If you'll forgive me saying so Robert, unnecessarily complcated!! ;o) You also need to watch your references. Hope the snippet below helps guide you in the rigth direction..
-------------------------------------------------------------------------------------- .flash filename="001v3.swf" bbox=300x200 version=10 fps=60 compress .font tahoma "fonts/tahoma.ttf" .box placeholder color=blue height=100 width=100 fill=blue .edittext etext text="--" color=white font=tahoma size=10pt width=40 height=22 .sprite images .put placeholder x=0 y=0 .action: this.loadMovie("a.jpg"); .end .end .action: this.attachMovie("images","i",1); i._height=10; i._width=10; i._x=0; i._y=0; var v=i.getBytesLoaded(); // (or) var v=i.getBytesTotal(); // (or) var v=i._framesloaded; etext.text=v.toString(); .end .put etext x=120 y=120 .end --------------------------------------------------------------------------------------- Regards, Chris. 2009/2/12 Richard Anderson <richard.ander...@liquidustech.com>: > Greetings, all. > > I'm writing what is essentially a fancy slide show using SWFC. On load, > the slideshow requests a list of images using loadVariables. The > response to this request ends with "eof=true" so I can tell when it's > done loading.I've got a preload screen which waits for this request to > finish and then replaces its own onEnterFrame with a function that > *should* be waiting for all of the images to preload. Unfortunately, > I've had no luck with getBytesLoaded() and getBytesTotal(). > > I don't need a progress bar, and if there's a better way to go about > this, I'm open to it. > > Here's a code snippet: > .sprite loader > .frame 1 > .put loading_animation pin=center x=360 y=203 > .frame 13 > .change loading_animation rotate=330 > > .action: > this.onEnterFrame=function() > { > if (_root.eof == "true" && this.ranonce==undefined) > { > // To make sure this doesn't get run twice if it > takes longer than one frame to finish everything. > this.ranonce=true; > > // Some housekeeping stuff here. > > _root.createEmptyMovieClip("holder", 2); > _root.holder._visible = false; > > // Sets this.toload to an array of the following form: > // ["/path/to/image.jpg","/path/to/image.jpg",...] > this.toload = _root.getImagesToLoad(); > > this.onEnterFrame=function() > { > next = false; > > if (this.loadindex == undefined) > { > this.loadindex = 0; > next = true; > } > else > { > loaded = _root.holder.getBytesLoaded(); > total = _root.holder.getBytesTotal(); > if (total > 0 && loaded == total && loaded > != undefined && total != undefined) > { > this.loadindex++; > next = true; > }; > }; > > if (next) > { > if (this.loadindex > this.toload.length-1) > { > // Add controls, the slide movie clip, > start the slideshow playing, etc... > this.stop(); > this._visible = false; > delete this.onEnterFrame; > return; > }; > > loadMovie(this.toload[this.loadindex], > _root.holder); > }; > }; > }; > }; > .end > .end > > Everything I've been able to test works beautifully except for > _root.holder.getBytesLoaded() and _root.holder.getBytesTotal(). Both of > them always return zero. > > Thanks in advance for your help. I'm a huge fan of this project. I've > been looking for something like this for years, and haven't found it > until now. > > Richard > > > >