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Can someone help with this please? |
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Alright update, I looked into this; pausing during dialogue works just fine; godot has everything built in. Here's the relevant docs https://docs.godotengine.org/en/stable/tutorials/scripting/pausing_games.html Main thing of note: if you want to interact with it while it's paused, make sure that node's Node/Process/Mode is set to Always, or When Paused. I made an MRP that showcases a functional pause screen with GDM running, which you can find here: pauseMRP.zip To test it, just run the project and press space to pause or unpause |
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Thank you for responding Fireye04, I greatly appreciate it! Looking at the MRP, I do see that it is working almost as I intend. I've changed the input to Esc instead of Space and found that it will automatically skip to the end of the dialogue and stop the animation. Do you know of any way to alleviate that within the MRP? As for my own project that I'm trying to implement this in, I'm not sure why this isn't working. I'm familiar enough with the documentation you linked above, and pausing does work the same way in my project as in the MRP, just at a larger scale because my game has a lot of moving parts and nodes. I'm wondering if something is eating the Esc input while GDM is running somehow, I'll have to look more into it. I will definitely comment again if I figure it out OR need more help, but this gave me the reassurance that I'm not trying to do something that GDM isn't designed to do, so thank you! |
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Esc is bound to the ui_cancel input by default which is what GDM consumes to skip dialogue. Easiest solution is just binding ui_cancel to something other than esc. |
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Hello! I have an InputMap defined called "pause" that I'm unable to use during dialogue. I've tried looking around in "balloon.gd" and creating an exception in the _unhandled_input method, but I've had no luck. Has anyone else ran into wanting to pause the game during dialogue? How did you manage to do it?
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