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OpenDialogInventory while jumping / falling

Started by OO7Samurai on 29 March 2025 • 502 views

7 posts
#92893

I realise why - but although DialogGameMenu can be called while you're jumping or falling - OpenDialogInventory cannot (from menus.gs) ...and in just one room I need to be able to...ok, I'm sure I can come up with something totally different to how I've done it so I don't 100% need to...but I'd rather not rewrite the rest of the room. 

It seems to me that maybe it's got something to do with HandlerAction in handlers.gs?

I've tried 

 

if(GetKey(KEY_ACTION) == 1)
{ClearKeys(); idx = OpenDialogInventory();
if(idx != -1) UseObject(idx); return;}

as a work around, but with this the clearkeys doesn't seem to work and the inventory just comes up and freezes the whole game out.

In short - I need to open and use the Inventory Dialogue while falling.

Cheers!

👍 0
#92894

Bearing in mind that I know next to nothing about 'real' programming, the thing that I've noticed when trying to sort stuff out is that 'game pause' is often used at the start of certain actions such as opening a dialog choice {eggs2}:contract: .

Probably doesn't help, but might make you think of something new to try.

👍 1
#92895

Thanks @grandad - it's certainly an avenue to explore! I feel like I'm learning something with every room...and then 100% forgetting it when I move on to the next one. 🤔 

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#92896

I haven't had your specific problem before, but when I need to call a dialog from an UpdateRoom or something, I move a collider to Dizzy's position then call the dialog from a CollideObject function.

Have you tried doing something like that?

👍 2
#92897

Thanks @noggin-the-nog; I'm not sure, you see I'm in a collider already (collider_2) - with loads of other colliders about...but I think I might have a thought about filling the room with a cloud tile that will flash up and allow you to hit the Action key...I don't want to give too much away about the actual game-play situation just now - very hush hush 😆  

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#92898

 A cloud tile sounds good - have you thought about filling the room with a mat cloud tile so that the falling can be done at the speed you want, but also allowing sideways movement by walking... or make it a special colour that allows dropping at set speeds. That way you can add other rooms where falling is just falling through that particular type of tile, so that the player knows they can move about in rooms with that colour - and then mess with them, by adding all those colliders {eggs2}:pcgame:  

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#92899

@grandad "or make it a special colour that allows dropping at set speeds."

WHAT THE?!?!

😀

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