Proper unloading to load new swf

Okay I have a main movie that I has 2 external swf’s loaded into it.
Once those play I want them to sit for a few seconds (maybe about 3)
and then I want to unload them and load a new swf. I can’t just load into the same empty movie clip, because for 1, there is one swf replacing two and for 2, the position will be different.

Here is what I have so far:
<hr>
this.createEmptyMovieClip(“clip1”, 1);
this.createEmptyMovieClip(“clip2”, 2);

clip1.loadMovie(“welcometo.swf”);
clip1._x = 350 ;
clip1._y = 300 ;
clip2.onEnterFrame = function() {

    if (clip1._currentframe == clip1._totalframes) {
            // stop first animation
            clip1.stop();
            // load second animation
            this.loadMovie("hospitality.swf");
clip2._x = 450 ;
            clip2._y = 425 ;
    }

};
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now, I tried adding:
this.clip1.unloadMovie(“welcometo.swf”);
this.clip2.unloadMovie(hospitality.swf");

this.createEmptyMovieClip(“clip3”, 1);
clip3.loadMovie(“hosted.swf”);
clip3._x = 400 ;
clip3._y = 350 ;

But all that did was cause the swf loaded into clip1 not to play.
Maybe I should add the code a few frames down and use an onClipEvent (enterFrame) command or something?
Not sure…

Have you tried removeMovieClip(); ?

no I have not tried removeMovieClip();
but I will…

thanks

:esmirk:

ack I am so lost. I know what I want to do but I just cannot figure out where to start with how to do it.

I want the code to play as above- load welcome.swf and hospitality.swf into my main movie and be there for about 3-4 seconds.

Then, I want to unload those swf’s and load a new one.

I have been searching through these threads all day and am finding a lot of info, but am having a tough time applying it to what I need.

I found a link to this which was referred to as great code for pausing a movie, but how do I target the specific swf’s?
Can anyone please help me??
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this.createEmptyMovieClip(“timer”,50);
timer.onEnterFrame = function()
{
if (this.startTime>0)
{
var diff = getTimer()-this.startTime;
if (diff>this.timerLength)
{
this.target.play();
this.startTime = 0;
}
}
};
function pauseFor(theTime)
{
stop();
timer.timerLength = theTime;
timer.startTime = getTimer();
timer.target = this;
}
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