Gallery - NaN error

my first post - just found this great site!

like many others here i’ve done a photo gallery follwing and called it “g2002newyork g02.swf”. everything works perfectly as long as i run the file alone. now once i load “g2002newyork g02.swf” into the main movie (v612.swf) it keeps returning a continuous “NaN” error (“not a number”). all i see are the “next” and “previous” buttons which seem to be working ok. it just doesnt seem to load the images.

if you wanna have a look at it, i have the thing running on (click on “theworldthroughmyeyes” > “the adventures of” > “new york” (button no. 7 from the left). with your mouse roll over the area underneath the buttons and you will see the roll over effect for the “next”/“previous” buttons.

i’ve read many threads to similar problems, but none of them would solve this one. i’m lost. i just dont get why those images wouldnt load… :h: thanks for any help!

here’s the code i have on the main timeline of the main movie:

b7.onRelease = function () {
_root.createEmptyMovieClip(“container”, 1);
loadMovie(“g2002newyork/g2002newyork g02.swf”, “container”);
container._x = 332 ;
container._y = 98 ;

and this is the code i have in the gallery movie:

//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 = “”;
// fill this array with your pics
this.pArray = [“image01.jpg”, “image02.jpg”, “image03.jpg”, “image04.jpg”, “image05.jpg”, “image06.jpg”, “image07.jpg”, “image08.jpg”, “image09.jpg”, “image10.jpg”, “image11.jpg”, “image12.jpg”, “image13.jpg”, “image14.jpg”, “image15.jpg”, “image16.jpg”, “image17.jpg”, “image18.jpg”, “image19.jpg”, “image20.jpg”, “image21.jpg”, “image22.jpg”, “image23.jpg”, “image24.jpg”, “image25.jpg”, “image26.jpg”, “image27.jpg”, “image28.jpg”, “image29.jpg”, “image30.jpg”, “image31.jpg”];
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
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.fadeSpeed) { -= this.fadeSpeed;
} else {
MovieClip.prototype.loadPhoto = function() {
// specify the movieclip to load images into
var p =;
p._alpha = 0;
this.onEnterFrame = loadMeter;
MovieClip.prototype.loadMeter = function() {
var i, l, t;
l =;
t =;
if (t>0 && t == l) {
this.onEnterFrame = fadeIn;
} else {
MovieClip.prototype.fadeIn = function() {
if (<100-this.fadeSpeed) { += this.fadeSpeed;
} else { = 100;
this.onEnterFrame = null;
changePhoto (0);
// Actions -----------------------------------------
// these aren’t necessary, just an example implementation
this.onKeyDown = function() {
if (Key.getCode() == Key.LEFT) {
} else if (Key.getCode() == Key.RIGHT) {

change this line
[AS]var p =;
[AS]var p =;
also change the “_root” on your buttons in “this”
_root is referring at the maintime line, so as a standalone it will work. If you load it in another movie, _root refers to the timeline of that movie.


Have a read on this