I want to help you, but there are so many issues here. First
and foremost is that you are using an old style of code that you
really should dump. The next is that I'm really confused by exactly
what the problem is. So let's do this a bit at a time.
First layers mean nothing in the published swf file. They are
just a method to allow the author to organize there work. At
publish time they are used to determine the stacking order of the
artwork and then they are discarded. So talking about layers only
confuses the issue. Instead talk about symbol instances --
movieclips, graphics, buttons, etc.
The next issue is the setProperty issues. While not directly
related to your problem I just can't let this go by. It is outmoded
and depreciated and goes away in newer versions of Flash. So
instead of using setProperty just set the property!
The trick here is that the createEmptyMovieClip method
returns a reference to the clip you just created so you can use
that to reference the clip. Like this:
var
curHolder:MovieClip=this.createEmptyMovieClip("imageHolder"+i,i)
curHolder._y=pictY;
loadMovie("bildTest"+i+".jpg",curHolder);
and so on....
Next thing is that most likely you should use loadMovie.
There is a time delay between when you request an external file and
when it actually gets loaded. There are also many things you can't
do until the clip is loaded. In the olden days (when loadMovie was
all we had) you often needed to make a "preloader" to check when
the movie was loaded and it could get a little comples. Nowadays
(if you are publishing for Flash 7 or later) it would be better to
use the MovieClipLoader class. If you have interest in doing that,
post back and we can get that sorted.
Okay finally now onto the depths issue in general. Here is a
tutorial that explains everything about depths in Flash:
http://www.kirupa.com/developer/actionscript/depths.htm
The basic problem I think you are running into is sort of
like the floors of a tall building. You have the main timeline
which is like the building. Each of its children clips are like a
floor in the building and each of their children clips are like
bookshelf on a given floor. So for example you've got something on
the lowest level of the bookshelf on floor one. You can move it to
the top of the bookshelf on floor 1, but no matter how high you
move it, the highest thing on floor 1 will always be below the
lowest thing on floor 2.
Now we depart from reality a bit, but imagine you can move
the entire floor of a building! So now floor one is swaped with
floor 2. But everything on floor 1 has to go with floor one so all
of its "children" go with it. There is no way to have half the
stuff on Floor 1 stay below floor 2 and the other half above.
This little idea -- that the depths count restarts each time
you have a new clip trips up a lot of folks. I'm not following the
exact structure of your layout, but I'm guessing that is what is
causing the problem.
Also as the link above will show you, the number you are
using in the swapDepths is a bit too big. There are a lot of
depths, but not that many.