Ok, heres the code I’m trying to use
[AS]function checkLoad(target){
var lBytes = target.getBytesLoaded();
var tBytes = target.getBytesTotal();
var percentLoaded = Math.floor((lBytes/tBytes)*100);
loadbar._xscale = percentLoaded;
and for the on(press) I just call checkLoad() and pass the name of the .swf I’m loading. It seems to work for the first movie that I load, but not for any I load after that.
Theres a static preloader for all the movies; is that a pain, or should I just make a preloader in the beginning of each clip I load into the main movie?
The other thing I thought of though, won’t the movieClip load before it plays? So the preloader wouldn’t even be seen. Anyways, I still can’t get this one to work, so any help is still welcome.
I didn’t open your files, but are you loading all the other swf’s into a movieClip with a unique name and changing ‘target’ to the name of the movieClip that it’s loading into? I put my code in two or three frames for preloaders like here:
But the easiest way:
or should I just make a preloader in the beginning of each clip I load into the main movie?
my first post was sorta off the cuff (when in doubt - go the easy route)
I just d’lded your files and played it thru (swf) - but didn’t look yet at the fla.
… it acted kinda buggy at first but a second time around was smooth (?)
(if your using onPress that sometimes doesn’t behave as well as onRelease)
I think It probably just doesn’t have enough bytes in each one to need a preloader, therefore, unless you put in a fake one of those… your not going to see anything of the loading process until there is more content to load …
maybe lose the " finished yo" thingy or make it go away after a couple seconds (?)
so it doesn’t seem to be some stalled statement - just hangin there
Yeah, the “finished” thing is just so it changes to something at the end, so I can tell if it works at all. The movies are all pretty small, but on a 56K, it still takes 2-3 seconds with nothing happening, I want to avoid that.