# Exporting classes on a later frame: breaks all nested timelines?

**URL:** <https://forum.kirupa.com/t/exporting-classes-on-a-later-frame-breaks-all-nested-timelines/292479>\
**Category:** flash\
**Created:** [July 14, 2009, 6:22pm UTC](https://forum.kirupa.com/t/exporting-classes-on-a-later-frame-breaks-all-nested-timelines/292479 "2009-07-14T18:22:18Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![cstadler](https://avatars.discourse-cdn.com/v4/letter/c/f1d935/32.png) [@cstadler](https://forum.kirupa.com/u/cstadler)\
**Post date:** [July 14, 2009, 6:22pm UTC](https://forum.kirupa.com/t/exporting-classes-on-a-later-frame-breaks-all-nested-timelines/292479/1 "2009-07-14T18:22:18Z")

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**Goal:**  
I have a large flash app (\> 100k) w/ its own looping preloader animation in the first frame. This preloader should happily spin while the app loads. (For various important reasons, I can’t use a separate SWF to load the app.)

**Bug:**  
When I export the classes in a later frame, all of the preloader animation’s simple timeline commands (stop, gotoAndPlay) stop working.

**Test:**  
I can reproduce this in a very simple test: [http://www.dec10.net/test/ball.html](http://www.dec10.net/test/ball.html) (includes link to FLA). The red ball should stop (as seen in example 1) and doesn’t (example 2).

\*\*Question:  
\*\*Do any of you know how to get around this? I’ve been trying everything I can think of and haven’t found a solution. If this is unbeatable, it seems the only real timeline preloader you can do is a code-drawn progress bar.

Thanks for your help-  
cgs
