Not only do you need to use CS3, but you have to publish for player9 using Actionscript3
When you've done that, then when you load the SWF, after the "complete" event, swfLoader.content will be the root of the movie. If you had some script in the movie that did myButton.scaleX = 10, you would just write swfLoader.content.myButton.scaleX = 10; Note that if you have stuff showing up and going away using the timeline, you need to know what frame you are on otherwise you'll get null reference errors if the object isn't around at the moment you access it. Swfloader.content is a MovieClip (if it isn't your publish settings are off) and its currentFrame will tell you where the main timeline of that SWF is. ________________________________ From: [email protected] [mailto:[EMAIL PROTECTED] On Behalf Of daddyo_buckeye Sent: Friday, July 04, 2008 5:49 AM To: [email protected] Subject: [flexcoders] Re: How to access properties of symbols in loaded SWF? Alex, I can't find any concrete examples on the 'net of users getting at symbols and changing attributes of those symbols using SWFLoader.content. Seems like most are using it to simply check if the content is loaded. Any further, more specific tips, are greatly appreciated. BTW, everything is created in CS3(Illustrator & Flash). Sherm --- In [email protected] <mailto:flexcoders%40yahoogroups.com> , "Alex Harui" <[EMAIL PROTECTED]> wrote: > > If the SWF is published for player 9, then you can get to it via > swfLoader.content (or image.content). If it is published for an earlier > player, then you'd need an intermediate SWF that uses localConnection to > communicate between the main SWF and your SWF. You can check out third > party solutions > >

