Press and Unload ( Multiple )

I have up to 4 buttons on a particular frame which will correspond to answers of a quiz.
They are individually generated by the quiz, and all 4 need to be unloaded when one of them is pressed.
Can someone please give me a hint as to how I can acheive this or point me in the right direction? Thank you!

What happens when a question will be displayed onscreen…


function DisplayQuestion( curQuestion:Question )
{
    // Update the display
    question_title.text = curQuestion.GetTitle();
    
    // Indicate which question out of our total we are on
    step.curQuestionText.text = myQuiz.GetCurQuestionText();
    
    // Retrieve this question's options
    var curOptions = curQuestion.GetOptions();
    
    // Loop through our options
    for(var i=0;i<curOptions.length;i++)
    {
        // Determine the next layer available to draw on
        var depth = _root.getNextHighestDepth();
        
        curOptions*._x = buttonXStart;
        curOptions*._y = buttonYStart+((50+buttonMargin)*i);
        
        // Draw our movieClip on the stage, with a 5 pixel bottom margin
        this.attachMovie("Option", 'option'+i, depth, curOptions*);
        
        // Set a variable we can use to access this clip
        var newClip = _root.getInstanceAtDepth(depth);
        
        // Set the option's Number
        newClip.option_id.text = i+1;
        
        // Set the option's Title
        newClip.option_title.text = curOptions*.GetTitle();
    
        // Fade the option into place
        var slider = new Tween(newClip, "_y", Regular.easeOut, 700, 140, 1, true);
        slider.continueTo(buttonYStart+((50+buttonMargin)*i), 1);
        // Introduce our buttons one at a time
        newClip.pressed = false;
        // Trigger an event when our button is destroyed
        newClip.onUnload = function()
        {
            var f = new Tween(this, "_alpha", Regular.easeOut, 0, 100, 2, true);
            //var x = new Tween(this, "_x", Regular.easeOut, 0, 100, 2, true);
            //x.continueTo(100, .33);
            f.continueTo(100, .33);
        }
        // Trigger an event when our button is clicked
        newClip.onPress = function()
        {
            // This is definitely not the way I wanted to do this, but it works for now...
            curQuestion.SetOptionChosen( curQuestion.GetOptionAt( this.option_id.text-1 ) );
            unloadMovie(this);
        } //end onPress
        // Trigger an event when we hover over this button
        newClip.onRollOver = function()
        {
            var fOut = new Tween(this, "_alpha", Regular.easeIn, 100, 0, 0, true);
            fOut.continueTo(0, .33);
            var fIn = new Tween(this, "_alpha", Regular.easeIn, 0, 100, 0, true);
            fIn.continueTo(100, .33);
        } //end onRollOver
        
    } //end for loop
}