You can do this many ways. I’d say the two basic approaches are “brute force” and a selection group.
With brute force, your interaction code hides all the tooltips then shows only one specific tooltip. Each tooltip/widget will need to know about all other tooltips/widgets–and/or whatever buttons or other events you use to control your tooltips. So, if you add another one later, you’d need to update interaction code for all the tooltips.
With a selection group, only one tooltip can be selected at a time, so the code is usually more simple, as you only have to handle one tooltip at a time. If you add more tooltips you don’t have to change as much code. The trick is how to show a tooltip when it is selected and hide when unselected. In the demo file below, I show the brute force and two different selection group methods.
See this little demo (with ellipsis widgets instead of tooltips)
Show Only One.rp (73.5 KB)
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Brute Force
a. You can click on a dot or use one of the control buttons to cycle through the 4 dots.
b. The first action is always to hide all the dots, followed by showing only one dot.
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Selection Group with Show/Hide
a. I assigned all the green dots to a selection group named “green dots”
b. Each green dot has a Selected event with action of “Show This”
c. …and Unselected with “Hide This”
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Selection Group with opacity change
a. I assigned all the red dots to a selection group named “red dots”
b. I set the default style of the red dots to 0% opacity, so they are not visible
c. I set the selected style to 100% opacity
d. There is less code than the other two methods
e. Caveats are every dot is still clickable, even when invisible, and no show/hide animations
f. (for fun I threw in a different way for each dot to trigger the next dot with a Fire Event call)