If I'm understandung this...
You add the IDE generated swf (IDE.swf) to the project. You then
create an external class that has a 'main' entry point  and it loads
the IDE.swf. (with a preloader of course).

Correct

Do I have this right? Sounds good, though the test will be can I
impliment it myself. You could also break IDE.swf into several
library1.swf, library2.swf and load them seperately, to spread out the
load, couldn't you?

No, unfortunately not. Assets are only available to use from the
closest loaded parent. Let me explain with a little picture.

shell.swf (where all your classes most likely reside)
|
|-----assets.swf (loaded by shell.swf)
          |
          |-------movieclips that can access assets.swf library
          |
          |-------assets2.swf
                       |
                       |--------movieclips that can access
assets2.swf (but not assets.swf)

It's limited by this parent cut-off idea, but it is still very useful
for getting IDE generated assets into my MTASC generated projects.

You can split this up a bit further even by including your classes in
a separate swf. The limitations shown above do not apply to loaded
classes. As soon as they are loaded, they are available.

Hope this helps,
Scott

this sounds similar to the "Natural Entry Point" method. Do you
instanciate the entry point class? If it extends MovieClip, then it
could also serve as _root, couldn't it? I'm searching for examples as
we speak...write?... I"m close, thankis for the help

On 6/3/06, Scott Hyndman <[EMAIL PROTECTED]> wrote:
> What I usually do is load in the assets swf through the MTASC
> generated swf and use it as the root in the movieclip hierarchy. By
> this I mean all movieclips created by my MTASC generated swf are
> descendants of the asset swf. By doing so you can access all symbols
> in the asset swf through attachMovieClip and you don't have to mess
> around with injection. An added benefit is that you can display a
> preloader on the asset swf which is quite likely large.
>
> Hope that helps,
> Scott
>
> On 6/3/06, Weldon MacDonald <[EMAIL PROTECTED]> wrote:
> > Ok, I installed Eclipse, spent a better part of a day downloading
> > plugins and configuring everything. I'm using Ant tasks to compile
> > with MTASC and send it to the standalone player.
> > I don't see the need for swfmill, since I own Flash. My plan was to
> > create vector graphics and any timeline stuff in flash (mostly done by
> > my wife) and then move to Eclipse to write the code.
> > But now I'm not at all sure how to structure a project. I read about
> > several methods, but am at a loss as to how to proceed. What's best
> > practise?
> > Can I use one swf as a symbol library and compile it with the class
> > files and a 'main' entrypoint? Do I inject all the code into the
> > library swf?
> > I've been experimenting with a class that's tied to a symbol in an
> > .fla and would like to switch over to the new workflow, if I can
> > figure out what that is. The symbol is a movieclip with nested
> > movieclips. The class extends MovieClip and uses an init function
> > rather than a constructor. The code I've been using to test is in the
> > .fla  but the class file is external. How can I restructure this to
> > include Eclipse in the workflow?
> >
> >
> > Weldon MacDonald
> > _______________________________________________
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--
Weldon MacDonald
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