Dynamic Countdown using .txt file help!

[COLOR=black][FONT=Verdana]I’ve based a countdown module from one of the tutorial here but I’m having issues make the time read from a external text file can any one help?[/FONT][/COLOR]

here is the text file called “myFile.txt”

myyear=2008&mymonth=7&mydate=5&myhour=8&mymin=1&mysec=0

here is the code in my flash movie:


// stop the timeline
stop();
//This is the code to load the external vars
myVariables = new LoadVars();
myVariables.load("myFile.txt");
myVariables.onLoad = function(success){
if(success){
 
trace("My coundown date is "+myVariables.myyear+" "+myVariables.mymonth+" "+myVariables.mydate+" "+myVariables.myhour+" "+myVariables.mymin+" "+myVariables.mysec+" "); 
} else {
trace("there was a problem loading the variables");
}
}
 
// Date( year, month-1, date [, hour [, minute [, second [, millisecond]]]])
eventDate = new Date(2008, 5, 3, 8, 0, 0);
eventMillisecs = eventDate.getTime();
 
countdown = function(){
 var currentMillisecs = server.time + getTimer();
 this.msecs = eventMillisecs - currentMillisecs;
 if (this.msecs <= 0){
  // and the event time has been reached!
  // play the next frame for the result of the countdown.  
  play();
  // a return can be used to exit the function since
  // in going to the next frame, there's no need to
  // continue with the remaining operations.
  return;
 }
 
 // if the date hasn't been reached, continue to
 // devise seconds, minutes, hours and days from
 // the calculated milliseconds
 this.secs = Math.floor(this.msecs/1000); // 1000 milliseconds make a second
 this.mins = Math.floor(this.secs/60); // 60 seconds make a minute
 this.hours = Math.floor(this.mins/60); // 60 minutes make a hour
 this.days = Math.floor(this.hours/24); // 24 hours make a second
 
 // make sure each value doesn't exceed the range in
 // which they exist.  Milliseconds, for example, will
 // be shown in a range of 0 - 999.  The modulous
 // operator, or %, well help in that.  Here the values
 // are also turned into strings preparing for the next step
 this.msecs = string(this.msecs % 1000);
 this.secs = string(this.secs % 60);
 this.mins = string(this.mins % 60);
 this.hours = string(this.hours % 24);
 this.days = string(this.days);
 
 // add on leading zeros for all the number values (which are
 // now strings) that aren't 3 or 2 characters long based on the
 // range being used to represent them.  Because mseconds and
 // days have up to 3 characters, a while loop is used to
 // continuously add 0s until they have 3.  Other values which
 // only need 2 leading 0s can get by on a single if check
 while (this.msecs.length < 3) this.msecs = "0" + this.msecs;
 if (this.secs.length < 2) this.secs = "0" + this.secs;
 if (this.mins.length < 2) this.mins = "0" + this.mins;
 if (this.hours.length < 2) this.hours = "0" + this.hours;
 while (this.days.length < 3) this.days = "0" + this.days;
 // finally, display your values.  If you want to put your values
 // in a textField, you can pretty much just stop here and throw them
 // into your textField as desired.  This example, however will go a step
 // further and use images for numbers for each numerical value in the
 // countdown to the desired date.
 
 // So, for that, loop through all the movies in this counter clip using the
 // evaluateFrameFrom prototype method on each. A single check for a
 // _parent variable is used to make sure the property found in a for
 // loop is a movieclip and is within the timeline of this counter clip.
 // TextFields and buttons would also be true here, but since the contents
 // within counter are strictly those numbers movieclips, we won't have to
 // be concerned with such complications.  The only movieclips in this counter
 // clip are the numbers movieclips with the frames of the imagery making up
 // the numbers of 0-9.
 for(movie in this){
  if (this[movie]._parent == this) this[movie].evaluateFrameFrom(this);
 }
};
// this function is a MovieClip.prototype meaning its available to be used by
// all movieclips.  It's a sneaky function that saves a lot of work by using
// name each numbers movieclip in the counter movieclip to determine which value
// it needs to display based on the times derived from the previous 
// calculations of the onEnterFrame. What it does is seperates a movieclip's
// _name into a variable word and a number.  The variable word will represent
// the variable to look up a value for in the passed variableClip and the
// number will be used to get a character from that value (a string) which
// represents which number this movieclip should display.
MovieClip.prototype.evaluateFrameFrom = function(variableClip){
 // split this _name into an array of 2 values seperated by an underscore
 var nameArray = this._name.split("_");
 // the first value represents what variable in variableClip (counter clip)
 // this movieclip is used to represent whether it be mins or hours etc.
 var numberSet = variableClip[nameArray[0]];
 // next a number representing which character in that first value this
 // movieclip should display.  this will be between 0 and 2 (any one of
 // three values).  number() is used to force it to be a number value.
 var character = number(nameArray[1]);
 // a frame number can then be derived from the value of the numberset
 // variable based on the character defined by character.  number() is
 // used to force it to a number value and 1 is added to offset the
 // frame value by one since 0 is at frame 1 and 1 at frame 2 etc.
 var frame = 1 + number(numberSet.charAt(character));
 // if the movieclip is not already at the frame, move it there!
 if (this._currentframe != frame) this.gotoAndStop(frame);
};
// an example of the above function in action would be for a movieclip
// with the name "days_1".  days_1 is seperated into an array by dividing
// the name by its "_" character giving "days" (nameArray[0]) and "1" (nameArray[1]).
// The value of days is then retrieved from the passed variableClip using
// associative array ssntax and is set to numberset.  The value of days in variableClip
// would be a string something along the lines of "045".  character is then used
// to get which of those 3 values this movieclip is to represent. It is just
// nameArray[1] turned into a number or "1" to 1.  So, charAt(1) of "045" would
// be 4.  Turn that into a number and add one and you get frame 5 where the image of
// the 4 is located.  The movieclip, days_1, is then played to that frame to show it.
// make a new loadVars object to get the server date
server = new LoadVars();
server.onLoad = function(ok){
 // check for loading success
 if (!ok) return trace("Server error! Unable to obtain date from server");
 // if ok, assign countdown to run every frame for counter
 counter.onEnterFrame = countdown;
 // show the counter clip as it was hidden before the countdown
 counter._visible = true;
 // offset the recieved server time by the current value of
 // getTimer since getTimer starts at 0 when the movie starts.  By
 // the time the server time loads, getTimer will be some higher
 // value. This accounts for the extra time added on from 
 // getTimer in countdown every frame. Plus, since time() in 
 // php returns seconds and not milliseconds (which is used here)
 // *1000 is added to increase its value to represent milliseconds
 this.time = Number(this.time)*1000 - getTimer();
};
// load in the time from a php file (or any other server-side resource)
// the value we want from the server is the milliseconds representation
// of the current time as the server sees it.
server.load("gettime.php");
/* gettime.php:
<?php
echo "time=" . time();
?>
*/
// now, since the counter clip has to wait for the time to be loaded, 
// its a good idea not to show it act all wierd as it has nothing to control
// how it plays its numbers.  We'll just hide it until the onLoad
counter._visible = false;

The data has loaded into flash since I can see it display the trace in the ouput box, but how do i connect those variable to the “eventDate = new Date(2008, 5, 3, 8, 0, 0);”