Loading images

Hi,

How can I view images w/o always having to have my “images” folder residing in the same place as my .swf. When viewing my swf, I get an error message that the image is not found, unless I place my “images” folder along with my .swf.

Action script is incorporated on the movie clip that “holds” the image, but I’m not too sure as to what this is referring to (script is pasted below). Do I import all images to the Library, or is there another script?

Please let me know if my post is confusing and would like further clarification. Any help would be greatly appreciated.

Thanks…Below is the script!

stop();
// initialize variables and properties
square._alpha = 0;
whichPic = 0;
// initiate change to new image when buttons are clicked
next.onRelease = function() {
if (whichPic == 17) {
whichPic = 0;
}
if (whichPic<17 && !fadeIn && !fadeOut) {
fadeOut = true;
whichPic++;
input = whichPic;
}
n = n+1;
_root.n.north.gotoAndStop(whichPic+1);
};
back.onRelease = function() {
if (whichPic == 0) {
whichPic = 18;
}
if (whichPic>0 && !fadeIn && !fadeOut) {
fadeOut = true;
whichPic–;
input = whichPic;
}
_root.n.north.gotoAndStop(whichPic+1);
};
_root.onEnterFrame = function() {
// when a new Photo is selected, fade out, load new image, and fade in
if (square._alpha>10 && fadeOut) {
square._alpha -= 100;
}
if (square._alpha<10) {
loadMovie(“images/north/image”+whichPic+".jpg", “square”);
fadeOut = false;
fadeIn = true;
}
if (square._alpha<100 && fadeIn && !fadeOut) {
square._alpha += 100;
} else {
fadeIn = false;
}
// limit input field
if (input>17) {
input = 17;
}
// initiate change to new image when Enter key is pressed
if (Key.isDown(Key.ENTER)) {
fadeOut = true;
whichPic = input;
}
};
// if a number is entered in the input field but Enter is not pressed, change
// back to current Photo number when clicking anywhere else
inputField.onKillFocus = function() {
input = whichPic;
};