Thanks to all, this is the final cide, that really works for  me.
stop();

var models = new Array();

models = [ "model1", "model2", "model3", "model4"];

trace(models.length);
for (i=0; i<models.length; i++){
        movieName=models[i];
var newMC= this.container1.createEmptyMovieClip (movieName,this.container1.getNextHighestDepth());
        var img_mc = newMC.createEmptyMovieClip("img_mc"+i, 1);
        // load your image
        img_mc.loadMovie("models/"+movieName+".jpg");
    newMC._x=100*-i;
        newMC._y=100*i;
        trace (img_mc);
        newMC.onEnterFrame = function() {
        var bl = img_mc.getBytesLoaded();
        var bt = img_mc.getBytesTotal();
        if(bl == bt && bt > 0) {
                delete this.onEnterFrame;
                this.onPress= function(){
                        trace("bene");
                        this.startDrag(true);
                        
                }
                 this.onRollOver=function(){
                         this.stopDrag();
                 }
                        
                }
        }
}


Regards

Gustavo Duenas


On Apr 6, 2007, at 6:14 PM, Gustavo Duenas wrote:

thanks for all guys I'm gonna run the codes to see which one fits me better.

Regards

Gustavo Duenas

Ps: I'm using AS2
On Apr 6, 2007, at 5:45 PM, Muzak wrote:

I don't know what's going on with the list (and the kind of replies) lately.
Quick hacks are just what they are, quick hacks.. avoid them..

As David pointed out, dump and forget about loadMovie (there's no loadMovie in AS3 anyways). Use the MovieClipLoader class to load external assets (replaced with flash.display.Loader in AS3)

It's much more elegant and has methods and events to handle loading of external assets.

As for the reason why your events attached to the movieclip don't work, that's because when loading something in a MovieClip,
everything associated with that MovieClip is cleared/removed.
So you'll have to wait for the external asset to be fully loaded before assigning events to the MovieClip and that's what the MovieClipLoader is for. The onLoadInit event will tell you when the MovieClip is ready to work with and is when you can assign
events to it.

regards,
Muzak.

----- Original Message -----
From: "David Ngo" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, April 06, 2007 9:30 PM
Subject: RE: [Flashcoders] attaching an event to a movie clip


Personally, I find onEnterFrames bad practice to use unless you absolutely have to (if your logic is frame-based, etc). I would suggest the nested clip
and/or use MovieClipLoader to handle your image loading.




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