Forum Discussion
Help !
In my storyline project
The user clicks on a map and visits 6 sectors to get slide for information. After they have visited all slides I want the project to progress to a final slide.
I have set 2 triggers on each click object a) Go to Slide and 2) set state to visited when clicked. When the user gets to the final sector and clicks the object it takes them to the final slide without visiting the final sector. I think this is because the visited state overrides the go to slide trigger.
Do I need to put a condition on the trigger ? or do I need to add a variable first?
I can't show my project as we have strict access for sending items
thanks
Jane
8 Replies
This should be a simple branching scenario, and it’s easy to set up if you follow a few key steps:
- Set the map slide to Resume Saved State in the slide properties. This ensures that any buttons already visited will retain their state when the learner revisits the slide.
- All buttons come with built-in Visited states. Because of this, creating an additional trigger to change a button to “Visited” when clicked is redundant, the state updates automatically on click.
- While you can manage this scenario without variables, I strongly recommend using variables as your project grows. They provide better control and make it easier to track learner progress across more complex interactions.
From a design perspective:- I don’t recommend automatically jumping to the final slide once all buttons are visited. It’s better to let the learner stay in control.
- Give learners time to review what they’ve completed and read any success message or further instructions before moving on.
- Automatically advancing can also create a brief visual “flash” when revisiting the slide (before it jumps ahead), which doesn’t look polished or professional.
What you can do instead:- Add a Next (or continue) button that appears only after all buttons on the map have been visited.
I’ve attached a simple storyline demo that shows how to achieve this without variables or redundant trigger. Just a clean setup where a Continue button appears once all map buttons are visited, allowing the learner to proceed to the final slide.
If you were using variables, you would typically set each sector variable to True when the timeline starts on its corresponding slide. Then, on the main map slide, you would change the state of the Continue button to Normal (unhide it) once all sector variables are True without needing to rely on slide properties (such as Resume Saved State vs. Reset to Initial State) or the built-in Visited states of buttons.- JudyNolletSuper Hero
I definitely agree that learners should be in control of when they move to the final slide. Who knows? Someone might actually want to revisit content! 😆 (I thought about including that message in my reply. But, since I was writing pre-morning-coffee, it slipped my mind. 🤷♀️)
When deciding whether to use variables or the built-in Visited state for tracking, I look at what happens when the user clicks one of the menu buttons:
If they visit just one slide...
- If they don't need to complete an interaction or the timeline, use the Visited state.
- If they need to complete an interaction or the timeline, use the Visited state only if they can't return to the custom menu before completion. Otherwise, use a T/F variable to track completion.
If they need to visit a set of slides...
- If they can't return to the custom menu before viewing all the slides in the set, use the Visited state.
- If they could somehow return to the custom menu before viewing all the slides in the set (for example, using the Previous button), then use T/F variables for tracking. Adjust the variable value on the last slide of the set.
- JudyNolletSuper Hero
I agree with Phil that it's usually better to track with variables on a custom menu. This post about custom menus describes using T/F variables to track what scenes are completed. It also has a demo file. It controls the Player's Next button, but the same programming could be use to control a custom button or automatic advancing.
A few other things to know about Storyline:
An object with a Visited state automatically changes to that state when it is clicked. You don't need any triggers to change to Visited. (For more info, see the primer about built-in states.) For more control, it's sometimes better to use a custom "Done" state, and change to that state with a trigger.
Triggers run in order. However, any triggers that appear after a "jump to" trigger won't run, because the user has already left the slide. Thus, your "change to Visited" triggers that appear after the "jump to slide" triggers don't run. The objects changed to Visited because that's built-in functionality (as mentioned above).
A "when the timeline starts on this slide" trigger runs every time the user visits the slide. That's true even if the Slide Properties are "Resume saved state." So that kind of trigger needs one or more conditions if you only want it to run in some situations.
- NedimCommunity Member
I sometimes have trouble seeing previous replies before I post. After I submit my response and the page refreshes, I can see that someone has already replied. Normally, I wouldn’t respond after your answer, as I don’t have anything to add. At the moment, it can end up looking like a duplicate answer to the same issue.
- JudyNolletSuper Hero
That's happened to me, too. Or I see that there are no replies, so I start writing one. Then, by the time I finish, someone else has already finished their answer.
In other words, the "Duplicate Answer Club" is pretty big. 😁
- AndrewBlemings-Community Member
I can think of a few different possibilities. If you want people to return to the map before progressing to the final (seventh) sector, an automatic go-to could be triggered on the map slide when the timeline starts if the state of all six sector buttons is visited. Since the trigger is "when the timeline starts," it won't fire until the learner revisits the map after completing the sixth sector and returning to the map.
A slightly more accessible version would have a seventh button hidden on the map that only appears (again when the timeline starts) if the six buttons are all visited. That way learners won't be able to click it until they've returned to the menu from the sixth sector, but will still retain control of course and progress when they're ready. If your map has a visual theme (e.g., pirates) then I'm sure the seventh button can be "story"d in.
- JaneJordan1Community Member