Let me see what I can relate about attaching movieclips dynamicaly. (with array) 
Attaching a movie clip is kind of like duplicating one, except that you’re grabbing the object from the library and inserting it into the flash player at run time. In order to do this (because obviously it has no instance name in the library) we use something called ‘linkage’.
Linkage is created by selecting the movie clip in the library, right clicking on it, and selecting ‘linkage’ from the drop down menu. In the dialogue box that opens, select ‘export this object’, and give it a unique identifier in the field provided. Then just hit ‘ok’. The unique identifier is equivilent to an ‘instance’ name for control of the object. Normaly the only thing that gets incorporated into the final swf is anything that is in the timeline. What this does is set the object to be exported WITH the swf.
now arrays are very cool, and easy to set up. They are objects like any other in Flash, and need to be created with a/s rather than with any of the art tools. An array can be created and populated upon creation, or you can add things to an array that has been created already. Like a variable (at least in Flash5.0) an array is accessable from the location where it is created, so if you define the array on the main timeline, then you have to use _root to access it from anywhere other than the main timeline. (more on that later) A simple array creation script is like
myCoolArray=new Array(david, lostinbeta, syntax, kirupa);
This is an array that is being populated while it’s being created. you can see that I’ve named it (like you would a variable) then I’ve told it to be equal to the new array() method. The method ‘new array()’ can take arguements, which I’ve given it. these are translated into a numbered list, the first arguement being the first item on the list, and the last being the last.
With the above array created, I can use the following code to find out things about the array.
lengthOfMyArray=myCoolArray.length();
will set the variable lengthOfMyArray to 4 which is the number of items in the array.
objectOne=myCoolArray[1];
will set the variable ‘objectOne’ to “lostinbeta”. We use square brackets to either set the items in an array, or to access them. Keep in mind that all arrays start with 0 as the first item. so really this list looks like this
item number
0 - dave
1 - lostinbeta
2 - syntax
3 - kirupa
there are four items, but the first is number 0 and the last is number 3. I believe that this is the most confusing part of arrays… and it’s pretty easy once you get used to thinking of them this way.
myCoolArray[4]=paddy;
will set a 4th item in the list and make it equal to the string “paddy”.
now if we try this again
lengthOfMyArray=myCoolArray.length();
it will set lengthOfMyArray to 5 instead of 4. The length being the actual number of entries.
now… how to do what he’s talking about. 
Import a pic. select it. hit F8. choose movieclip and give it a library name. Repeat for each picture. After each one becomes a movie clip in the library, you can delete it from the stage.
Use the above instructions to create ‘linkage’ for each pic from the library. In my example I’m going to say that I have three pictures set as movie clips and that I’ve named their linkage “bob”, “franca”, and you guessed it “patrick”.
On my main timeline, in the very first frame (or after the preloader if you have one) I use the following code to create my array.
names = new Array(bob,franca,patrick);
now… with a button and the same text field you used before on the main timeline you can use this code on the button to open up any of the pictures you like.
on (press) {
picName = namebox.toLowerCase();
for (var i = 0; i < names.length; ++i) {
if (picName == names*) {
_root.attachMovie(picName,picName,300);
_root[picName]._x=0;
_root[picName]._y=0;
//you can set the 0 in these statements to be equal to where-
//ever you would like the pic to appear on the stage.
}
}
‘300’ in the attachMovie method is the depth. It can really be anything, but I like to set this pretty high, in case I have other things being attached. Only one item can be at the same depth at the same time. If a new item is placed at the same depth as another, it will delete the previous one. So… if the text field has another name set, and the button is pressed a second time, the last pic will be removed from view by the above script.
the full syntax of attachMovie(); is as follows
movieClipName.attachMovie(linkageName,instanceName,depth);
The linkage name must be the same name that you set the linkage to in the library. The instance name can be anything, and is what you use to direct that object. In this case I used the same thing as the linkage name. And the depth, I’ve described above.
The ‘movieClipName’ can be a movie clip on the timeline, or as in this case can be _root, the main timeline.
you can see that we can dynamicaly control the object by using _root (where the item is attached) and then square brackets with the variable name inside. This is how a dot syntax string is writen when the name of the object is dynamic.
As an after thought… this might be helpful. If your pics were all of differing widths, you could use the following script to place each pic in the center of the movie, whenever it is requested with the button.
on (press) {
xCenter=200;
yCenter=200;
picName = namebox.toLowerCase();
for (var i = 0; i < names.length; ++i) {
if (picName == names*) {
_root.attachMovie(picName,picName,300);
_root[picName]._x=xCenter-_root[picName].width/2;
_root[picName]._y=yCenter-_root[picName].height/2;
}
}
in this case we’re assuming that the movie is 400 by 400. If the movie is a different size just change the value of the xCenter and yCenter variables.
The above represents how truely dynamic a/s can be, and how useful that is. Without knowing more than the names that we’ve give the objects, we can create and delete, move, change alpha, or colors of any object we like in the library at run time.
Here is a link that shows all the methods you can use on an array
http://www.macromedia.com/support/flash/action_scripts/objects/array_object.html
Hope it’s been helpful. If you have any questions, feel free to ask.