loading multiple images with loadMovie

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Old Jan 1st, 2006, 07:24
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loading multiple images with loadMovie

I was wondering if it was possible to use loadMovie method with the instance name as a var. For example I have the following function.
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function loadAllImages() {
 trace("Loading images...");
 for (j=0; j <= totalImages; j++) {
  imageInstance[j] = "pictures"+j+"_mc";
  alaska_mc.createEmptyMovieClip(imageInstance[j], alaska_mc.getNextHighestDepth());
  alaska_mc.imageInstance[j].loadMovie(images[j].path);
  trace("alaska_mc." + imageInstance[j] + " loaded.");
  moveXY();
 }
When I try to load an image this way, it won't work. During debugging I can see that the function is creating the empty clips.... (alaska_mc.pictures0_mc, alaska_mc.pictures1_mc, etc) but the loadClip method won't load the image because I have a variable (imageInstance[j]) instead of an actual name. The function works if I put the actual instance name there (i.e. alaska_mc.pictures0_mc). instead of the var holding the name of the instance(alaska_mc.imageInstance[j]).... Am I missing something? Thanks in advance.
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Old Jan 2nd, 2006, 20:37
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Re: loading multiple images with loadMovie

make sure that the images you are loading are not saved as progressive. I had this same problem yesterday and realized that was the problem.
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