Sorry all I did solve it and feel dumb. New code is attached and working swf in a zip.
IF you feel like looking at it and making suggestions on how it could be cleaner thats fine with me.
/* Creates Timer and Picture Index. Timer is in milliseconds.
Flash loads picture 0 so we will tell timer to load picture 1 */
var myTimer:Timer = new Timer(5000);
var myTimer1:Timer = new Timer(4000,1);
var myTimer2:Timer = new Timer(5000);
var picIndex:int = 1;
var timerSelecter:int = 1;
import fl.transitions.Tween;
import fl.transitions.easing.*;
// Listens to timer and starts function when timer hits amount picked
myTimer.addEventListener(TimerEvent.TIMER, doStuff);
myTimer1.addEventListener(TimerEvent.TIMER, doStuff1);
myTimer2.addEventListener(TimerEvent.TIMER, doStuff1);
// Tells Flash what to do
function doStuff(event:TimerEvent):void {
ldImage.source = "photos/"+barXML.bar[picIndex].photo;
var textFade = new Tween(ldImage,"alpha",None.easeNone,.25,1,1,true); //fade in
//var textFade = new Tween(ldImage, "alpha",None.easeNone,1,.75,1,true); //fades out
picIndex ++;
//set it to zero when it reaches your maximum index which currently is 3
if (picIndex == 3) {
picIndex =0;
}
}
function doStuff1(event:TimerEvent):void {
if (timerSelecter == 1) {
trace("timer 1");
var textFade = new Tween(ldImage, "alpha",None.easeNone,1,.25,1,true);//fades out
myTimer2.start();
} else {
trace("timer 2");
var textFade = new Tween(ldImage, "alpha",None.easeNone,1,.25,1,true);//fades out
}
timerSelecter ++;
}
// Start the timer
myTimer.start();
myTimer1.start();