going backwards....
Yes
Yes
The Latter


Don't worry it's fine. We'll get you there and starting from the beginning.
You chose onEnterFrame to do a loop. You chose it. I "suggested" (subtly) that setInterval would be a better idea than onEnterFrame. It's a little less resource hungry. Since the title of your thread said "setInterval" and you tried to use setInterval in the bottom, I assumed you wanted setInterval and not onEnterFrame. You can use whatever your little bearded heart desires but you can't use both greedy mcgreedpants. Pick one.
...enough humming and hawwing....I decided for you and we're going to use setInterval. You don't need onEnterFrame.
So, we need to set up a function for it to do the work. I called it nextImage because it's going to load...well....the next image....clever, right? It's no different than setting up any function and does not have to be wrapped in a timer'ish function such as onEnterFrame. Just declare it like any other
Easy!!! Ignore the :Void because we don't even need it in AS2.
We made a function and we need a timer......setInterval it is!! We use intervalId = because we assign it to a 'holder' that we can identify it to remove it with clearInterval later or to seperate it from any other ones we might have running.
this - is the timeline that it should look for the function in (and since they're both together it would be THIS timeline)
nextImage - is not NextImage() because we're not specifically calling a function here, we are passing a parameter TO THE setInterval class which will call the function....not us. We pass it a "String" instead of calling a function. Make sense?
duration - the final parameter that the setInterval class wants from us. We don't get to decide....it's pre-written by Macromedia for us. We get no say, so deliver it what it wants.
This will work and it will trigger endlessly until you use clearInterval(intervalId).
But it won't do anything because there's nothing IN the function. The function is triggering, but there's nothing in it. You're now wasting resources....congrats!!
So, now you need to put something in your function called nextImage.
Do it. Do it now.....decide what it needs to do and go from there.
Does that help?
The count >= maxCount was there to give you some error checking in case it didn't work. You want to "try" 10 times in my example before giving up and deleting itself.
Where I want to clear your brain is you don't want to think of this as "Well, I don't want to limit them to 10 images, so fuck off!" -- You need to think of this as "I want to change this current image to the next one, did it work? Yes, ok delete itself, No? try again until you try 10 times and then delete itself."