Creating a branching scenario

I'm looking at creating a branching scenario, in Flash CS5 then insert it was a Flash Movie, where once you pick an object the module takes you to the screens to learn more about that particular item Once you are finished the module directs you back to the branching screen and the item that you previously selected is crossed out

It has been awhile since I have added the "crossed out" part of the branching but is that possible to have done in Articulate with the SWF file and if so, does anyone know a good youtube vid or link to a site that I could view in order to know how to do this? haha Like I said, it's been a while so am forgetting exactly what I need to add for scripting along with the usual for directing the buttons to certain slides in Articulate

6 Replies
Adam Truckenmiller

Hi James,

Currently I have:

tools onRelease = function() {
   _level0 ArtAPI PlaySlideNum(11);
};
docs onRelease = function() {
   _level0 ArtAPI PlaySlideNum(26);
};
tubes onRelease = function() {
 _level0 ArtAPI PlaySlideNum(37);
};
safety onRelease = function() {
 _level0 ArtAPI PlaySlideNum(31);
};
waste onRelease = function() {
 _level0 ArtAPI PlaySlideNum(34);
};
back onRelease = function() {
 _level0 ArtAPI PlaySlideNum(43);
};

I've even tried changing the state of the button once  hit in the Timeline but that didn't have any affect to the button once being redirected to this stage again

onEnterFrame (James Kingsley)

Try this When the button is clicked it will become 50% transparent Depending on what the button looks like and the background behind it this might work OK  

tools onRelease = function() {
   _level0 ArtAPI PlaySlideNum(11);

   this _alpha = 50;
};

I am unsure of what you are using for the button Another way to handle this would be two have an mc in the button that is a graphic of and X or strike-through or whatever This mc, we'll call it stike_mc, is set to normally not be visible Then when clicked do this:

tools onRelease = function() {
   _level0 ArtAPI PlaySlideNum(11);

   this strike_mc _visible = true;
};