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
> 
> 

 

Reply via email to