I’m having very inconsistent results with loadMovie - one time it works, the next time it doesn’t, even though I’m doing things the same way.
In my latest farce, in a movie called home.swf I created an empty movie clip and placed an instance of it named dateTime on the stage. I then called a movie named digitalclock.swf with the statement:
loadMovie("digitalclockJeff.swf","dateTime");
It works perfectly.
Next I created another empty movie clip and placed an instance of it named sliders on the stage of the original movie, home.swf. I then called a movie named sliders01.swf with the statement:
loadMovie("sliders01.swf","sliders");
It doesn’t work at all.
Just to try to find the problem, I treid loading digitalclock.swf into the second movie clip with
loadMovie("digitalclockJeff.swf","sliders");
It works perfectly.
The problem would appear to lie with sliders01.swf, but I can’t see how. It’s a very simple movie where a picture frame slides down from the top and a picture slides into the picture frame from the side - 50 frames, 2 motion tweens, 2 layers - that’s it.
There’s no actionScript code to speak of - I simply created the 2 graphics and omved them around. I’d happily attach the .fla for you, but I don’t understand how that can be done here.
I really appreciate your help - I found the attachment controls, but the file was disallowed because it’s too large - something like 300K, where the limit is 74 K. The imported graphics account for the size of the .fla.
I need to leave now; I’ll try making a version of the movie using very small graphics. If I get the same behavior - failure to load - I’ll try to attach that file later tonight.
I’d be happy to e-mail it as an attachment to anyone who wants to look at it - bearing in mind it’s 316K, which some mail systems may not like. E-mail me at jeff@whitmill.net if you’d like me to e-mail it to you.
// load movie.swf into level 7
loadMovieNum("movie.swf", 7);
// check for the existence of level 7 using an onEnterFrame handler
// you could also use the setInterval() function or a frame loop
this.onEnterFrame = function() {
if (_level7) {
// the level has been registered, now we can modify its properties
_level7._x = 100;
_level7._y = 50;
delete this.onEnterFrame;
}
};