Ok,

I got rid of my onLoadInit(), and used the onLoadProgress(). It works
somewhat. The preloader is a fancy ball thingy-ma-jig. Once the preloading
is done  the prelaoder plays a simple animation and fades away. Once it
fades away it suppose to play the loaded clip, but the
"targetLoader.gotoAndPlay("close");" never excutes. I used a  trace to show
what percent was loaded, and  another trace to see if the "if
(preloadContent>=50)" was triggered. The second statement is excuted when
the percent loaded hits 50, but the percent loaded keeps going up to 100
then it stops. 

How do I kill the onLoadProgress?

////////////////////////////////////////////////

var my_mc:MovieClipLoader = new MovieClipLoader();
var preloadListener:Object = new Object();

preload = new Object();
preloadListener.onLoadStart = function(targetMC) {
        trace("started loading "+targetMC);
};
preloadListener.onLoadProgress = function(targetMC, lBytes, tBytes) {
        var preloadContent = Math.round((lBytes/tBytes)*100);
        trace("% Loaded:"+preloadContent);
        targetLoader.gotoAndPlay(preloadContent*2);
        if (preloadContent>=50) {
                targetLoader.gotoAndPlay("close");
                trace("Lets play loaded content");
        }
};
my_mc.addListener(preloadListener);
my_mc.loadClip(contentURL, targetClip); 

////////////////////////////////////////////////

MikeG

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Bedar
Sent: Friday, April 07, 2006 7:22 PM
To: Flashcoders mailing list
Subject: Re: [Flashcoders] Load 40% of target with MovieClipLoader Class

Use onLoadProgress ... wait for whatever percent you want, then play






On Apr 7, 2006, at 8:10 PM, Mike Guerrero wrote:

>
> Question: How can I load only 40% of a target movieclip using the 
> MovieClipLoader class?
>
> I have used several times to load swfs, but on a recent project the 
> target swfs are over 4MB. So, instead of waiting for all of it to 
> load, want it to start playing at around 40%. I am using onLoadInit. I 
> think that is firing once the whole swf is loaded. I am probably over 
> thinking it.
>
> Staring too much at the code,
> MikeG
>
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