I'm having trouble creating a var for "if (dialogue_open/started):" #728
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BumbleBee4218
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Okay, I fixed it in the most unconventional way possible but it works smoothly, I just made an area 2d that is directly on the auto dialogue collision that stops your movement if you touch it but this one is connect to the world instead of the character you are talking to, hope this helped! |
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I'm trying to make it so if dialogue is open in general, player movement is disabled. I saw someone else deal with this but this part wasn't answered. The main issue is that I have a dialogue tree that opens automatically disconnected to my actionable so I can't just disabled movement on ui accept if actionable. Any help would be great thank you!
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