Can I make a Dynamic Array?

I’m trying to make a Photo Gallery.

I would like it to be similar to the one in your Tutorials section, where it loads the pictures based on an Array.


I have an .ASP file that goes through the folder it sits in, and lists ALL the files, and then exports the filenames into a .txt file.

I formatted it so it looks like this:


&MyArray=['01 - Berries.jpg', '02 - Berries.jpg', '03 - Tall Trees and Path.jpg', '05 - Caterpillar on Wood (flash).jpg']
&done=ok

(That is just an example)

Frame 1 Actions:


loadVariablesNum("../upload/FileArray.txt", 0);

Frame 2 Actions:


if(done = "ok"){
 gotoAndPlay(3);
}
else{
 gotoAndPlay(1);
}

Frame 3 Actions:


stop();
//Code written by sbeener (suprabeener)
/*
   i wrote this code, but you can use and abuse it however you like.
   the methods are defined in the order which they occur to make it
   easier to understand.
*/
// variables ------------------------------------------
// put the path to your pics here, include the slashes (ie. "pics/")
// leave it blank if they're in the same directory
this.pathToPics = "../images/";
// fill this array with your pics
this.pArray = MyArray;
this.fadeSpeed = 20;
this.pIndex = 0;
// MovieClip methods ----------------------------------
// d=direction; should 1 or -1 but can be any number
//loads an image automatically when you run animation
loadMovie(this.pathToPics+this.pArray[0], _root.photo);
MovieClip.prototype.changePhoto = function(d) {
 // make sure pIndex falls within pArray.length
 this.pIndex = (this.pIndex+d)%this.pArray.length;
 if (this.pIndex<0) {
  this.pIndex += this.pArray.length;
 }
 this.onEnterFrame = fadeOut;
};
MovieClip.prototype.fadeOut = function() {
 if (this.photo._alpha>this.fadeSpeed) {
  this.photo._alpha -= this.fadeSpeed;
 } else {
  this.loadPhoto();
 }
};
MovieClip.prototype.loadPhoto = function() {
 // specify the movieclip to load images into
 var p = _root.photo;
 //------------------------------------------
 p._alpha = 0;
 p.loadMovie(this.pathToPics+this.pArray[this.pIndex]);
 this.onEnterFrame = loadMeter;
};
MovieClip.prototype.loadMeter = function() {
 var i, l, t;
 l = this.photo.getBytesLoaded();
 t = this.photo.getBytesTotal();
 if (t>0 && t == l) {
  this.onEnterFrame = fadeIn;
 } else {
  //trace(l/t);
 }
};
MovieClip.prototype.fadeIn = function() {
 if (this.photo._alpha<100-this.fadeSpeed) {
  this.photo._alpha += this.fadeSpeed;
 } else {
  this.photo._alpha = 100;
  this.onEnterFrame = null;
 }
};
// Actions -----------------------------------------
// these aren't necessary, just an example implementation
this.onKeyDown = function() {
 if (Key.getCode() == Key.LEFT) {
  this.changePhoto(-1);
 } else if (Key.getCode() == Key.RIGHT) {
  this.changePhoto(1);
 }
};
Key.addListener(this);

I added a text number on each frame to see if it goes thru the frames, and it doesn’t even get to Frame 3. It just stops on Frame 1.

Is this even worth doing? Has anyone else gotten Dynamic Arrays to work??

Thanks.