Loaded SWF communicating with Main Timeline

Let's say I load an external SWF to my main timeline. In that
loaded SWF, I'd like to have a button that when clicked, removes a
Movie Clip from the main timeline.
How do I do that? Should be simple, right?

Sorry I misunderstood your question, but here is the code.
The second part is original swf altering a movie clip in the
external (mov2.swf), just making an mc 50% transparent....
circle_btn.addEventListener(MouseEvent.CLICK, printButton);
function printButton(myevent:MouseEvent){
var portLoader:Loader=new Loader();
var printThumbRequest:URLRequest=new URLRequest("mov2.swf");
portLoader.load(printThumbRequest);
stage.addChild(portLoader);
portLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
loaded);
function loaded(event:Event) {
circle2_btn.addEventListener(MouseEvent.CLICK,
talkToExternal);
function talkToExternal(myevent:MouseEvent){
event.target.content.green_mc.alpha=.5;
}

Similar Messages

  • Communicating with main timeline symbols

    Hi, i created a movieclip and exported it to Actionscript. I have a few instances of the new symbol(class) on the main time line and i have some
    code on the class timeline. im trying to communicate with a movieclip instance that located in the main time line but for some reason im getting
    an error. the name of the movieclip instance is mcGalleryWin. im pretty sure that the root keyword worked for me before in a similar situation
    but for some reason its not workin now...
    I tried to trace (root) from the class and i do get the main timeline.
    code:
    imageLdr.load(imageReq);
        imageLdr.contentLoaderInfo.addEventListener(Event.COMPLETE, firstImageLoaded);
        function firstImageLoaded(event:Event){
            root.mcGalleryWin.addChild(imageLdr);
    error:
    1119: Access of possibly undefined property mcGalleryWin through a reference with static type flash.display:DisplayObject.

    thanks, it works....
    how funny i tried to do that in a different way :
    MovieClip(root.mcGalleryWin).addChild(imageLdr); but it didn't work....
    anyway, thanks alot !!!

  • Loaded swf with button , not communicating to main timeline

    my main stage/timeline has a UILoader "UILoaderOne" and
    another one "UIloaderTwo".
    i have some buttons on the main stage which pull up some
    images into the UILoaderOne.
    these work fine and look like this.
    //BEGIN BUTTONCODE\\
    //button to load image into loader "loaderOne" x01_btn and
    x01_ldr, thumb image is "x01.jpg and main image is p01.jpg\\
    //crop thumb image to size 50px tall by whatever wide and
    resize loaderButton if needed, main image will resize
    proportionatly\\
    x01_btn.addEventListener(MouseEvent.CLICK, onClick);
    function onClick(event:MouseEvent):void
    //import fl.containers.UILoader;
    import fl.controls.Label;
    import fl.controls.ProgressBar;
    var url:String = "assets/01.jpg";
    //var myUILoader:UILoader //= new UILoader();
    myUILoader.unload();
    myUILoader.autoLoad = false;
    myUILoader.source = url;
    //myUILoader.move(10, 10);
    myUILoader.scaleContent = true;
    myUILoader.load();
    var myProgressBar:ProgressBar = new ProgressBar();
    myProgressBar.source = myUILoader;
    myProgressBar.setSize(100, 10);
    myProgressBar.move(myUILoader.x+340, myUILoader.y+250)
    myProgressBar.addEventListener(ProgressEvent.PROGRESS,
    progressHandler);
    myProgressBar.addEventListener(Event.COMPLETE,
    completeHandler);
    addChild(myProgressBar)
    var myLabel:Label = new Label();
    myLabel.text = ". . . . . X . . . . . ";
    myLabel.autoSize = TextFieldAutoSize.LEFT;
    myLabel.move(myProgressBar.x, myProgressBar.y +
    myProgressBar.height);
    addChild(myLabel);
    function progressHandler(event:ProgressEvent):void {
    //trace("progress:", event.bytesLoaded, event.bytesTotal,
    int(event.currentTarget.percentComplete) + "%");
    //myLabel.text = event.bytesLoaded + " of " +
    event.bytesTotal + " bytes loaded.";
    myLabel.text = ("progress:", event.bytesLoaded,
    event.bytesTotal, int(event.currentTarget.percentComplete) + "%")
    //myLabel.text =
    Math.round((event.bytesLoaded/event.bytesTotal)*100) +"%";
    function completeHandler(event:Event):void {
    trace("complete:");
    myProgressBar.removeEventListener(ProgressEvent.PROGRESS,
    progressHandler);
    myProgressBar.removeEventListener(Event.COMPLETE,
    completeHandler);
    removeChild(myProgressBar);
    removeChild(myLabel);
    //addChild(myUILoader);
    //trace("typeMe");
    //end BUTTONCODE\\
    //end BUTTONCODE\\
    the second Loader "UILoaderTwo" auto loads another swf file
    with the INTENT to load from buttons, images into the ULLoader
    "UILoaderOne" which is on the main timeline.
    this part is failing
    the error i get in Output window is
    TypeError: Error #1009: Cannot access a property or method of
    a null object reference.
    at sOne_fla::MainTimeline/onClickz()
    the swf that loads is sOne.swf
    and it has code of this
    z01_btn.addEventListener(MouseEvent.CLICK, onClickz);
    function onClickz(event:MouseEvent):void
    import fl.containers.UILoader;
    import fl.controls.Label;
    import fl.controls.ProgressBar;
    var url:String = "assets/xx.jpg";
    var myUILoader:UILoader //= new UILoader();
    myUILoader.unload();
    myUILoader.autoLoad = false;
    myUILoader.source = url;
    //myUILoader.move(10, 10);
    myUILoader.scaleContent = true;
    myUILoader.load();
    var myProgressBar:ProgressBar = new ProgressBar();
    myProgressBar.source = myUILoader;
    myProgressBar.setSize(100, 10);
    myProgressBar.move(myUILoader.x+340, myUILoader.y+250)
    myProgressBar.addEventListener(ProgressEvent.PROGRESS,
    progressHandler);
    myProgressBar.addEventListener(Event.COMPLETE,
    completeHandler);
    addChild(myProgressBar)
    var myLabel:Label = new Label();
    myLabel.text = ". . . . . X . . . . . ";
    myLabel.autoSize = TextFieldAutoSize.LEFT;
    myLabel.move(myProgressBar.x, myProgressBar.y +
    myProgressBar.height);
    addChild(myLabel);
    function progressHandler(event:ProgressEvent):void {
    //trace("progress:", event.bytesLoaded, event.bytesTotal,
    int(event.currentTarget.percentComplete) + "%");
    //myLabel.text = event.bytesLoaded + " of " +
    event.bytesTotal + " bytes loaded.";
    myLabel.text = ("progress:", event.bytesLoaded,
    event.bytesTotal, int(event.currentTarget.percentComplete) + "%")
    //myLabel.text =
    Math.round((event.bytesLoaded/event.bytesTotal)*100) +"%";
    function completeHandler(event:Event):void {
    trace("complete:");
    myProgressBar.removeEventListener(ProgressEvent.PROGRESS,
    progressHandler);
    myProgressBar.removeEventListener(Event.COMPLETE,
    completeHandler);
    removeChild(myProgressBar);
    removeChild(myLabel);
    //addChild(myUILoader);
    //trace("typeMe");
    //end BUTTONCODE\\
    //end BUTTONCODE\\

    well, I'm such a novice to begin with.
    the loader is actually placed on stage manually, and instance
    named manually so a lot of that code is may not be needed,
    i do a lot of trial and error technique
    it is all personal stuff
    one guess i have is to set up a listner as to when the sOne
    is loaded, and then get a way to communicate to each other?
    how?

  • Load SWF file in main SWF with parameters

    Hello everybody,
    I recently got a new flash Application which is a Photo Gallery.
    This App is made of multiple folders (source files), a FLA file, a SWF with its javascript SWFObject and an Html page which instantiate this App with some parameters (size, config file path, ...).
    It needs an XML file to find all the Photos it displays, to do it I need to configure my application in the HTML Page and give it the "xml_path" :
    var so = new SWFObject("index.swf", "gallery", "249", "249", "10", "#111111");
    so.addVariable("xml_path","load/config.xml"); // this line is adding the path to the xml file make sure that it's name is xml_path
    so.addParam("allowfullscreen","true"); 
    so.write("flashcontent");
    By the way, I have a second application, the WebSite, which have to display the Gallery SWF in its "Gallery" page.
    Here is how I do it at the moment (in ActionScript3) :
    var swfRequest:URLRequest = new URLRequest("C:/......../Galerie/index.swf");
    var swfLoader:Loader = new Loader();
    //Charge le SWF Galerie dans le SWF Site
    swfLoader.load(swfRequest, context);
    container1.addChild(swfLoader);
    //Positionne le SWF
    swfLoader.x=10;
    swfLoader.y=120;
    It successfully loads the Gallery application but It shows an error telling me it doesn't find the XML configuration file... In the HTML file I simply had to write the "so.addVariable("xml_path","load/config.xml");" to tell where the XML file is...
    So, my question is : How can I integrate my SWF application giving it some parameters like above, in Action Script 3?
    Thank you ,
    Patrick

    No, nothing with HTML.
    I have 2 SWF applications. One is the Gallery, and the second is my Main Page.
    My Main Page must integrate the Gallery module in one of its page.
    The problem is when I try to integrate it, I think I must give de future loaded SWF some parameters like this :
    (My Main SWF loading in HTML)
    var so = new SWFObject("WebSite.swf", "flashcontent", "520", "700", "10", "#111111");
    so.addParam("allowfullscreen","true");
    so.addParam("allowScriptAccess","always");
    so.addParam("menu","false");
    so.addParam("wmode","opaque");
    so.addParam("bgcolor","#000000");
    so.setAttribute("id","flash");
    so.write("flashcontent");
    It was for the Main App. For my Gallery SWF I had to load it like this (in HTML) :
    var so = new SWFObject("Gallerie.swf", "gallery", "249", "249", "10", "#111111");
    so.addVariable("xml_path","Galerie/config.xml"); // this line is adding the path to the xml file make sure that it's name is xml_path
    so.addParam("allowfullscreen","true"); 
    so.write("flashcontent");
    So at the beginning I had 2 different projects with an HTML page for each.
    Now I wan't to directly integrate the Gallery SWF into the Main SWF. And as you have seen I must give it some parameters such as the "xml_path" and "allowfullscreen". This must be done in ActionScript 3 and I don't know how...
    I think I have to use FlashVars but I don't know how. As I said before, I have tried using the loaderinfo.parameters, but it is in read-only...
    Do you have an idea of how I can make it work ?

  • Stopping external swf's with no timeline

    Hey!
    I just released my portfolio at http://www.hyperactive.se/ which consists of a lot of externally loaded swf's (progressive banners). These swf's contains no timeline really, just one keyframe with an imported FLV. I don't have the source files so I need to control these from my Main flash file.
    As these external swf's are auto-playing, I would like it to be user initiated instead, so the users click on a button and it plays. But commands like "loader.stop()", "gotoAndPlay" etc. doesn't seem to work obviously. Anyone know a solution for this?

    What do you mean by "you'll need to know what's inside the loaded swfs"? there's not much in there, just a video. Then I guess I maybe have to probe.. is this the post? http://forums.adobe.com/message/2017776

  • Problem loading .swf embedded with HTML

    Hi All,
    I have embedded .swf file with HTML. It is working fine with
    win xp and win 2003. But not working on win 2000 server.
    I have set the MIME in IIS for .swf.
    Please let me know what setting I should configure.
    Thanks,
    Aung

    does container exit on the timeline that contains your code?
    is master.swf in the same directory with your flash swf and
    html?

  • Embedded symbol communicate with main timeline.

    hello one and all,
    i am creating a survey with say 7 questions.  each question has the same MovieClip symbol each with a different instance name, like q1, q2, ... q7.
    the MovieClip symbol has 5 static texts and 5 SimpleButtons.  i have some code in that symbol to make sure that only a single button has the "on" or "checked" state to show that that one is chosen.  this works great.
    my question is, how do i communicate each user choice with the main timeline after the user hits the "submit" button?  or, how do i have code under the "submit" mousedown event that can iterate through the 7 symbols to query each one and see which of the 5 SimpleButtons is "checked" or "on".  this iteration will then create a list of responses for all 7 questions.
    ultimately, i will have flash concatenate a GET POST string that will send the survey results to a web server.
    i am using/learning AS3 under flash cs4 and i know that i am somewhat new to these concepts.  thank you in advance and if you could point me to a tutorial video that will support your guidance, that would be helpful also.  happy new year.

    when using [] does not always mean array contents, but could mean accessor array which is what this is in this case.
    In the rarest form, every sprite or movieClip is an object and any class that is dynamic which in this case movieClip and object are, has enumerable properties.
    Enumerable properties can be accessed via ways of for( var prop:* in obj){} or for each .  This is a way  to traverse properties.  That is because they are in an object.
    If i created an object= new Object()
                            object.name='bob'
    i can access this variable name as thus trace(object.name)  or i could say object['name']  which treats the object as if it were a hash table with a key as a string to a look up table.
    this can not be done for properties that are not public.  and works best on dynamic classes.
    In this case your movieClip is just that and the this, refers to the scope of the object that holds the property name.  you can not use an accessor method without specifying a target.

  • Loading swf file with dynamic text

    For a website I'm creating I'm going to have a main swf file
    that loads individual swf files for each page. Each page's swf file
    loads in external text files through dynamic text boxes so i can
    edit the website easily. To load the swf files into the main swf
    file I'm using the loader component. Everything works fine except
    thedynamic text boxes of the swf files that are nestled in the main
    one do not load properly. Instead, in each text box i get a message
    similar to this:
    _level0.NewsLoader.contentHolder.News1
    NewsLoader is the instance of the loader component, and News1
    is a variable called in through a dynamic text field from the html
    document entitled News1.html. The individual news swf file loads
    the text properly, but when the news swf file is loaded into the
    main swf file the text is replaced with the message above.
    Any suggestions?

    the problem might be due to the changed references if you
    load the movie into another one.
    is NewsLoader a MovieClip instance inside the main movie or
    inside the mc that is loaded into the main movie?
    If it resides inside the exteranly loaded movie, you will
    either need to use the lockroot attribute or use a relative
    reference to the News1 variable.
    Since the _level0 always points to the _root timeline (the
    one of the outer most movieclip) _level0 used in the external mc is
    different once the external movieclip is loaded into another movie.
    I suggest only using relative references, makes live much
    easier.

  • Swf communicating with Swf

    alright, I am loading in content from one overall swf that is
    the player interface. the content has areas where the user will
    input data. There will be many spots where the user will input data
    in many different (external swfs) sections of content. I need the
    player interface to be able to keep track of all of this
    information so that later I can reference all this data at once. is
    this possible?
    Thanks a lot,
    Dan Frazee

    it's possible, but the flash player isn't going to keep track
    of anything. you'll need to write code to track whatever you want
    tracked.

  • Controlling a Movie Clip on the Main Timeline from a loaded SWF?

    Is it possible to control a MovieClip on the main timelne from another loaded clip?
    I see posts that control loaded clips, but most are all from the loader in the main timeline.  I have a moviclip on the main timeline that I want to make visible or invisible depending on what keyframe is playing in another loaded swf.
    If I try to call the movieClip from the loaded SWF I get "error #1119.  Access of possibly undefined property...." because it doesn't exist in the loaded SWF, just the main timeline. 
    The old AS2 way just used "_root".  Since "_root" doesn't exist any more, how do you control items on the main TimeLine from a loaded SWF?

    I am not clear what you mean because you are saying you are trying to target a movieclip that does not exist where you are trying to target it.
    Try using a trace to see what you are targeting when you you target the MovieClip(parent.parent)....
    trace(MovieClip(parent.parent));
    The other approach I mentioned earlier is the more OOP-correct approach if you would rather try that way.  Here's a rough outline of it...
    AS3 - Dispatch Event
    http://forums.adobe.com/thread/470135?tstart=120
    Example:
    Add something to trigger the event in the child (your loaded swf):
    dispatchEvent(new Event("eventTriggered")); (
    if dispatchEvent problem, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
    In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo.  In the complete event handler, add a listener for the event on the loaded swf.
    // event handler triggered when external swf is loaded
    function loaderCompleteHandler(event:Event) {
        MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
    function eventHandler(event:Event):void {
        trace("event dispatched in loaded swf");
       // this is where your main file can set the visible property of your movieclip

  • Load SWF into empty movieClip?

    Hello,
    Could anyone please point me in the right direction to find
    out how to load an external SWF into an already existing movieClip
    instance that is already placed on the stage? This is the way I've
    always worked in AS2, but I can't find how to do it in AS3. Can
    anyone point me to an example where URLRequest works with a
    specified movieClip instance?
    Thank you!

    I understand why you might think I was ignoring your advice,
    but this isn't the case. You're expertise is much valued and
    respected.
    My purpose for continuing to experiment with loading into a
    movieClip was an attempt to find an easy way to layer the SWF
    behind other elements, but as you know, although it works for this
    purpose, it doesn't allow control of the loaded SWF from the main
    timeline. For others struggling to learn as I am, here's a link
    where I found the answer to my question above:
    http://www.hostingforum.ca/776586-as3-controlling-loaded-swf.html
    The transition to AS3 is not as easy for some as for others,
    and there are new concepts to understand.
    Don't know what "nvm" means... curious, but might be better
    off not knowing ;) Thanks again for all the help you offer to all
    of us who are struggling.

  • Control main timeline from loaded swf.

    Hi,
    I'm using a textfield for debug information.
    I'm loading an swf on the main timeline and I'm showing the status in the debug textfield.
    function swfLoaderCompleteHandler(event:Event)
         Debug.text +=  "Swf loaded.";
    That works.
    But,
    I'm loading a png file in the loaded swf. , I'm trying to show the status of the png file as I showed the status of the swf.
    function pngLoaderCompleteHandler(event:Event)
         MovieClip(parent).Debug.text += "Png loaded.";
    I can't control the main swf from inside the loaded swf. Even gotoAndStop or calling a function doesn't work.
    Do I need to add something when I load the swf, saying it's a MovieClip or something?
    Here's a fla too. http://flashfocus.nl/forum/attachment.php?attachmentid=9885&d=1282509233

    Thank you! you're brilliant!
    For people with the same problem:
    If you use CS5 and you have a TLF text on the stage, it doesnt work... I think it's a bug. But when I converted my TLF textfield to classic and everything works fine!

  • (MX04) Pausing a loaded swf with sound objects within it

    Hi,
    I'm working on a PowerPoint-esque presentation where a user
    watches and listens to a loaded swf in the main movie, clicks the
    next button (which unloads the swf, advances to the next frame and
    loads the next swf), and watches the next one. Lather, rinse,
    repeat. Some of the sections are rather long, and I'd like to give
    the user the ability to pause and play by button click.
    I know how to stop and start the container MC, but that
    doesn't stop the sound object (and the embedded MCs). I also know
    how to pause and start a sound object using the object's instance
    name. Is there a way to pause everything from the main timeline,
    and keep the AS general enough so that any sound object pauses when
    clicked?
    Any help is most appreciated! MX04 and AS2.0.
    Thanks!

    Kglad,
    I tried your code and ran into some problems with stopping
    the mc's, as the embedded mc's within the loaded swf need to stop
    as well. I found the attached code to stop the mc's, but now am
    having trouble with the sound objects.
    Here's the issue, I used this:
    this.soundPosition = currentMovie.loop1.position/1000;
    this.currentMovie.loop1.stop();
    ... for the sound object stop commands and listed a new one
    for each loop I was using. On the play button I started them back
    up again. This all works, but when I start them up again they all
    play, not just the one that is currently paused. Do you mind giving
    me some guidance with the for (obj in mc) loop? My loop experience
    is nil. What I want to do is have the code cycle through all of the
    loops to see which one is playing, then store that information in a
    variable, then pause and play the variable. Does that sound right?
    Thanks again for the help!
    -Sandy

  • Dynamically loaded swf to communicate with MovieClip on the stage

    I have a heck of time here with an issue. I have an xml document that when a certain button on the stage is clicked it loads it's corresponding external swf into an empty movieclip on the stage. This empty movie clip is a holder for all external swfs.
    So what I'm trying to do is when an external swf is loaded that has buttons on it, I need those buttons to communicate with the main timeline and remove a mc that is on the Stage. I need the currently loaded swf(s) to be able to do this. So whatever the currently loaded external swf is that's loaded, I need it to talk to the main timeline. (I have quite a few external swfs that need to do this) So I imagine I need to somehow target the currently loaded external swf to get it to talk to the main timeline.
    The code below in summary doesn't work but it doesn't give errors either. I don't pretend to know what I'm doing and I haven't been successful in searching for a solution to this particular issue. If someone could give me guidance or direct me to a solution. I'd so much appreciate it.
    // main timeline object
    var index:Object=this;
    function loadComplete (e:Event) {
            TweenMax.to(index.mcholder,1, {alpha: .5});
    // add the current module to the mcholder movieclip by using addChild
            index.mcholder.addChild(e.currentTarget.content);
           (e.currentTarget.content as MovieClip).addEventListener("eventTriggered", startListener);
    function startListener(e:Event):void {
    var ext_swf:MovieClip;
    ext_swf = e.currentTarget.content as MovieClip;
    trace("external swf");
    ext_swf.button1.addEventListener(MouseEvent.CLICK, talktomainswf);
    function talktomainswf():void {
    TweenMax.to(index.mc_thatsonthestage, 1, {x:1000});
    // now we have the first load we set firstLoad to false
            index.firstLoad = false;
        function loadError (e:Event) {
            trace("error");

    You can use the event dispatcher to communicate between external swfs and a main timeline,
    like so:
    //in an external swf
    //Once loaded
    function onLoadComplete(event:Event):void
         //dispatch an event in the form of a string
         dispatchEvent(new Event("Talk to Main Timeline")); 
    //On the Main timeline
    //listen for "Talk to Main Timeline"
    stage.addEventListener("Talk to Main Timeline", listenForCallsFromExternalFiles, true);
    //if the event is heard, do this:
    function listenForCallsFromExternalFiles(e:Event):void
         trace("I heard ya, now do stuff...");
    That's the basic idea anyways, I use it all the time.
    hope that helps,
    ~chipleh

  • Controlling multiple external swfs from main timeline

    Hi, I've been trying to combine the features of two tutorials I found, one that deals with controlling external swf's from the main timeline and the other that explains how to load and unload multiple external swf's.  I'd like to be able to load and unload multiple external swf's, and control these swf's buttons from the main timeline. 
    I asked this same question on the forum of the site where I found these tutorials, and receive only one reply saying that "it should'nt be hard to do." but they did not elaborate any further.  This left me think that I was missing something very obvious and I've spent too much time now trying to work what it is now.  I understand pretty much how both pieces of code work, but just can't work out how to combine them.
    If someone could explain it to me, I'd much appreciate it.
    Tutorial One code - controlling an external swf from the main timeline.
    var ldr:Loader = new Loader();
    var urlReq:URLRequest = new URLRequest("swfs/balls.swf");
    ldr.load(urlReq);
    function loadHandler (event:Event) {
    var myClip:MovieClip = event.target.content;
    addChild(myClip);
    function myClipOver(event:MouseEvent):void {
    myClip.myBlueBalls.stop();
    function myClipOut(event:MouseEvent):void {
    myClip.myBlueBalls.play();
    // set listeners
    myClip.addEventListener(MouseEvent.ROLL_OVER, myClipOver);
    myClip.addEventListener(MouseEvent.ROLL_OUT, myClipOut);
    // listener
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loadHandler);
    Tutorial Two code - loading and unloading multiple external swfs.
    var Xpos:Number = 110;
    var Ypos:Number = 180;
    var swf:MovieClip;
    var loader:Loader = new Loader();
    var defaultSWF:URLRequest = new URLRequest("swfs/eyesClosed.swf");
    loader.load(defaultSWF);
    loader.x = Xpos;
    loader.y = Ypos;
    addChild(loader);
    // Btns Universal function
    function btnClick(event:MouseEvent):void {
    removeChild(loader);
    var newSWFRequest:URLRequest = new URLRequest("swfs/" + event.target.name + ".swf");
    loader.load(newSWFRequest);
    loader.x = Xpos;
        loader.y = Ypos;
    addChild(loader);
    // Btn listeners
    eyesClosed.addEventListener(MouseEvent.CLICK, btnClick);
    stingray.addEventListener(MouseEvent.CLICK, btnClick);
    demon.addEventListener(MouseEvent.CLICK, btnClick);
    strongman.addEventListener(MouseEvent.CLICK, btnClick);

    I will not be able to help you with whatever relaxatraja provided though it is purported by relaxatraja to be clearly explaining what I was explaining (???).
    Your loadHandler function appears a bit confused.  For the code you show I don't see you assigning any event listeners for the events that will be dispatched in the loaded file.  As I showed earlier, your loadHandler function should be assigning a listener for the event that will be dispatched (modified slightly below). and if you have three different events being dispatched in the loaded file, then you'll do better to have three different listeners.  I show only one below for one of the events you dispatch...
    function loadHandler (event:Event) {
      // assign a listener for the loaded file's goExit function's event
       MovieClip(event.currentTarget.content).addEventListener("close", event1Handler);
    // I can't make sense of what you have here
        removeChild(myClip); // why ?? - it hasn't been added yet as far as I can see - error 2007?
        var newSWFRequest:URLRequest = new URLRequest("swfs/" + event.target.name + ".swf"); // the event.target is the Loader
        ldr.load(newSWFRequest); // this will load over the file you just finished loading??
        ldr.x = Xpos;
        ldr.y = Ypos;
        addChild(myClip);  // why?? it has nothing in it
    function event1Handler(e:Event):void {
        // do whatever is involved with what the "close" event is supposed to do
        trace("goExit function executed");
    As far as what you have in the loaded file, you appear to be trying to pass the files names as if they were parameters.  The file naming should be done at the receiving side for the event handler function for the event listener.  While you could create a custom event that include parameters that you can pass, that's another level of coding that is better left for a future experience.
    Study the following - understand it before you try to use it.
    Below is a link to some files I made for another posting that demonstrates what I have been explaining.  The neurope file is the main file.  Publish the netherlands file so that you have an swf to load for it, and then run the neurope file.  The file that gets loaded (netherlands) only has a button in it that when clicked dispatches an event for which the main file (neurope) has assigned a listener.  The main file displays a message when the button gets clicked in the loaded file.
    http://www.nedwebs.com/Flash/neurope.zip

Maybe you are looking for

  • Apple TV - is this stopping my MacBook volume working?

    Linked to my previous question, I realise that the problem of my MacBook not playing sound started after we bought an Apple TV. When we use the AppleTV controller, the MacBook screen presents images for Front Row, event though the TV screen shows sel

  • Error after Integrating of Xcelsius SWF into Enterprise Portal

    Hi all, I integrated Xcelsius SWF file into portal using Business Objects Integration Kit - iView Template. I can see dashboard in Portal. Its working fine. I have Refresh Button in the Dashboard.  If I refresh the dashboard , it shows cannot access

  • OS X - Silent install of 11.5 doesn't work...

    I am trying to deploy 30+ installation of Adobe Flash 11.5 to OS X 10.6–10.8 clients. The first thing I did was download and read the Flash Player Administrative Guide for Flash Player 11.5 (via http://www.adobe.com/devnet/flashplayer/articles/flash_

  • Any way to trim off .url from bookmark name import from html?

    just import bookmark.html from IE, and notice that all bookmark show as XXXXX.url? why? checked bookmark.html from IE, no .url there. any way to trim off '.url'? please advise.

  • V4.2 Errors - Optimize and Save App - ClearCache and Automation Errors

    Hello everyone, I have a client on v4.2 that is getting multiple errors when they do anything in Admin. When they do a full optimize they're seeing: 'Administration and Security - ClearCache Method '' of object '' failed.' When they do a save of thei