Use a button to advance a lesson step
Goal: move the lesson on to the next step when a learner presses a button.
A button does nothing on its own. You connect it to a lesson step in Scenario Setup.
Plan first
Work in this order:
- Decide which lesson steps should wait for a button press.
- Place those buttons with Button Injection. See Put a button on a machine, Put a button in the room or Make a part of a machine clickable.
- Build the lesson in the Scenario tool, picking each button from a list.
Connect the button
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Open ALF > Scenario Setup Tool. In tab 2 Steps, click the step that should wait for the press, and switch to Environment & Flow.
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Under Completion Trigger, choose the Trigger Method that matches the button:
Your button is a… Choose Flat button Press a flat button Push button model Press a hand-pressable button Clickable part Press a hand-pressable button Flat button with Also react to being touched Either one -
Pick your button from the Button list. Each entry shows the button's name, kind and where it sits.
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In tab 3 Generate, press the generate button, then save the scene.
More on the other ways a step can finish: Choose how a step finishes.
Other things a button can do
To make a button move a part of a machine, see Kinematic Editor Tool: Add buttons that move the parts.
Good to know
- The list is empty? You haven't placed any buttons yet. Press Open Button Injection in the Scenario tool to place one.
- Use clear, unique names like
StartorOpen valve. That's how you'll recognise the button in this list. - Existing connections are kept. If a step was connected to a hand-made button before, the Scenario tool warns about it but doesn't remove it unless you pick a different button.