Hi guys... I'm kind of desperate, I have my code working beautifully for loading in an image at full screen...

Code:
Stage.scaleMode = "noScale";
Stage.align = "LT";
import flash.display.*;

function loadBitmapSmoothed(url:String, target:MovieClip) {
	var bmc:MovieClip = target.createEmptyMovieClip("bmc", target.getNextHighestDepth());
	var listener:Object = new Object();
	listener.tmc = target;
	listener.onLoadProgress = function(target:MovieClip, bytesLoaded:Number, bytesTotal:Number):Void  {
		percent = Math.round((bytesLoaded/bytesTotal)*100);
		pText.text = percent+"%";
	};
	listener.onLoadInit = function(mc:MovieClip) {
		mc._alpha = 0;
		mc.onEnterFrame=function ()
    	{
    	mc._alpha += 15;
    	if(mc._alpha >= 100) 
    		{
        		delete this.onEnterFrame;
    		}
		
		var bitmap:BitmapData = new BitmapData(mc._width, mc._height, true);
		this.tmc.attachBitmap(bitmap, this.tmc.getNextHighestDepth(), "auto", true);
		bitmap.draw(mc);
		
		// set size and position on load
		if (Stage.height/Stage.width>target._height/target._width) {
			img_prop = target._width/target._height;
			target._height = Stage.height;
			target._width = Stage.height*img_prop;
			target._y = (Stage.height/2)-(target._height/2);
			target._x = (Stage.width/2)-(target._width/2);
		} else {
			img_prop = target._height/target._width;
			target._width = Stage.width;
			target._height = Stage.width*img_prop;
			target._y = (Stage.height/2)-(target._height/2);
			target._x = (Stage.width/2)-(target._width/2);
		}}
	};
	var loader:MovieClipLoader = new MovieClipLoader();
	loader.addListener(listener);
	loader.loadClip(url, bmc);
}
loadBitmapSmoothed("images/image1.jpg", bg_con);

// set size and position on resize
var stageL:Object = new Object();
stageL.onResize = function():Void  {
	if (Stage.height/Stage.width>bg_con._height/bg_con._width) {
		
		cover._x = Math.round(Stage.width - Stage.width);
		cover._y = Math.round(Stage.height / 2);
		address._x = Stage.width / 2;
		address._y = Stage.height - 30;
		header._width = Stage.width;
		footer._width = Stage.width;
		footer._y = Stage.height;
		
		img_prop = bg_con._width/bg_con._height;
		bg_con._height = Stage.height;
		bg_con._width = Stage.height*img_prop;
		bg_con._y = (Stage.height/2)-(bg_con._height/2);
		bg_con._x = (Stage.width/2)-(bg_con._width/2);
	} else {
		
		cover._x = Math.round(Stage.width - Stage.width);
		cover._y = Math.round(Stage.height / 2);
		address._x = Stage.width / 2;
		address._y = Stage.height - 30;
		header._width = Stage.width;
		footer._width = Stage.width;
		footer._y = Stage.height;
		
		img_prop = bg_con._height/bg_con._width;
		bg_con._width = Stage.width;
		bg_con._height = Stage.width*img_prop;
		bg_con._y = (Stage.height/2)-(bg_con._height/2);
		bg_con._x = (Stage.width/2)-(bg_con._width/2);
	}
};
Stage.addListener(stageL);

cover._x = Math.round(Stage.width - Stage.width);
cover._y = Math.round(Stage.height / 2);
address._x = Stage.width / 2;
address._y = Stage.height - 30;
header._width = Stage.width;
footer._width = Stage.width;
footer._y = Stage.height;
footer._y = Stage.height;
BUT now I want to be able to have random images loading... I had this previously but can't seem to implement it into the new code...

Code:
var myTest = random(6) + ".jpg"; // Load 1 of 6 random images
Also further down the timeline I want to be able to add an image I directly target which I have been able to achieve by placing this on the timeline...

_root.loadBitmapSmoothed("images/image1.jpg", _root.bg_con);

Any help would be greatly appreciated!