myVideo.seekToNavCuePoint("lennyelectrics");
patelnia.myHomeX=patelnia._x;
patelnia.myHomeY=patelnia._y;
patelnia.onMouseDown=function(){
mousePressed=true;
patelnia.onMouseUp=function(){
mousePressed=false;
patelnia.onEnterFrame=function(){
if(mousePressed==false){
this._x-=(this._x-this.myHomeX)/5;
this._y-=(this._y-this.myHomeY)/5;
patelnia.onRelease=patelnia.onReleaseOutside=function(){
stopDrag();
if  (this._droptarget == "/lenny") {
this.onTarget=true;
myVideo.seekToNavCuePoint("lennygotpatelnias");
if  (this._droptarget == "/behindlenny") {
this.onTarget=true;
myVideo.seekToNavCuePoint("lookbehindlennys")
if  (this._droptarget == "/between") {
this.onTarget=true;
myVideo.seekToNavCuePoint("lookbetweens")
if (this._droptarget  == "/piano") {
this.onTarget=true;
myVideo.seekToNavCuePoint("pianogotpatelnias")
if  (this._droptarget == "/behindpiano") {
this.onTarget=true;
myVideo.seekToNavCuePoint("lookbehindpianos")
var  listenerObject:Object = new Object();
listenerObject.cuePoint =  function(eventObject:Object):Void  {
if (eventObject.info.name ==  "welcomes") {
punch._alpha = 100;
kick._alpha = 100;
flame._alpha = 100;
patelnia._alpha = 100;
lennylife1._alpha =  100;
lennylife2._alpha = 100;
lennylife3._alpha = 100;
lennylife4._alpha = 100;
lennylife5._alpha = 100;
pianolife1._alpha = 100;
pianolife2._alpha = 100;
pianolife3._alpha = 100;
pianolife4._alpha = 100;
pianolife5._alpha = 100;
vs._alpha = 100;
lenny._alpha = 100;
raiden._alpha = 100;
if (eventObject.info.name ==  "moved") {
myVideo.seekToNavCuePoint("moves")
if  (eventObject.info.name == "lennypunchd") {
myVideo.seekToNavCuePoint("moves")
if (eventObject.info.name  == "lennykickd") {
myVideo.seekToNavCuePoint("moves")
if (eventObject.info.name == "lennyelectricd") {
myVideo.seekToNavCuePoint("moves")
if  (eventObject.info.name == "lennypatelniapunchd") {
myVideo.seekToNavCuePoint("moves")
if (eventObject.info.name  == "lookbehindlennyd") {
myVideo.seekToNavCuePoint("moves")
if (eventObject.info.name == "lookbetweend") {
myVideo.seekToNavCuePoint("moves")
if (eventObject.info.name  == "lookbehindpianod") {
myVideo.seekToNavCuePoint("moves")
if (eventObject.info.name == "pianopatelniapunchd") {
myVideo.seekToNavCuePoint("moves")
trace("Elapsed  time in seconds: "+myVideo.playheadTime);
trace("Cue point name is:  "+eventObject.info.name);
trace("Cue point type is:  "+eventObject.info.type);
myVideo.addEventListener("cuePoint",  listenerObject);

I noticed this problem only with the debugger version of flash player 10
So, if you have this version installed (debugger version) you will encounter this problem.
Version:
10,0,22,87

Similar Messages

  • Error in "tempInit" when upgrading Flash MX AS2 FLA to Flash CS6 AS3 FLA

    I experienced a compiler error in "tempInit" when upgrading an AS2 project to AS3.  "tempInit" is something internal to Flash Authoring, because it doesn't exist in my project and other people have gotten the same error.
    I've read about this problem, and everyone thought it was because of an instance with a bad name, such as one that includes spaces or equals a keyword or something like that, and people have shot down the idea that the problem is with the library symbol, but I'm convinced now that it's a corrupted library symbol.  Here's why:
    I had 8 instances of a particular movie clip on stage, each on a different frame.
    When I deleted the symbol from the library, the compiler error went away (but so did my stage instances).  So that simply tells me that the problem is with that particular clip (I originally had to delete each clip in my library one at a time and recompile to determine the offending clip), but that obviously didn't rule out the name problem since the stage instances get removed when I deleted the corresponding library symbol.  Still, I knew it couldn't be a name problem, because all instances had a valid name "mainidea".
    I ruled out the name problem by creating a new library symbol identical to the first (it's just a few text fields with a rectangle drawn around them).  Without changing the names of the existing instances on stage, I used the "swap" button to swap in the new library symbol.  The use count on the old one dropped to zero, and the use count on the new one went up to 8.  The compiler error was gone, and it only went away once the use count for the old symbol was zero.
    The old and new library symbols are identical as far as I can see.  Same child objects at the same positions, same textfield content, same child instance names, no ActionScript code, etc.  Since there was no discernible difference, I came to the conclusion that the original library symbols had somehow been corrupted under the hood, somewhere in the pipeline between opening an old Flash MX file and setting the flash player version to 11.4 and selecting AS3 as the script language.  Somewhere in that process, the Flash Authoring environment screwed something up.  Does anyone know anything about this problem?
    I have hundreds of files I need to upgrade, and that symbol was copied to each of them as they were created years ago, and I think I'm going to experience this problem with all of them.  It's time-consuming to duplicate the old symbol and replace all the instances for every single file, so I'm trying to find the source of the problem and a workaround to avoid it.

    It works, but slowly as if somer AS1 code is interpreted into
    very
    ineffective machine code by AS2 interpretor
    My question was if it is know which particular AS1 features
    have these
    problems in AS2
    "ggshow" <[email protected]>
    ÓÏÏÂÝÉÌ/ÓÏÏÂÝÉÌÁ
    × ÎÏ×ÏÓÔÑÈ
    ÓÌÅÄÕÀÝÅÅ:
    news:f17r79$efu$[email protected]..
    > some AS1 not working when the movie run in AS2...
    > if you want to publish it as AS2, then write it in AS2.
    >
    > * it is time to learn AS3
    >

  • Play button AS2 not working need help please!

    Hi,
    I have an AS2 project with two scenes, Scene 1 is has a pre-loader and Scene 2 has an embedded .flv animation from after effects with some other basic tweened shape layers and masks. I've used the Components UI and dragged a "Replay" button to the last keyframe with a seperate actions layer with the following code:
    stop();
    Replay.addEventListener(MouseEvent.CLICK, replayMovie);
    function replayMovie(evt)
    gotoAndPlay("Scene 2",1);
    I'm a beginner in Flash and have been following instructions off the net but I can't get it to Replay the movie when the button is clicked, it does nothing
    any help will be appreciated.

    Hi,
    I would not reply on the scene naming thingy if I were you. IN the pat I have had the very same problem and found that using
    _root.gotoAndPlay(frameNumberHere); works a lot better.
    ALSO
    if your scene 1 has 10 frames in it and your want to gotoAndPLat the 1st frame of your second scene then use:
    var number_of_Frames_in_1st_scene = 10
    var frame_I_want_to_go_to_and_play_in_my_second_scene_is = 1
    var frameNumber = number_of_Frames_in_1st_scene + frame_I_want_to_go_to_and_play_in_my_second_scene_is;
    _root.gotoAndPlay(frameNumber);
    dont forget the _root.

  • Flash CS4 Crashing When Compiling AS2

    Since I purchased flash CS4 (upgrading from flash 8), I have gradually shifted from writing code in AS2 to AS3. Now all of my projects are in AS3 except 1, it's an old legacy project written in such a way that conversion would be almost impossible.
    Earlier today I started to work on it and then tried to compile it causing flash to crash. After about an hour I realised that whenever I compile an AS2 project flash crashed. After trying to download patches, restarting countless times and searching the internet for similar bugs, I uninstalled and reinstalled flash. But to no avail, the bug persisted. So I decided to create an acount and post about the bug I encountered on this form, hoping that somone might know about it.
    OS: Windows XP Media Center Edition Service Pack 3 64
    Processor: AMD Athlon 64 bit

    By following the suggestions of this url.
    http://kb2.adobe.com/cps/520/cpsid_52048.html
    And deleting my preferences located here.
    C:\Documents and Settings\<username>\Local Settings\Application Data\Adobe\Flash CS4\
    I managed to fix this problem, flash now once again, compiles AS2 files without crashing.

  • AS2 and XML help please

    Hi, I found a previous post in this forum that does exactly
    what I would like to do, but since I am new to adobe flash I am
    missing some knowledge. I have the actionscript code and the xml
    file - what I need help with is the GUI. I open a new AS2 project
    and press F9 to insert the action code. What do I do next? Please
    help!
    I attach the previous actionscript code posted by another
    member.
    Best Regards Eva

    Hi, thanks for Your reply. Yes, I have the .xml file, what I
    need help with is the 'frame' that You display the picture in. Do I
    need to create a layer or scene? I guess that myContainer_mc in the
    code needs to be identified in this 'frame'. How do I go about
    doing this?
    Any help is most appriciated!
    Best Regards Eva

  • AS2 debugger insta-crash in CS3/Mac

    I'm running Flash CS3 on an intel mac (macbook pro). When
    debugging an AS2 project, if I press opt-F7 to step over a line of
    code the flash IDE immediately crashes. I can click the debugger
    icon to step over so it's something about the keypress in
    particular. Anyone else seen this? Any suggestions? Thanks!
    Mike

    More info: I use a Microsoft Ergonomic 4000 USB keyboard. If
    I press opt-F7 on the macbook keyboard the crash doesn't occur. So
    it's specific to the USB keyboard.

  • AS2 adjustment

    I am using this code within a AS2 project:
    for(var i:uint = 1; i<=3; i++){ 
         this["btn"+String(i)].addEventListener(MouseEvent.ROLL_OVER, bringToFront);
    function bringToFront(evt:MouseEvent):void {
         this.setChildIndex(SimpleButton(evt.currentTarget), this.numChildren-1);
    This was originally from a AS3 project. I have tried to change the syntax but i can't seem to figure out what to change it to.
    I am getting compiler errors that say:
    The class or interface 'uint' could not be loaded
    The class or interface 'MouseEvent' could not be loaded.
    How can i fix this?

    for(var i:Number = 1; i<=3; i++){ 
         this["btn"+String(i)].onRollOut = bringToFront;
    function bringToFront():Void{
        this.swapDepths(this._parent.getNextHighestDepth());

  • No Compatibility for AS2 FLAs? Absurd.

    Will you consider adding compatibility please??
    Love the dark interface - been waiting a long time for that actually. Never knew why it didn't happen when Photoshop got it. But very dissapointed that I cannot open FLAs with AS2 in them, perform an update, and simply export them back out.
    Yea yea... I heard it - Adobe doesn't "support" AS2 anymore. But that doesn't mean that new products we are paying for should have zero "compatibility" with our previous work. Opening , editing, and closing an AS2 -based FLA file does not mean I am refusing to get on board with AS3 after a million years. It is a simple necessity. I prefer AS3 for coding to AS2. I get the focus on the latest scripting rev. I get that it uses the better VM that runs 10 times more efficiently blah blah - so better for mobile etc. (probably the motivator here). So, no longer "supporting" AS2 programmers - as in being there to help/encourage people who still write it etc - is understandable at this stage. BUT to disable the ability to open a legacy file with AS2 in it - perform a simple edit and reexport it - is a horrific decision. Here is just one real world example of why.
    The group I work with has developed HUNDREDS of learning modules and tools over the last DECADE using Flash. Some of tools are complex interactive games etc - that require updates from time to time based on requests. Am I supposed to entirely recode them so I can use my new software? This as opposed to spending 15 minutes on an update and export? Each lesson module uses a custom designed AS2-coded shell environment that loads - on average - 30-50 external swf files - all coded in AS2 themselves because the shells cannot load AS3. To go backwards and reprogram the shells themselves (very complex), as well as all the interactivity and videos and buttons and audio and testing that is inside these shell-loaded swf files (numbering in the thousands likely) would be an enormous and absurdly wasteful undertaking.They regularly need small or minute updates to their content - mere text changes here and there even - previously taking only minutes to perform. Now, if I export the swf, it will be AS3 and won't work. These updates are done regularly. Are we supposed to now say "hey - client - guess what - your stuff needs to be completely retooled for no good reason - even tho it runs beautifully as-is" ?? I can't even open an FLA and export it out if it has AS2 in it??? I don't expect Adobe "support" in regards to new AS2 projects, but backwards "compatibility" is another thing. Some people have a ton of work still being used on a regular basis that was written prior to AS3 being the standard - and the clients don't care about AS3 - they care about their budgets.
    I will have to keep Flash CS6 installed apparently, even tho I pay 50 bucks a month for the CC. Flash - for many of us interactive devs, who build stuff for government contracts and/or big companies that are still running IE7 and IE8 across their corporations (with no intention of updating anytime in the near future - believe it) have no option other than Flash, so we still spend an incredible amount of time in this tool. I can't just kick out static down-staged images for these guys with my magical Edge Animate software. Great product too - which I use for other things - but not the silver bullet of online animation/interactivity by any stretch of the imagination.

    I feel ya The Jayster
    Here is my rant...
    I work for a large company with a ton of legacy files that need updating periodically.
    Just had to work on something just the other day because the path to a server needed updating.
    This would be impossible to do in Flash.CC unless I recoded the whole app.
    Nobody is going to pay for that when it works perfectly already for years.
    If you have to maintain legacy code for several sites you need to be able to edit any file you have ever created.
    I started out with Flash 4 ( 1998 ) and have had every single version since.
    Even when there was very little offered in the upgrade.
    I will not be using Flash.CC though.
    1) I need to edit legacy files.
    2) I will not rent software.
    3) I do not agree with the restrictions imposed by CC
    4) There is no way to edit new files created in Flash.CC if you quit.
    Saving as CS6 version will loose forward features added in Flash.CC
    ( Exporting to Dart would be an example );
    I could think of more reasons but whats the point.
    These are my gripes with Adobe.
    1) Went to a "rent to use" software model.
    2) Ended support for mobile browsers.
    3) Removed design view from FlashBuilder.
    4) Cant edit legacy files in Flash.CC
    I am also sad to see Fireworks go bye bye.
    That was also in my original Macromedia Suite along with Dreamweaver.
    I have upgraded those too over the years.
    I'm sure that Dreamweaver will be next on the chopping block.
    Guess we have little choice but to stick with what works.
    I have recently been tasked with converting our video chat product to HTML5/CSS3/JS
    I decided to use Sencha for the framework.
    Although I have been able to recreate the interface and most of the functionality there are some huge roadblocks only Flash can handle.
    1) Broadcast your Webcam/Microphone via any Desktop browser or Mobile app.
    2) RTMP support for live video encoded from a browser or app, RemoteSharedObjects and onSync events.
    So I guess I will be stuck in the muck along with you.
    Shame on Adobe for self destructing and alienating its long time fatefull customers.
    I have always been gung-ho for Flash but my ho's been gunged.

  • CS6 breaks ActionScript 2.0 projects. No var property for TextInput or Label.

    I've been programming for years, but I'm brand new to Flash. For various reasons, I need to learn ActionScript 2.0 instead of 3.0. All I could get from Adobe's website is the trial for CS6.
    When I look at tutorials for AS2, controls such TextInput and Label are supposed to have a variable associated with them. Then in code, one can simply get/set that variable to read/change the control's contents. For example: http://youtu.be/H_TEa6i2Bhk?t=2m57s
    However, in CS6, TextInput and Label controls have no such "var" property that I can find. After hours with no luck, I decided to download examples of AS2 projects and open them up to see how they look. Here's one I tried: http://www.freeactionscript.com/2009/07/endless-parallax-scrolling/
    Notice at the bottom of the flash window are labels for the x and y speed that change dynamically as you use the arrow keys. The zip contains both the .fla and .swf file. When I run the .swf file, it works fine. When I open the .fla file in Flash Pro CS6 and hit Ctrl+Enter (which overrites the .swf file), everything works EXCEPT the labels no longer update. The overwritten .swf file no longer works correctly either, as expected.
    I tried this on several other examples and in each case any Label or TextInput controls no longer worked correctly. When I go to File->ActionScript Settings, it says ActionScript 2.0. What am I doing wrong?

    Thank you, that was very helpful. I like this approach more anyway because it seems more like... normal programming, if you know what I mean.
    Anyway, I've noticed some inconsistency in how you set up event handlers. For a button you can do:
    button.addEventListener("click", click);
    function click(e:Object):Void {...}
    button.onRelease = function() {...}
    button.onRelease = click;
    function click(e:Object):Void {...}
    For 1, you have a named function that can be the event handler for multiple objects, and you get a reference to the event which has a reference to the object when the handler is called. For 2, however, there is no reference, so you can't check out the state of the sender. 3 will partially work, that is, the function will be assigned as a handler, but any use of "e" in the body will not work.
    So the part that's bothering me the most about this is that I cannot reliably find a list of events in string form for controls. For button, there is a list in "on####" form here: http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=00000820.html, but nowhere on that page does it mention button.addEventListener("click", click). That is arguably the more useful form, but I only know that exists because I've seen it in examples.
    For TextInput, there is this list: http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=00002922.html, which shows TextInput.change and TextInput.enter. When you click on those, it shows examples using TextInput.addEventListener("enter", listener).
    This inconsistency concerns me. Is "click" the only string form event for button? If there are more, how do I find them. In fact, how should I have found it in the first place? None of the "on####" forms use the word "click", so I may never have guessed to use that word.
    So how do I find the full lists of events in both forms for all controls?

  • CS5 unable to open fla files in AS2

    Help! I was working on some as2 projects using CS5 and suddenly Flash Pro cs5 hanged. i restarted my comp and now it doesn't open my previous fla files. I tried it on another computer and it works perfectly so the fla is not corrupted.
    I uninstalled and reinstalled my entire CS5 master collection but the same problem is still there.
    Something must have corrupted my Flash cs5 and that it only runs and compiles AS3 fla and not as2 fla projects.
    Please help!!! Thanks

    A D600 requires ACR 7.3.  So that means an upgrade or subscription to CC unless you want a DNG. 
    As I understand it if you upgrade to the CS6 licence all future ACR versions will be read (currently 8.2)  BUT this will be ACR lite as it will not include enhancements.

  • CuePoints AS2 Not working Properly Netstream

    Hi All, Im trying to get cuepoints working on an old as2 project.
    I have a netstream video component and want the cuepoints embedded in the FLV to trigger buttons to appear. I have embedded them as Event Cuepoints.
    For some reason every page on google/forums/websites say a similar thing and suggest using code like this;
    ns.onCuePoint = function(infoObject:Object){
        trace(infoObject.name);
        if(infoObject.name == "CP1") {
            trace("yes working");
    For some reason this doesnt do anything. I have read loads of Adobe  help pages too and the ONLY code I have managed to trace the Cuepoints is as used below;
    ns.onMetaData = function(metaProp:Object) {
        traceMeta(metaProp);
        // traceObject(metaProp, 0);
    function traceMeta(metaProp:Object):Void {
        var p:String;
        for (p in metaProp) {
            switch (p) {
            case "cuePoints" :
                //cycles through the cue points
                var cuePointArr:Array = metaProp["cuePoints"];
                for (var j:Number = 0; j < cuePointArr.length; j++) {
                    //cycle through the current cue point parameters
                    trace("\t cuePoints[" + j + "]:");
                    var currentCuePoint:Object = metaProp[p][j];
                    trace("\t\t name: " + currentCuePoint.name);
                    trace("\t\t time: " + currentCuePoint.time);
                    trace("\t\t type: " + currentCuePoint.type);
                    if(currentCuePoint.name == "CP1") {
            trace("YO!Loading banner_holder!");
    This shows all of the cuepoints within the FLV. I cant figure out how to change the code to trigger actions WHEN the FLV hits a Cuepoint.
    Ive spent months on this and now im pulling hair! Please Help!
    Cheers
    Dan

    Hi
    Below code works fine in cue points trigger when the video is playing.
    I have three cue points in my video namely cuepoint1, cuepoint2 and cuepoint3. The following code triggers the alert message "YO!Loading banner_holder!" when the video reaches the cuepoint1. If you would like you can add conditions for any number of cuepoints.
    var nc:NetConnection = new NetConnection();
    nc.connect(null);
    var ns:NetStream = new NetStream(nc);
    ns.onCuePoint = function(infoObject:Object)
        trace("onCuePoint:");
        for (var propName:String in infoObject) {
            if (propName != "parameters")
                trace(propName + " = " + infoObject[propName]);
            else
                trace("parameters =");
                if (infoObject.parameters != undefined) {
                    for (var paramName:String in infoObject.parameters)
                        trace("   " + paramName + ": " + infoObject.parameters[paramName]);
                else
                    trace("undefined");
        trace("---------");  
    if(infoObject.name == "cuepoint1") {
            trace("YO!Loading banner_holder!");
    ns.play("flv_file_name.flv");
    Thanks

  • Adjust sound volume with as2

    Hello,
    I am working on a project with background music.  Is there a way to adjust the sound volume?  My project is using AS2 and I would like to keep it an AS2 project.  Is there a script that I can put in my actions panel to adjust by percentage? 
    thanks,
    Mark.

    what timeline contains the code and what's the relationship between that timeline and the one that contains the sound?

  • How can I see the same configuration make in Flash CS6, in Flash CC?

    In Flash CS6, when making the configuration to create a new flash file, I would put AS2 and Flash Player 9. I would review those configurations in the publish settings panel. If I open that same file (made in CS6) using the Flash CC, the publish settings display from 10.3 and AS3. Is there a way to check those configurations that I had on CS6, using Flash CC? I have a production of 200 banners made in CS6 but have now installed Flash CC. I would like to know how can I verify from Flash CC that all banners are made in Flash Player 9 and AS2.

    no, flash pro cc does not support as2.
    continue to use flash pro cs6 for as2 projects.

  • FLVs won't play from CD on XP

    Hi -
    I have a Flash CS3/AS2 project containing swfs with FLVs.  When I Publish the "START.fla" which pulls all the files together, I tell Flash to create a "Projector" for Mac and an "EXE" for Windows. On my (OS X) desktop this Projector thing works perfectly...swfs open from a menu in my GUI, the swfs reference flvs and the flvs play.  The swfs are in the same folder as their flvs.
    If I put this whole folder full of files over to the WinXP box (via shared folder), double click on the EXE - no flvs will appear.  Everything "leading up to" an flv works - but where there should be a video there is none.
    Moving on I burn the project onto a CD.  When I open the CD on the Mac and find the Projector - I double click and it still works great. Everything flawless.
    I put that same CD into the WinXP (SP3) box, find the EXE and double click.  As I expected - no improvement, the GUI opens,the swfs can be launched from the menu, but no flvs appear.  I get the swf that references the flv - but no flv. I even waited extra time thinking it would eventually happen.  No.
    Can anyone give me an idea why it should work on Mac and not on XP?  Where should I look for the glitch?
    TIA some expertise.
    jl

    For those lost souls who found themselves on my path...
    As far as why disc didn't work on XP.
    When using Toast 9 (Mac) to burn CDs/DVDs -
    -use Data / Mac & PC. (not UDF)
    Then use Toast's own way of writing .inf files and including icons.  No other app is required. everything is inside Toast under "More".
    Also - files can be hidden from opposing platforms.  Very handy.
    jl

  • Loading external SWF into a FLA (help!!!)

    Hello,
    I'm building a website in AS2.  I have created a xml driven flash image gallery and am trying to get this into my website.  I'm totally new to flash.  
    In the website I'm building, I have a gallery button on the main page with this code:
    over3_btn.onRelease = function(){
        play();
        target="gallery";
    Which I understand that when you click it, it brings you to the gallery keyframe and play it's contents.  Then I found this code:
    var imageRequest:URLRequest = new URLRequest("my_gallery.swf");
    var imageLoader:Loader = new Loader();
    imageLoader.load(imageRequest);
    addChild(imageLoader);
    Which I pasted into the gallery keyframe, hoping that it will call up the gallery, however, this didn't work.
    Please help.  I've search far and wide and couldn't find anything that would work.
    Here is my the code to my gallery.  Maybe I'm coding it incorrectly?
    var myGalleryXML = new XML();
    myGalleryXML.ignoreWhite = true;
    myGalleryXML.load("gallery.xml");
    myGalleryXML.onLoad = function() {
    _root.gallery_x = myGalleryXML.firstChild.attributes.gallery_x;
    _root.gallery_y = myGalleryXML.firstChild.attributes.gallery_y;
    _root.gallery_width = myGalleryXML.firstChild.attributes.gallery_width;
    _root.gallery_height = myGalleryXML.firstChild.attributes.gallery_height;
    _root.myImages = myGalleryXML.firstChild.childNodes;
    _root.myImagesTotal = myImages.length;
    _root.thumb_height = myGalleryXML.firstChild.attributes.thumb_height;
    _root.thumb_width = myGalleryXML.firstChild.attributes.thumb_width;
    _root.full_x = myGalleryXML.firstChild.attributes.full_x;
    _root.full_y = myGalleryXML.firstChild.attributes.full_y;
    callThumbs();
    createMask();
    scrolling();
    function callThumbs() {
    _root.createEmptyMovieClip("container_mc",_root.getNextHighestDepth());
    container_mc._x = _root.gallery_x;
    container_mc._y = _root.gallery_y;
    var clipLoader = new MovieClipLoader();
    var preloader = new Object();
    clipLoader.addListener(preloader);
    for (i=0; i<_root.myImagesTotal; i++) {
    thumbURL = myImages[i].attributes.thumb_url;
    myThumb_mc = container_mc.createEmptyMovieClip(i, container_mc.getNextHighestDepth() );
    myThumb_mc._x = _root.thumb_width*i;
    clipLoader.loadClip("thumbs/"+thumbURL,myThumb_mc);
    preloader.onLoadStart = function(target) {
    target.createTextField("my_txt",target.getNextHighestDepth(),0,0,100,20);
    target.my_txt.selectable = false;
    preloader.onLoadProgress = function(target, loadedBytes, totalBytes) {
    target.my_txt.text = Math.floor((loadedBytes/totalBytes)*100);
    preloader.onLoadComplete=function(target){
    target.my_txt.removeTextField();
    target.onRelease=function(){
    callFullImage(this._name);
    function callFullImage(myNumber) {
    myURL = myImages[myNumber].attributes.full_url;
    myTitle = myImages[myNumber].attributes.title;
    _root.createEmptyMovieClip("fullImage_mc",_root.getNextHighestDepth());
    fullImage_mc._x = _root.full_x;
    fullImage_mc._y = _root.full_y;
    var fullClipLoader = new MovieClipLoader();
    var fullPreloader = new Object();
    fullClipLoader.addListener(fullPreloader);
    fullPreloader.onLoadStart = function(target) {
    target.createTextField("my_txt",target.getNextHighestDepth(),0,0,200,20);
    target.my_txt.selectable = false;
    fullPreloader.onLoadProgress = function(target, loadedBytes, totalBytes) {
    target.my_txt.text = Math.floor((loadedBytes/totalBytes)*100);
    fullPreloader.onLoadComplete = function(target) {
    target.my_txt.text = myTitle;
    fullClipLoader.loadClip("full_images/"+myURL,fullImage_mc);
    function createMask() {
    _root.createEmptyMovieClip("mask_mc",_root.getNextHighestDepth());
    mask_mc._x = _root.gallery_x;
    mask_mc._y = _root.gallery_y;
    mask_mc.beginFill(0x000000,100);
    mask_mc.lineTo(_root.gallery_width,0);
    mask_mc.lineTo(_root.gallery_width,_root.gallery_height);
    mask_mc.lineTo(0,_root.gallery_height);
    mask_mc.lineTo(0,0);
    container_mc.setMask(mask_mc);
    function scrolling() {
    _root.onEnterFrame = function() {
    container_mc._x += Math.cos(((mask_mc._xmouse)/mask_mc._width)*Math.PI)*15;
    if (container_mc._x>mask_mc._x) {
    container_mc._x = mask_mc._x;
    if (container_mc._x<(mask_mc._x-(container_mc._width-mask_mc._width))) {
    container_mc._x = mask_mc._x-(container_mc._width-mask_mc._width);
    Would really really appreciate any help I can get.  Thuy

    var imageRequest:URLRequest = new URLRequest("my_gallery.swf");
    var imageLoader:Loader = new Loader();
    imageLoader.load(imageRequest);
    addChild(imageLoader);
    is as3 code.  that won't work in your as2 project.
    here's the equivalent in as2:
    this.createEmptyMovieClip("targetMC",this.getNextHighestDepth());
    targetMC.loadMovie("my_gallery.swf");

Maybe you are looking for