By "wait" I should really say you "can't." I gave up trying
to get it to work.
Full story:
1) A classic way to design Flash apps is to put your
different application states on different frames -- either on the
main timeline, or inside MovieClips. Usually a combination of the
two, representing major application states and sub-module states.
Then you just gotoAndStop at the appropriate time and wire up
anything on the stage at the frame that needs to be (populate text
fields, etc).
2) I tried to do this with an AS3 project, a very simple (two
state) AS3 project.
3) In AS3, the gotoAndStop does not work instantaneously, as
mentioned previously.
4) AS3 offeres a RENDER event, which is supposed to fire
after all instances have been rendered. In the case of timeline
instances, it fires prematurely, so is useless.
5) I tried setting up an enterFrame event to monitor when
instances became available. AMAZINGLY, some instances become
available in one frame, where as other instances may not be
available until the next frame. Note that if you even try to access
a null instance reference before it is registered in AS, it throws
a runtime error and your movie breaks.
6) Even if you get past all that, some timeline instances are
not properly removed if you step backwards to a previous frame.
This, to me, was the fatal blow, and I redesigned my application.
The only sane solution is to avoid the timeline in AS3 as
much as possible.