π Lesson 13: Triggers β The Engine: Actions, Events & Conditions
If states are the wardrobe, triggers are the stage directions. A trigger is how you tell Storyline "do this, when this happens." It's the single most important skill in the whole tool β every button that jumps, every layer that pops up, every state that switches runs on triggers. And the best news: a trigger is just a plain-English sentence you assemble from menus. No code, ever.
π What You'll Learn
By the end of this lesson, you will be able to:
- Read the anatomy of a trigger: Action + Event ("when") + optional Conditions
- Use the Trigger Wizard and the Triggers panel to build triggers from menus
- Recognize the common actions and events you'll use every day
- Understand why order matters (triggers run top-down) and build two real triggers
β±οΈ Estimated Time: 45 minutes
π― Project: Build "when the learner clicks Start, jump to the next slide" and "when the learner clicks an item, change its state to Visited" β then preview them working.
In This Lesson
π§© The Anatomy of a Trigger
Every trigger in Storyline β from the simplest to the most elaborate β is built from the same three parts. Learn this sentence pattern and you've learned triggers:
β The trigger sentence
[ACTION] β when [EVENT] β on condition that [CONDITION] (optional)
For example: Jump to the next slide β when the user clicks the Start button. That's a complete trigger. No condition needed.
- Action β what to do. Jump to a slide, show a layer, change a state, play a sound. This is the verb.
- Event β the "when" that fires it. The user clicks, the timeline starts, a state changes. Without an event, nothing ever kicks the action off.
- Condition β an optional gatekeeper. "β¦but only if the score is passing" or "β¦only if all four tabs were visited." Conditions let a trigger fire selectively. Many triggers need none.
π§ Mindset
The word "trigger" sounds technical, but you already think this way all day: "turn off the lights when I leave the room." That's action + event. "Take an umbrella when I go out if it's raining." That's action + event + condition. Storyline just asks you to say these sentences out loud by picking words from menus. You are not learning to program β you're learning to give clear instructions, which you've done your whole life.
πͺ The Trigger Wizard & Panel
You build triggers in the Triggers panel (usually on the right of the slide editor). Click the + to add one, and the Trigger Wizard opens β a small dialog with drop-down menus that walk you through the sentence: pick the Action, pick the object or slide it acts on, pick the Event, and optionally add a Condition. You assemble the whole trigger by choosing from lists; Storyline only offers you choices that make sense.
Finished triggers appear as readable sentences stacked in the panel. Here's a Triggers panel with a few in place β notice each reads like plain English, with the action and event doing the heavy lifting:
when user clicks Start
when user clicks Topic A
when user clicks Topic B
when timeline starts
Figure 1 β The Triggers panel (a simplified mock-up, not a real screenshot): each trigger reads as a sentence β an action ("Jump", "Change state", "Show", "Play") fired by an event ("when user clicks", "when timeline starts").
π‘ Read your triggers out loud. The fastest way to catch a mistake is to read a trigger as the sentence it is. "Jump to next slide when user clicks Start" β does that describe what you want? If the sentence sounds wrong, the trigger is wrong. This habit will save you more debugging time than any other tip in Part 3.
π§° Common Actions & Events
You'll build hundreds of triggers from a surprisingly small vocabulary. Here are the workhorses β the actions and events that cover the vast majority of everything you'll ever make.
| Common Actions (what to do) | Common Events (the "when") |
|---|---|
| Jump to slide / scene | When the user clicks an object |
| Show / hide a layer | When the timeline starts (on this slide/layer) |
| Change state of an object | When the timeline ends |
| Set / adjust a variable Windows only (Lesson 14) | When a state changes |
| Play / pause media | When a variable changes (Lesson 14) |
| Open a URL / file | When the user hovers, or presses a key |
Two events deserve a special shout-out because you'll use them constantly. "When the timeline starts" is your setup event β play narration, hide something, reset a look the moment a slide opens. "When the timeline ends" is your finish event β reveal a Continue button, auto-advance, mark a slide done. Together with "when the user clicks," these three events power most of e-learning.
Notice one entry pointing forward: set/adjust a variable. Variables are the third pillar (Lesson 14), and triggers are how you change them. States, triggers, and variables were always designed to work as a team β you're two-thirds of the way to the full toolkit.
π’ Order Matters: Triggers Run Top-Down
When several triggers share the same event β say three things should happen "when the user clicks Submit" β Storyline runs them in order, from top to bottom of the panel. This is easy to forget and a very common source of "why did it do that?" moments, so let's make it stick.
β οΈ A classic ordering trap
Suppose you want to check a condition and then jump away. If the "jump to next slide" trigger sits above the trigger that sets the value the condition needs, the jump happens first and the second trigger never gets its turn. The fix is simple: put the "do the work" triggers first and the "leave the slide" trigger last. You can drag triggers up and down in the panel to reorder them.
Here's the anatomy and the flow of a single trigger, condition included:
user clicks Submit"] --> Q{"CONDITION?
score is passing"} Q -->|"yes"| A["βοΈ ACTION
jump to Results"] Q -->|"no"| X["nothing happens
(trigger skipped)"] style E fill:#bfdbfe,color:#1e293b style Q fill:#fde68a,color:#1e293b style A fill:#bbf7d0,color:#1e293b style X fill:#fecaca,color:#1e293b
Figure 2 β A trigger's flow: the event fires, the optional condition is checked, and the action runs only if the condition passes.
Why this matters: ordering and conditions are what turn a pile of triggers into reliable logic. Most Storyline "bugs" beginners hit aren't bugs at all β they're triggers in the wrong order or a missing condition. Getting deliberate about sequence now will make every interaction you build behave.
π Two Worked Examples
Let's assemble two real triggers in words, exactly as the wizard would build them.
Example 1 β Navigation: a Start button that advances
You want a button to move the learner forward.
- Action: Jump to slide β Next slide
- Event (When): User clicks β Start button
- Condition: none
Result reads: "Jump to next slide when the user clicks Start." That's the most common trigger in all of e-learning, and now you can build it in about ten seconds.
Example 2 β Feedback: mark an item as visited
Remember the custom and built-in states from Lesson 12? Here's the trigger that switches one. You want a topic to look "visited" once it's been clicked.
- Action: Change state of β Topic A β to Visited
- Event (When): User clicks β Topic A
- Condition: none
Result reads: "Change state of Topic A to Visited when the user clicks Topic A." This is the heartbeat of "click each item to explore" interactions β and the exact pattern you'll extend, with a variable and a condition, into a gated Continue button in Lesson 15.
π‘ Where to attach a trigger: you can create a trigger with any object selected β it lives on the slide but is usually associated with the object in its event ("when user clicks this"). Don't overthink it; the wizard shows the full sentence, so what matters is that the sentence is right, not which object was selected when you clicked +.
π― Try It: Your First Triggers
ποΈ Activity: Build navigation and a state change Windows only
Objective: Assemble two real triggers with the Trigger Wizard and watch them run. (Storyline is Windows-only; Mac users use the VM from Lesson 2. Everything here fits inside the Trial / Paid 30-day trial. Reuse the button-with-states file from Lesson 12 if you have it.)
Steps
- Make sure your project has at least two slides. On slide 1, add a button labeled Start. (β±οΈ 3 min)
- In the Triggers panel, click + to open the Trigger Wizard. (β±οΈ 1 min)
- Set Action = Jump to slide β Next slide; When = User clicks β Start. Click OK. (β±οΈ 3 min)
- Add an object to click β say a shape labeled Topic A β and give it a Visited or custom state (from Lesson 12). (β±οΈ 3 min)
- Add a second trigger: Action = Change state of β Topic A β to Visited (or your custom state); When = User clicks β Topic A. (β±οΈ 3 min)
- Read both triggers out loud from the panel. Do the sentences say what you want? (β±οΈ 1 min)
- Preview. Click Topic A and watch its state change; click Start and watch it jump to slide 2. (β±οΈ 2 min)
π‘ Hint
If clicking Start does nothing, check that your Event is "User clicks" and that it points at the Start button specifically. If the state doesn't change, confirm the object actually has the state you're switching to (open the States panel from Lesson 12). And if two triggers on the same object seem to fight, remember they run top-down β try dragging them into a different order.
β Activity Complete Whenβ¦
- Clicking Start jumps the learner to the next slide in preview
- Clicking Topic A visibly changes its state
- You can read each trigger as a plain sentence and explain its action and event
π― Quick Quiz
Question 1: What three parts can a trigger have?
Question 2: When several triggers share the same event, in what order do they run?
π Learning Journal
Keep your Learning Journal going β it's where you turn "I read that" into "I can do that." After each lesson, jot down:
- Key concepts you learned
- Things that clicked for you
- Questions or confusion points to revisit
- Ideas you want to try
- Your progress and how you feel about learning this
βοΈ This lesson's prompt: Write one interaction you'd love to build for your capstone topic as a trigger sentence β "[action] when [event], if [condition]." Don't worry whether you know how yet; just say the sentence. Naming what you want in trigger language is the first real step to building it.
π Lesson Summary
π Key Takeaways
- Every trigger is a plain-English sentence: an Action + an Event ("when") + an optional Condition.
- You build triggers from menus in the Triggers panel using the Trigger Wizard β no code, just choices.
- A small vocabulary covers most work: jump to slide, show/hide layer, change state, set/adjust variable, play media, open URL β fired by clicks, timeline start/end, state changes, and variable changes.
- Triggers run top-down when they share an event, so order matters β put "leave the slide" actions last. Conditions gate whether an action runs at all.
π What You've Accomplished
You just built the engine. With triggers, your slides can navigate, respond, and change on cue β and you did it by writing sentences, not code. Two pillars down (states and triggers), and together they already let you make genuinely interactive content. This is the skill that shows up in every job description; you now have its foundation.
β Common Questions at This Stage
My trigger doesn't seem to fire β where do I start?
Read it out loud as a sentence first. Then check three things: is the Event right (usually "User clicks" on the correct object)? Does the target object actually have the state or layer you're referencing? And if it shares an event with other triggers, is it in the right order (top-down)? Nine times out of ten it's one of those three.
When do I actually need a condition?
Only when an action should happen sometimes, not always. "Jump to next slide when clicked" needs no condition. "Show the Congrats layer when clicked, only if all items were visited" needs one. Conditions almost always read variables, which is exactly why Lesson 14 comes next.
Is there a limit to how many triggers a slide can have?
Practically, no β complex slides can have many triggers. The real limit is your clarity. Keep them named well, ordered sensibly, and grouped by the object they act on. If a slide's trigger list feels unmanageable, that's often a sign the interaction wants to be split across layers (Lesson 15).
π Looking Ahead
In Lesson 14, we add the third pillar: variables β the memory of your course. You'll see how triggers set and read variables, and how conditions use them to build things like "greet the learner by name" and "unlock Continue only when everything's been visited."
β Before the Next Lesson
- Keep your two-trigger slide β it's the launch pad for variables and conditions
- Write this lesson's journal prompt: an interaction you want, phrased as a trigger sentence
- Practice adding one more trigger β try "show a layer when the user clicks an object"
π Additional Resources
- Course Glossary β trigger, action, event, condition, Trigger Wizard
- Quick-Reference Cheat Sheet β common trigger recipes
- E-Learning Heroes β trigger tutorials and downloadable examples
π Encouragement for the Journey
Take a breath and notice what just happened: you made a computer do exactly what you told it to, using nothing but clear sentences. That's the whole secret of Storyline. Everything from here β variables, layers, branching, quizzes β is just more sentences built on this one skill. You're doing great.