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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 Dialogue sets _dlg_active to False directly — 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.