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Mastering Adobe Captivate 2019

You're reading from   Mastering Adobe Captivate 2019 Build cutting edge professional SCORM compliant and interactive eLearning content with Adobe Captivate

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Product type Paperback
Published in Jan 2019
Publisher Packt
ISBN-13 9781789803051
Length 770 pages
Edition 5th Edition
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Authors (2):
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Dr. Pooja Jaisingh Dr. Pooja Jaisingh
Author Profile Icon Dr. Pooja Jaisingh
Dr. Pooja Jaisingh
Damien Bruyndonckx Damien Bruyndonckx
Author Profile Icon Damien Bruyndonckx
Damien Bruyndonckx
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Toc

Table of Contents (17) Chapters Close

Preface 1. Getting Started with Adobe Captivate 2019 FREE CHAPTER 2. Working with Standard Objects 3. Working with Multimedia 4. Working with the Timeline and Other Useful Tools 5. Developing Interactivity 6. Crafting the Graphical Experience with Styles and Themes 7. Working with Quizzes 8. Capturing Onscreen Action 9. Producing a Video Demo 10. Creating a Responsive Project 11. Creating Virtual Reality Projects 12. Using Captivate with Other Applications 13. Creating Accessible eLearning 14. Variables and Advanced Actions 15. Finishing Touches and Publishing 16. Other Books You May Enjoy

Displaying random feedback messages

Now that the JavaScript code is in place, we can safely use the new random feedback messages capability of the project. You can do this by following these steps:

  1. Still in the Chapter14/takeTheTrain.cptx file, use the Filmstrip to go to the Knowledge Check question of slide 10.
  2. Double-click the red Failure Caption and delete the text it contains.
  3. Use the Insert Variable icon of the Properties inspector to insert the v_randomFailure User Variable in the failure message. Increase the maximum length to 150 characters to accommodate longer messages.
  4. Repeat the same set of operations to insert the v_randomSuccess variable in the green Success Caption.

Thanks to the preceding actions, the value of the v_randomSuccess and v_random failure variables will be displayed in the feedback messages for the Knowledge Check question of slide 10. The final thing we need to do is generate those random messages using our pickMessages() JavaScript function when the playhead...

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