Possible with tween class...

Can you using the tween class have your tween go into a certain point? i.e. certain coordinates?

What do you mean by using two tweens simulataneously...currently here is the script Im using..
import mx.transitions.Tween;
SceneZoomer = ;
for (var j:Number = 0; j < SceneZoomer.length; j++) {
    SceneZoomer[j].onPress = function() {
        zoomIn(map);
    SceneZoomer[j].onRollOut = function() {
        zoomOut(map);
function zoomIn(mc:MovieClip) {
    var xs:Tween = new Tween(map, "_xscale", mx.transitions.easing.None.easeOut, map._xscale, 275, 2, true);
    var ys:Tween = new Tween(map, "_yscale", mx.transitions.easing.None.easeOut, map._yscale, 275, 2, true);
function zoomOut(mc:MovieClip) {
    var xs:Tween = new Tween(map, "_xscale", mx.transitions.easing.None.easeOut, mc._xscale, 100, 2, true);
    var ys:Tween = new Tween(map, "_yscale", mx.transitions.easing.None.easeOut, mc._yscale, 100, 2, true);
It zooms into my map mc when I click on my location 1 mc, but it zooms to the center of my map, is it possible to zoom to certain coordinates rather than the center, basically to zoom to where my location1 mc is
Thanks

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    1067: Implicit coercion of a value of type flash.display:MovieClip to an unrelated type String.
    Any thoughts or help wold be greatly appreciated.

    Note that a better solution for AS3 is to simply create a Class that does the tween (to itself), then apply that to each bullet and leave the parent out of it. I'd probably have done the same thing in AS2 as well, but I learned As1>As3>As2, so my experience is not representative.
    Here's the Class that I use to do this (note I didn't use a Tween for this task as they have the danger to go out of memory before the tween is done unless you store a reference to them):
    package view.effects {
    import flash.display.Sprite;
    import flash.events.Event;
    //view.effects.SimpleFadeIn
    public class SimpleFadeIn extends Sprite {
      public function SimpleFadeIn() {
       super();
       addEventListener(Event.ADDED_TO_STAGE, startFade);
      protected function startFade(e:Event):void {
       alpha = 0;
       addEventListener(Event.ENTER_FRAME, doFade);
       addEventListener(Event.REMOVED_FROM_STAGE, cleanUp);
      protected function doFade(e:Event):void {
       if (alpha < 1) {
        alpha += .04;
       } else {
        cleanUp(e);
      protected function cleanUp(e:Event):void {
       removeEventListener(Event.ENTER_FRAME, doFade);
       removeEventListener(Event.REMOVED_FROM_STAGE, cleanUp);
    Note that the reason the path to the Class is there in a comment is so team members can copy and paste it into the Base Class for a MC they want to apply this behavior to.

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