Loading a specific Label in an external SWF

I know if there is an answer to this one of you guys will
have it so thanks in advance!
Is it possible to goto a specific frame label in an external
swf? I have my "main.swf" and I want to goto the frame label
"images" in the "about.swf". Is this possible? If so, do you know
how I can do this?
Thanks again.
Mike.

Mike
This sounds very similar to the problem I just posted which
is just below yours.
Might be worth us both keeping an eye on each others posts.
Cheers,
Mark

Similar Messages

  • Go to specific frame of an external swf?

    How can I load a specific frame/label of an external swf
    file?
    anyone?

    me,
    > How can I load a specific frame/label of an external
    > swf file?
    First, you load the external SWF file. There are a number of
    ways to do
    this. I recommend either the MovieClip.loadMovie() method or
    the
    MovieClipLoader class. This causes the external SWF to be
    loaded into a
    movie clip container. Once the external SWF has fully loaded,
    invoke
    MovieClip.gotoAndPlay() on the container clip and specify the
    desired frame.
    David
    stiller (at) quip (dot) net
    Dev essays:
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • How to load and unload more than one external swf files in different frames?

    I do not have much experience on Adobe Flash or Action Script 3, but I know the basics.
    I am Arabic language teacher, and I design an application to teach Arabic, I just would like to learn how to load and unload more than one external swf files in different frames.
    Thanks

    Look into using the Loader class to load the swf files.  If you want to have it happen in different frames then you can put the code into the different frames.

  • GotoAndPlay specific frame in external swf from main swf

    I have a main swf that loads 2 external swfs.
    I click on button to see content of external swf #1 and see stuff. I do something that causes external swf to show other stuff (i.e. not at beginning state)
    In the main swf I click on button to see content of external swf #2. External swf #1 content is made invisible and I see content of external swf stuff.
    NOW, if I click on button to take me back to see external swf #1, I see it's content in current state. I want to force it to start over again at frame #1 which will reset content.
    However, no matter what I try, I can't seem to control which frame to go to in external swf using gotoAndplay.
    Here is code in frame #1 of main swf to load external swfs:
    //load academic movie
    var swfLoader1:Loader = new Loader();
    container1.addChild(swfLoader1);
    var url1:URLRequest = new URLRequest("academic.swf");
    swfLoader1.load(url1);
    //load wisdom movie
    var swfLoader3:Loader = new Loader();
    container3.addChild(swfLoader3);
    var url3:URLRequest = new URLRequest("wisdom.swf");
    swfLoader3.load(url3);
    Here is code in frame 2 of main swf that checks button to see where to go in external swf:
    //academic button clicked
    function academicClick(event:MouseEvent){
       container3.alpha = 0;
       container3.visible = false;
       container1.visible = true;
       container1.gotoAndPlay(1); //this is where I am trying to force it to start at frame 1
       container1.alpha = 1;
    I don't want to reload the external movie to force it to start over.
    Any help would be much appreciated.

    You can easily control this by making the external swf to load with your movieclip, The below is the code snippet that clear on accessing the specific frame on external swf.
    //Loading clips content
    var ldr:Loader;
    var mcExt:MovieClip;
    //Loading
    loadswf("external.swf");
    function loadswf(tmp:String):void{
        unloadSwf();
        ldr= new Loader();
        ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressListener);
        ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
        ldr.load(new URLRequest(tmp));
        function progressListener (e:ProgressEvent):void{
            ploader.visible=true;
        function swfLoaded(e:Event):void {
            mcExt = e.target.content as MovieClip;
            ldr.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded);
            mcExt.addEventListener(Event.ENTER_FRAME,onEnterfn);
            ploader.visible=false;
            addChild(mcExt);
    //UnLoading
    function unloadSwf():void{
        if (ldr!=null){
            ldr.unloadAndStop();
            removeChild(mcExt);
            mcExt=null;
    //Intervals (The part you work on the specific frame within the external swf
    function onEnterfn(e:Event):void{
        var num:int=mcExt.currentFrame;
        if (num==1) mcExt.play();
        if (num==9) {
                mcExt.skipmc.addEventListener(MouseEvent.CLICK,skipfn);
                function skipfn(e:MouseEvent):void{
                    mcExt.stop();
                    mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
                    gotoAndStop("help");
        if (num==mcExt.totalFrames){
            mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
            gotoAndStop("help");
    hope it solve

  • How to load and unload Multiple External SWF

    hello there,
    i need help to figuring out how to load and also unload(removing) multiple external SWF.
    so here is what i;m trying to do,
    i want to load multiple external SWF and play it on my main SWF now i hove no problem with just loading multiple SWF and placing it in the display list .The problem came up when i tried removing those loaded SWF from the display list ,The problem exist because i have no way to refer to what i have loaded and placed on the display list,
    i used a single loader instance to load all that external swf,
    i do know that we have to remove all the event listener related to the external SWF that we want to remove and for this purpose i have crated a function called destroy which the main objective for this function is to remove all event listener inside the swf and also isolating all variable so it would be eligible for garbage collecting, here is what the code look like:
    // Create this in every object you use
    public function destroy():void
         // Remove event listeners
         // Remove anything in the display list
         // Clear the references to other objects, so it gets totally isolated
    sorry it just a kind of pseudocode cause this function will customize with it's own property i did this just for the purpose of simplicity and easy understanding..,
    so now back to main problem how should i solve this problem??
    i tried used an arraf to save all the loaded swf
         the array is just used to save the what the loader is loading but the adding to display method is using
    movieClipActAsContainer.addChild(e.target.content); //the event is from the Event.COMPLETE
    but i have a hard time using that arrya back and matching it to the one i got from the display list.
    please do help me,
    any suggestion would be greatly appreciated,
    and if can pleas show me a source code or pseudocode of what you're suggesting to me cause my english is not so fluent yet,
    thanks before.

    Hey EI,
    I had done this kind of project recently and for loading and unloading different swfs. I had used loaders specific to that filename and for removing I had used a single movieclip instance name and on clicking that specific loader request name that needs to be removed will be requested from the specific function. As mentioned below
    Loading SWF:
    ===============================
    swfLoaderIndia.load(swfRequestIndia);//This will load the request
    If you are inside a movieclip while requesting use below code
    MovieClip(this.root).addChild(swfLoaderIndia);//This will load swf on stage
    or else
    Stage.addChild(swfLoaderIndia);
    Unloading SWF
    =====================================
    If you are inside a movieclip while requesting use below code
    MovieClip(this.root).removeChild(swfLoaderIndia);//This will unload swf on stage
    or else
    Stage.removeChild(swfLoaderIndia);
    Above code will be in specific function which will be requested when the loading and unloading is required.
    I hope this helps you in your project.
    With Regards,
    Sagar S. Ranpise

  • Loading an external swf that loads an object from url

    i am trying to load an external swf that in turn automatically loads an object. i want the external swf to only be loaded once the object is loaded in it. right now it loads the external swf first and then the external swf loads the object specified at a url...

    thanks kglad. i think i need to try and load the external swf, wait for it to load its object, and then display it... will look into it and get back...

  • Buttons in External SWF's

    Using Flash CS3 AS2.0
    I need to know if it is possible to make a button in an external
    swf. file loaded in a Main .fla to link to another frame or label
    in another external swf. movie. If so, how do I do it?
    I have a main flash file for my website with a portfolio
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    I have 8 external .swf files for all my galleries. (eg.
    branding.swf, packaging.swf, displays.swf, etc....)
    Within those galleries I have 9 buttons that make up each
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    The buttons reveal a large thumbnail with some text that
    explain what the image is.
    In some of the galleries I have some text that want the
    viewer to be directed to another gallery to view another piece of
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    These .swf files are loaded in my main flash file using the
    loader components.
    I thought I read somewhere that when you use the loader
    components, action code will not work.
    Do I need to change all my loader symbols to symbols that use
    the _movieloader actioncode?
    Here is a look at my test site to see what I am talking
    about:
    http://manganinc.pieper.com/piepert/index.htm
    In the
    Portfolio section you will find the gallery buttons and if
    you click on
    Product Packaging
    (this is the first button), a .swf movie will load and 9
    buttons slide down and when you click on the 3rd button over at the
    top Nutro MAX Cat Bags will show up,
    the text under the thumbnail will have text that reads "Also
    see the
    case study for this project."
    This case study has a invisible button on top of it and I
    want to direct that to the case studies page in my Main Flash file.
    Another link is in the 2nd button down from the top in the
    same gallery which is Autopage packaging. There is text under the
    thumbnail that reads:
    "Also see the
    brochures and the
    in-store display "
    Here I need the button to link to the at least just the
    brochures gallery and the displays gallery.
    In my MAIN .fla I have all these galleries lableled. Meaning
    in my action layer these sections are labeled to their according
    gallery name.
    Hope this makes sense. Please help me if you can!

    if you're publishing for fp 10, use unloadAndStop() after the first load.

  • External SWF in iPhone

    Due to the large size of my FLA file I had to chop it up to few bit-size files and use the external SWF option to dynamically load sections of my app (Adobe rep said that I can't exceed 180Mb in my FLA file..). So it's all working on my pc but when I upload it to the phone the SWF's are not loading.
    I'm using this for code:
    var myFireLoader:Loader = new Loader();
    var urlFire:URLRequest = new URLRequest("External.swf");
    myFireLoader.load(urlFire);
    addChildAt(myFireLoader, 0);
    And included the swf files in the publish dialog. Am I missing something?
    Thanks,
    Dani

    Exactly, there cannot be any code in it. If it did just need a stop, you could stop the loaded swf when the loader is completed. If you need code to run when things are touched in the loaded swf, you could add a listener to the Loader object, and then check what the target name is, and do whatever action needs doing based on what was touched.
    You're able to read frame labels and instance names from the loaded swf, so you'll have to find a way to do what you want with that limitation.

  • External .swf runtime linkage .pngs AS3

    Flash can compress .png files like Photoshop can compress
    .jpg files better than any other tool hands down.
    I have 77 .png files that are 1.8 .megs on my c: drive after
    I imported them and setting the file compression under the "File
    > Publish Settings" to 75% for jpg and published the .swf with
    all the .png on the stage the file size is 350K that's about 20% of
    the original file size of the .pngs downloaded file by file with 77
    separate request.
    I can create linkage in the shared .swf and test the movie
    with code in the shared .swf to add the movieclip holders for each
    .png to the stage but when I load the shared .swf into the main
    .swf Flash acts like it can't create the classes based on the
    linkage I setup or that the MovieClip linkage doesn't exist.
    I tried a test to have the shared .swf with all the .pngs and
    linked movieclips to add the assets to it's own stage and it works
    fine but that means a lot of my code and logic is included in the
    shared .swf that the designers need to add .pngs to. It's
    unfortunate AS3 sucks but I'm just about done with the project if I
    knew what a battle AS3 was going to be I would have stayed with AS2
    my next projet will be AS2 no question non at all. Anyway I setup
    "class" linkage identifier for each .png with a movieclip holder
    for each image. The 20% of the size for the pngs and one request
    vs. 77 separate request makes it worth the extra effort of
    importing the images, creating a holder movieclip with linkage but
    the main .swf that loads the shared .swf with all the assets and
    linkage can't see or create the assets like the shared .swf can
    when I test it.
    We need to have the main .swf get a handle of the linked .png
    assets and place them in the main .swf to load the assets to
    different parts of the main .swf. It's cute that the shared .swf
    can add the linked assets to it's own stage but not too useful.
    Also the way we deploy we cannot roll out a new release/build to
    update the .pngs but we can upload a new .swf to the asset server
    so the .pngs need to be in a separate .swf. I can get the shared
    MovieClip to add the linked assets to it's own stage when testing
    and when loading my problem is the main .swf that loads the shared
    .swf cannot create instances of the classes that are exported for
    runtime sharing using linkage.
    If it is possible I would like to know how the heck you get a
    handle on a linked asset in an externally loaded .swf. Preferably
    without creating my own prototyped insane class consisting of mega
    libraries of external .as files. Just a way to reference MovieClips
    holding pngs that have linkage and are setup for runtime sharing.
    It really shouldn't be this hard it's a simple task in AS2. I'm not
    looking for a coding competition or some wild class to do the job I
    want a few lines of code to create an instance of a class then
    reference to the linkage/MovieClip holding the .png to addChild it
    into a target movieclip.

    I solved it I'm loading 77 embedded assets in an external
    .swf that compresses 77 .png images without loosing quality it
    works great.

  • External swf within external swf?

    Hello..
    I'm currently playing with a music player template that loads
    the songs as external swf files.
    Is it now possible to load this music player as an external
    swf into my main flash website? So far I've managed to get it
    loading in the right place, but then the songs don't play. :( If
    there's anything crucial I need to know, please enlighten me, or I
    can stick some code up here if it's perhaps not so obvious.
    Cheers
    x

    Hey!
    If you can play the song from the music player independently
    but not while the music player is external: I'm going to go ahead
    and say you're hitting a security issue.
    I'm going to do some research then I'll post back here.
    Thanks,
    John
    edit: try this
    http://www.adobe.com/devnet/flash/articles/fplayer_security_04.html

  • Loading an external .swf then referencing to it's label

    I'm new with Actionscript and am currently working at
    building a website. I've got a lot figured out so far but one
    problem I'm running into is when I try to load an external .swf
    using the loader component and then reference it or try to point to
    it within my main .swf I can only load the "gallery.swf." through
    myLoader.contentPath = "gallery.swf";
    I'm trying to load it and then point to a specific label so
    it loads that frame or label. I've created separate labels for each
    image in my gallery so that when I point to them with AS, it knows
    which image to load. It worked when I had the gallery in the main
    .swf but when I used the loader component it didn't work.
    The AS I used that worked before I made a separate .swf and
    used a loader was:
    on(release) {
    _parent._parent._parent.photos_MC.gotoAndPlay("img1");
    what I thought would work was:
    on(release){
    _parent._parent._parent.myLoader.contentPath =
    gallery.swf.photos_MC.gotoAndPlay("img1");
    I'm probably totally off, but if anyone could help out I
    would appreciate it!

    This looks like AS2 code, you may want to post there.
    Assuming this is AS2 code, the contentPath of the Loader specifies
    the url to load. Once the swf is loaded, you can then gotoAndPlay()
    to the label you want.
    Hope that helps.

  • Loading external Swf into a specific area in Fla file

    I'm sure this question has been asked a trillion time. But truth be told there's no good tutorial for this out there!
    I am trying to load an external swf slide show into my fla file. I want to be able to load into a specific place on the stage.
    I have this code for preloader that loads in an external swf, but it covers the entire swf. Is there any way of changing this slightly to allow it to be loaded in one spot?
    var l:Loader = new Loader();
    l.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loop);
    l.contentLoaderInfo.addEventListener(Event.COMPLETE, done);
    l.load(new URLRequest("Fuggles Brasserie Restaurant4.swf"));
    function loop(e:ProgressEvent):void
    var perc:Number = e.bytesLoaded / e.bytesTotal;
    percent.text = Math.ceil(perc*100).toString() +"%";
    function done(e:Event):void
    removeChildAt(0);
    percent = null;
    addChild(l);
    Cheers
    t

    If the loaded object fills the stage, then I have to wonder why you need to locate it anywhere specific.  Or is it possible you are just unloading the rest of the visuals when you use that removeChildAt(0) command such that the loaded object is the only thing  remaining.  In any case, you can assign x and y properties to the Loader ( I do it in the done function, but locating the Loader can be done anytime after it is instantiated)...
    function done(e:Event):void
         removeChildAt(0);
         percent = null;
         l.x = someX;
         l.y = someY;
         addChild(l);

  • Load external swf into a specific _level

    Hi there,
    I am loading an external swf into the mc 'image' using:
    image.loadMovieNum("portfolio/100_design/1.swf", 1);
    Every time a new image loads, I want it to load the level above, ie:
    image.loadMovieNum("portfolio/100_design/1.swf", 2);
    Is there a way this can be done dynamically. For example, "current level + 1"
    Many thanks

    is the first frame of your loaded swf's empty?  if yes, then no problem using _levels.
    if not, do you mind a momentary flash when your next swf loads and before its _alpha is assigned 0 and then faded-in?  if you don't mind, then no problem using _levels.
    if you do mind that momentary flash, then using _levels will be more complex than using empty target movieclips.  is there some good reason to use _levels instead of target movieclips?

  • Is it possible to load an external swf at a specific frame?

    Hey! I've got a flash file which acts as the main menu for a
    program I'm developing. Everything works fine from the main menu
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    menu file reloads. Is it possible to use loadMovieNum( ) to go to a
    specific frame within the main swf file? If not, is there a way to
    do this?
    Here's the button code I'm using now:
    on (release) {
    unloadMovieNum(0); //unloads the current movie so we can
    reload the main menu
    loadMovieNum("DemoMainMenu.swf", 0); //reloads the main menu
    Thank you for whatever help you can provide! :)

    mcommini wrote:
    > Hey! I've got a flash file which acts as the main menu
    for a program I'm
    > developing. Everything works fine from the main menu
    however when you click to
    > return to the main menu the whole main menu file
    reloads. Is it possible to
    > use loadMovieNum( ) to go to a specific frame within the
    main swf file? If
    > not, is there a way to do this?
    First let me clarify one thing with you. Level zero is the
    main level on the flash
    player. By loading things in level zero you will remove
    current content and replace
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    like purge, clears the
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    unless you reload the
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    in the same time in the
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    load content, whatever previously
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    action and you all set.
    Good practice is to have the main level (zero) an empty base
    and than load and unload
    things in above levels, 1 and so on...
    > Here's the button code I'm using now:
    > on (release) {
    > unloadMovieNum(0); //unloads the current movie so we can
    reload the main menu
    > loadMovieNum("DemoMainMenu.swf", 0); //reloads the main
    menu
    > }
    >
    In regard to the load and go to. Yes it is possible but no
    matter what frame you want to
    go to,you need to load the whole movie first. I will come
    back to that in a second.
    While you execute the loadMovie action, you can set up a
    variable, for example:
    loadMovieNum("file.swf", 1);
    Variable="mcommini_01";
    Than in the loaded movie you have preloader which makes sure
    that the movie is loaded before
    playing and once done loading, make it jump to frame which
    has IF ELSE condition in some kind
    of loop, using setInterval or Enterframe. That condition
    checks for the variable value and based
    on it proceed to particular frame.
    That's why I told you not to clear level zero, if you set
    variable and load movie in that level
    in the same time, all the information will be gone and you
    have totally no reference point to
    get the variable from.
    You could as well use shared object which is native form of
    Flash's cookies. Write SOL file into
    user drive temp folder, than read it from the other file and
    go to frame based on the given value.
    Best Regards
    Urami
    Beauty is in the eye of the beer holder...
    <urami>
    If you want to mail me - DO NOT LAUGH AT MY ADDRESS
    </urami>

  • What is or isn't possible on iOS?  (Not having Loader, loadBytes(), external swfs, etc)

    My basic question is:  "What are the classes which we should not use for iOS using the packager."
    I have been trying for a few days trying to get a simple Flash app to run on the iPad.  A very simple app (with sound!) with just 2 classes works fine (Performance is a whole other issue.  We will get to that).  But if I try anything else, all I get is a white/black screen on the iPad.  So it would be really nice to know what classes, functions, etc we CANNOT use for the Packager.
    I have fairly simple app (not as simple as 2 classes) which loads some art assets via URLRequest/Loader, puts them on the stage.  Fairly common standard practice in AS3.
    I've read about not able to load an external file using the Packager.  So to fix the situation of loading assets, I have looked into the [embed] tag, which seems to work.  I hope the blogger doesn't mind, but this page is an excellent source on what works and doesn't work with the [embed] tag in it's various flavors:  http://www.richardleggett.co.uk/blog/index.php/2010/03/08/flash_builder_and_flash_pro_asse t_workflows.  For example, AS3 in a swf is stripped out from an external swf using [embed].
    The best way to load an external swf file for iOS seems to be using [embed] with "application/octet-stream" and load the swf through ByteArray (Option #4 in the link above).  This works great on the PC.  HOWEVER, on iPad, it fails.  The [embed] tag works on the iPad with the other ways, so my guess is that loadBytes() does not work.  Is this true Adobe/Flash guys?  Can you confirm this?
    My initial question is "why is this not allowed on iOS?".  If it is because of the fact that it uses a Loader, can it be changed so it's not using a Loader to construct a MovieClip?  I have a ByteArray with the raw swf/MovieClip data.  Why can't I construct a MovieClip from it without going through Loader?
    This loadBytes() failure seems to be the only thing preventing me from using the normal pipeline of Flash development in loading external assets.  If there are other ways people have found, please share!
    Now on to performance.  Adobe, can you post some examples/samples of code which runs at decent performance?  Like a "tech demo" of what is possible using the Packager running on iPad/iPhone.  That would be extremely helpful for everyone.  I have done a lot of the optimizing suggestions on various sites and pages ( and by Adobe http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html), but I am not seeing the 30 fps performance that is MORE than possible on iPhone/iPad.  Displaying and moving around Bitmaps (I don't use any vector graphics) should be blazing fast.  Quake runs on iPad without any problems and that code is 10 years old.  Moore's law dictates that drawing Bitmaps using CPU should be faster than a 3D engine written 10 years ago...  I am trying out the new iOS 4.2 which is supposed to be "significantly" better, but I am still stuck on loadBytes().
    So at this point, I am blocked on loadBytes() and my performance for a simple app which draws a few Bitmaps and MovieClips is terrible.  I am hopeful some people out there have figured out some solution (there are lots of clever people out there) and I will stumble on to something.  But being forced to go native Objective-C seems to be my only option at this point.
    In summary, here are the questions I would like to ask the Adobe/Flash group for some more help/information/advise:
    - Why is Loader not allowed on iOS?  Is it a technical limitation of the hardware/os/Flash?  Will it never be supported?  What is the future of this class on iOS?
    - Why is loadBytes() not allowed on iOS?  I have the raw embedded data in memory.  I don't need to make a remote call so security should not be an issue.  Can I create a MovieClip without using Loader?
    - Why is AS3 stripped from the timeline when a Symbol is retrieved using [embed]?  Maybe this is the same reason loadBytes() fails, but if I could use [embed] and get a copy of the Symbol, that is what I need.  (There are issues with the mx.core.MovieClipLoaderAsset/Asset, but it is better than being blocked by loadBytes())
    - What are some apps you guys have written that we can use to compare PC vs iOS?  Again, a "tech demo" or sample code of what you as experts in Packager for iOS have done which runs at decent framerate (30+fps) would be of tremendous help.  If the Adobe/Flash group hasn't gotten the current Packager for iOS to handle more than 50+ 2D Bitmaps on screen running at 30+fps, that would be good to know.  Please let us know what the experts and owners of your software are capable of getting the most throughput using the Packager.  I'd hate to sound a bit fed up/angry, but I think you are wasting a lot of people's time and energy with a piece of software that, to me, seems like it was a bit early to release.  Flash can do some great things.  If it can do it on iOS, even better.  But PROVE it to us that it's possible, before having your customers run into barriers imposed on us by trial and error.
    Thanks.

    I have hardly ever seen a post here from someone at Adobe, so you may need to be patient.
    Read this article, and get its associated demo files, to see some good performing tech demos:
    http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html
    Back to your main point, loaders are working, what isn't working for you is accessing of things in the library of a successfully loaded swf, that have been set to Export for ActionScript. That means that the swf you have loaded has an ActionScript Class, to represent the library symbol. iOS Flash apps are native ARM code, and don't include the virtual machines that a browser plugin has, and so it's not able to interpret ActionScript. That may be why it would fail.
    Now, I can think of at least a couple of reasons why you might want to have external swfs with elements that you want to reuse in the main swf. One would be if you're intending to make a lot of them, like say if you wanted to have an Asteroids game and the ability to use artwork from a set of different swfs. Another reason might be if you want to skin your interface, by taking specific elements from the loaded swf and using them in the main swf. That way you could have artists preparing those swfs for you, and you just include them in your package, and load the one you want.
    There is a way to do either of those things. The second one can be done by having the item as a named symbol on the stage of the loaded swf. With a to-be-loaded swf named "inner.swf", that has a movieclip on its stage named "mc1", this script in the main swf would load that external swf and use its symbol on the main swf's stage, without having to make the inner swf's symbol use ActionScript:
    var req:URLRequest = new URLRequest("inner.swf");
    var ldr:Loader = new Loader();
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
    ldr.load(req);
    function loaded(e:Event) {
    var mc:MovieClip = e.target.content as MovieClip;
    var innermc:* = mc.mc1;
    innermc.x = 50;
    innermc.y = 50;
    addChild(innermc);
    For the other case, you can take the item off the stage of the loaded swf and draw it into a bitmapdata, and then make as many bitmaps from that as you like. Here's the above example, only it adds the original movieclip to the main swf stage, and also creates a bitmap that looks the same:
    var req:URLRequest = new URLRequest("inner.swf");
    var ldr:Loader = new Loader();
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
    ldr.load(req);
    function loaded(e:Event) {
    var mc:MovieClip = e.target.content as MovieClip;
    var innermc:* = mc.mc1;
    innermc.x = 50;
    innermc.y = 50;
    addChild(innermc);
    var bmd:BitmapData = new BitmapData(innermc.width,innermc.height);
    bmd.draw(innermc);
    var bm:Bitmap = new Bitmap(bmd);
    bm.x = 150;
    bm.y = 150;
    addChild(bm);
    So, the thing to learn is that a native ARM code application does not have an ActionScript interpreter in it, and if you need to do something that normally requires interpreting ActionScript, find another way to do it.

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