I found the following script which is totally different and not usefull for early version of Flash MX. The swap-depths solution is clever. With drag-drop you dragmovie must always be on top for it to work 100%... although its not a showstopper if it isnt on top.
var mcArr = new Array();
var mcl:MovieClipLoader = new MovieClipLoader();
var myListener:Object = new Object();
mcl.addListener(myListener
var y = -150;
for(i = 0; i < 3; i++){
mcArr[i] = this.createEmptyMovieClip(
mcl.loadClip("images/2004.
}
var highPoint = this.createEmptyMovieClip(
myListener.onLoadInit = function(target_mc){
target_mc._x = 10;
target_mc._y = 10;
target_mc._visible = true;
target_mc.onPress = function(){
this.swapDepths(highPoint)
startDrag(this);
}
target_mc.onRelease = function(){
this.swapDepths(highPoint)
stopDrag();
}
};
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by: dutchfoxerPosted on 2005-10-06 at 14:15:18ID: 15034485
Not really actionscript for the beginner, looks nice!
("placeHol der"+i, 20); cale = 50; cale = 50; dMovie("fo tos/image1 .jpg"); rtDrag(fal se);
Should work as well.
What I did get working is the following script (with 1 JPG!):
i = 1;
_root.createEmptyMovieClip
_root["placeHolder"+i]._x = 100*i;
_root["placeHolder"+i]._y = 25;
_root["placeHolder"+i]._xs
_root["placeHolder"+i]._ys
_root["placeHolder"+i].loa
_root.onMouseDown = function () {
_root["placeHolder"+i].sta
}
_root.onMouseUp = function () {
stopDrag() ;
}
Will try some other scenarios too.