Using the Insert Symbol command, you can insert different Flash library items (movie clips, buttons, and graphics) into the Flash movie when the template is processed. You can insert symbols from the template's library or from an imported library at run time. (Use the External Media setting in the Generator Publishing Settings tab to import libraries. See Using Data Sources overview.)
When authoring movies for Flash 2 export that use the Insert Symbol command, make sure that the main timeline and any clips that are being inserted have the same number of frames.
After you insert the symbol, you can use the Flash Scale and Rotate tools to modify the size or rotation of the placeholder. The center point (crosshair) of the inserted symbol is registered using the center point of the placeholder, so position the Insert Symbol object using its center point as a reference.
Note: The center point becomes important when the Scale to Fit property is set to False and the inserted symbol potentially occupies a larger portion of the movie area.
Symbols have the following properties in the Generator inspector:
Symbol Name specifies the symbol to insert. Use a fully qualified name (for example, /folder/folder/symbol name) if symbols are in folders. See Identifying symbols in the library for more information.
Scale to Fit scales the image to fit the boundaries of the gray box on the Stage.
Instance Name identifies the instance of the object so that it can be used with actions such as Tell Target and Set Property. See Using variables as parameters for Flash actions for more information on using this parameter.