If you want the sharedSymbols.swf to act as a shared library, then you have to import it as such in your main movie. Create a library item called the same name as one of your items in sharedSymbols.swf. select 'import for runtime sharing' and enter sharedSymbols.swf in the url textfield. (*note: the library clip you do this with cannot be exported with a linked library name from your main movie, but you only need to do this once for the entire contents of a swf library to be imported for runtime sharing. I usually have a blank movieclip exported in my shared library swf specifically for this purpose).
On creating your imported movieclip, you should get a pop up that says 'this is imported from a shared library. If you edit this symbol, it will no longer be imported. Do you want to continue?' Perversely enough you need to hit "No" in order to keep your movieclip as an imported library item.
Lastly, you need to make sure the imported movieclip is present on the main movie timeline, so that the playhead passes it. This is necessary to actually get the player to pay attention to the shared library and load it in. If you want to preload your shared library swf you can always use a loadMovie on the sharedSymbols.swf in a preloader, and when the playhead reaches the imported movieclip in the timeline, it will loaded sharedSymbols.swf as a shared library from the browser cache which should be fairly intantaneous
Rob
On 8/2/06, erixtekila <[EMAIL PROTECTED]> wrote:
> Don't know if it's possible but i know that i'm going crazy with
> import/export assets
>
> pps : it works for fonts with this method :
> http://www.v-i-a.net/blog/archives/000043.html but not for symbols
Don't become mad ! ;)
I have tested the solution with graphics assets and got no good results
as you.
Don't know why, but this trick seems font only…
(I dreamt of it also)
HTH
-----------
erixtekila
http://blog.v-i-a.net/
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Rob Bateman
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