Stop Dialogue
Type: Action
Category: DIALOGUE
Force-stops an active dialogue and clears pending signals from globalDict. Useful for interrupting a dialogue from an external event.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Dialogue ID | String | "dlg1" |
Must match the Dialogue Player to stop |
Sockets
| Socket | Direction | Type |
|---|---|---|
| In | Input | Exec |
| Out | Output | Exec |
Generated code
if hasattr(self, '_dlg_active_dlg1'):
self._dlg_active_dlg1 = False
Range.logic.globalDict.pop('_dlg_start_dlg1', None)
Range.logic.globalDict.pop('_dlg_adv_dlg1', None)
Typical usage
Interrupt dialogue on damage
[On Message: Subject="take_damage"]
→ [Stop Dialogue: Dialogue ID="intro"]
→ [Overlay Scene: Scene=DialogueHUD, Mode=Remove]
Cancel dialogue on Escape
[On Key Press: Key=ESC, Mode=PRESSED]
→ [Stop Dialogue: Dialogue ID="intro"]
Notes
Stop Dialoguesets_dlg_activetoFalsedirectly — On Dialogue End does not fire in this case, because the normal active → inactive transition through the Player does not occur.- For cleanup logic, wire it explicitly after
Stop Dialogue.