loadMovie not working properly

Hi lot!

I have been working on a site of mine, and I wanted to make a 360 rotation view thing with some pictures (12 shots all from different angels around the same axis). I need to make a preloader load everything up front, so there wont be any legging.

My best guess was making a slide show kinda thing, with an rotation and zoom bar. And before the slide show, a frame that holds the preloader. But the preloader doesn’t loads the right images. I load my images from an XML file, and then parse them into an array (something I got from here I believe). That parts seems to work all fine, but when I load the images using a “container.loadMovie(image*);” code, it isnt loading anything, except for an error :s

Here is the code:
Frame 1 : Preloader/ XML parser;

stop();
var p = 0;
trace (p)
function loadXML(loaded) {

    if (loaded) {

        xmlNode = this.firstChild;
        image = [];
        description = [];
        totali = xmlNode.childNodes.length;
        for (i=0; i<totali; i++) {

            image* = xmlNode.childNodes*.childNodes[0].firstChild.nodeValue;
            description* = xmlNode.childNodes*.childNodes[1].firstChild.nodeValue;

        }
        Preloading();

    } else {

        content = "file not loaded!";

    }

}
xmlData = new XML();
xmlData.ignoreWhite = true;
xmlData.onLoad = loadXML;
xmlData.load("images.xml");

function Preloading() {
    trace(image[p])
    var pic = image[0];
    trace(pic)
    container._alpha = 0;
    container.loadMovie(image[p]);
    preloader();
}
function preloader() {
    total = container.getBytesTotal();
    loaded = container.getBytesLoaded();
    if (loaded != total) {
        preloader1._visible = true;
        preloader1.preload_mask._xscale = 100*loaded/filesize;
    } else {
        if (p<totali) {
            p++;
            Preloading();
        } else {
            p = 0;
            preloader1._visible = false;
            container._alpha = 100;
            gotoAndPlay(2);
        }
    }
}

Frame 2 : Slideshow

stop();
delay = 500;
this.onEnterFrame = function() {
    slideshow();
};
function slideshow() {
    MyInterval = setInterval(slide, delay);
    function slide() {
        clearInterval(MyInterval);
        if (p<totali) {
            nextslide();
        } else {
            slide0();
        }
    }
}
function nextslide() {
    container.loadMovie(image[p]);
    slideshow();
}
function slide0() {
    container.loadMovie(image[0]);
    slideshow();
}
btn1.onPress = function() {
    gotoAndPlay(3);
};

There are some loose ends (like the gotoAndPlay(3) things, but that is because I may wanted to add a thumbnail gallery in frame 3… :slight_smile: )

Do you see my error? Or is the whole code just a piece of cr*p ? Well let me know will ya? :smiley: