Brain Giants Snow + Blur (Onload?)

So I’m still relatively new to Flash scripting. I’ve got a hold of Brain Giants falling snow module and which looks like this.

//Import filter objects to be used in this movie
import flash.filters.BlurFilter;
import flash.geom.Rectangle;
import flash.geom.Point;
//Set the width and height snow bounds (determined from 0)
snowBoundsWidth = 800;
snowBoundsHeight = 600;
blur_mc.blurOn = 0;

//Total number of flakes to be created
flakes = 50;
for (i=0; i<flakes; i++) {
    //Create an empty movie clip and attach the snowflake
    this.createEmptyMovieClip("snow"+i, this.getNextHighestDepth());
    this["snow"+i].attachMovie("snow", "flake", getNextHighestDepth());
    //Call function to generate flake properties for each flake
    getFlakeProps(this["snow"+i]);
}
function getFlakeProps(flakeID) {
    flakeID.cacheAsBitmap = true;
    //Randomly scale the flake
    flakeID.flakeScale = Math.random()*500;
    //Compute the flakeDepth ratio (larger flakes will have a stronger blur and lower alpha)
    flakeID.flakeDepth = flakeID.flakeScale/100;
    //Randomly rotate the flake
    flakeID.flakeRotate = Math.random()*45;
    //Set the alpha based on the flakeDepth
    flakeID.flakeAlpha = 1/flakeID.flakeDepth*30;
    if (flakeID.flakeAlpha>30) {
        flakeID.flakeAlpha = 30;
    }
    //Blur the flake based on the flakeDepth (stronger blur for larger flakes)              
    flakeID.randomBlur = flakeID.flakeDepth*10;
    //Add the blur filter (not at beginning for performance)
    //flakeID.flakeBlur = new BlurFilter(flakeID.randomBlur, flakeID.randomBlur, 1);
    //flakeID.filters = [flakeID.flakeBlur];
    //Scale the flake
    flakeID._xscale = flakeID._yscale=flakeID.flakeScale;
    //Set the flake alpha
    flakeID._alpha = flakeID.flakeAlpha;
    //Set the flake rotation
    flakeID._rotation = flakeID.flakeRotate;
    //Set a random _x and _y start position
    flakeID._x = Math.random()*snowBoundsWidth;
    flakeID._y = Math.random()*snowBoundsHeight;
    //Compute a random fall speed
    flakeID.fallSpeed = 2+Math.random()*10;
    //Compute a random fall path and radius
    flakeID.fallPath = -Math.PI+Math.random()*Math.PI;
    flakeID.radius = Math.random()*10;
    //Call function to animate the flake
    animateFlake(flakeID);
}
function animateFlake(flakeID) {
    //Animate the flake
    flakeID.onEnterFrame = function() {
        var my_color:Color = new Color(this);
        my_color.setRGB(0xffffff);
        //Flake horizontal movement
        windEffect = flakeID.flakeDepth*3;
        flakeID.radius += (flakeID.fallPath/180)*Math.PI;
        this._x -= windEffect*(Math.cos(flakeID.radius));
        //Flake  vertical movement
        this._y += flakeID.fallSpeed;
        //Change flake color to yellow when in front of light (and increase alpha by 50)   
        //Set alphaIncrease to be used when flake is in front of light
        alphaIncrease = 50;
        //Check if flake is currently in a rectangle area surrounding light
        var lightArea:Rectangle = new Rectangle(300, 0, 200, 130);
        if (lightArea.containsPoint(new Point(this._x, this._y))) {
            //Change flake color to yellow
            my_color.setRGB(0xffff9e);
            //Incresae flake alpha (to appear brighter)
            if (this._alpha<(flakeID.flakeAlpha+alphaIncrease)) {
                this._alpha += 5;
            } else {
                this._alpha = flakeID.flakeAlpha+alphaIncrease;
            }
        } else {
            //Change flake color back to white
            my_color.setRGB(0x000000);
            //Decrease flake alpha (to appear dimmer)
            if (this._alpha>flakeID.flakeAlpha) {
                this._alpha -= 5;
            } else {
                this._alpha = flakeID.flakeAlpha;
            }
        }
        //Fade-out flake proportionately toward bottom of screen (simulate melting near ground)
        //Set the y position of the metliting line
        meltLine = 300;
        if (this._y>=meltLine) {
            this._alpha = ((snowBoundsHeight-this._y)/((snowBoundsHeight-meltLine)+this._height))*flakeID.flakeAlpha;
        }
        //Once flake reaches the bottom of the snowBoundsHeight, bring flake back to top           
        if (this._y>=(snowBoundsHeight+this._height)) {
            this._y = 0-this._height;
        }
    };
}
stop();

And there is an option to blur the flakes based on an on press event

onClipEvent (load) {
    blurOn = 1;
    import flash.filters.BlurFilter;
}
on (press) {
    if (blurOn == 0) {
        blurOnOff.text = "on";
        blurOn = 1; 
        for (i=0; i<_parent.flakes; i++) {
            _parent["snow"+i].flakeBlur = new BlurFilter(_parent["snow"+i].randomBlur, _parent["snow"+i].randomBlur, 1);
            _parent["snow"+i].filters = [_parent["snow"+i].flakeBlur];
        }
    } else {
        blurOnOff.text = "off";
        blurOn = 0;
        for (i=0; i<_parent.flakes; i++) {
            _parent["snow"+i].filters = [];
        }
    }
}

My Question is how to get the flakes to blur initially when the whole thing loads instead of having to click to toggle it on and off?