Using cue points as triggers

Apr 04, 2014

So, the idea of states is fantastic.  The implementation, however, doesn't extend to all parts of Storyline.  For example, I'd like to be able to use cue points to trigger a state change in a particular character.  From what I can tell, the only way to use the timeline to do this is to use the "when timeline starts" or "when timeline ends."  When others in the forums have asked similar questions, the recommendation and examples always point to creating multiple objects and lining their timelines with cue points (for example, this: http://community.articulate.com/forums/p/37814/214887.aspx and this: http://www.articulate.com/blog/syncing-animations-with-cue-points-in-articulate-storyline/).

Using specific timing points to trigger states seems like a very powerful and useful idea.  Are the above solutions (creating different objects or layers) the only way to do this or am I missing something?

6 Replies
Peter Rich

Thanks for the quick reply, Phil.   Although you've found a solution that works, it's much more work.  I can change a state and add all sorts of objects to the changed states (e.g., text boxes, etc.).   To get the timed animation, I have to layer those objects or import them each on the base timeline and sync each one separately.  This is too sad.  This is likely the result of programmers on different parts of the project not coordinating efforts.   From a programming perspective, this shouldn't be that much more difficult to implement and would make the program flow much more cohesive, IMO.  

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