Global variable not changing after input for instance (but only in one scene??)

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:bust_in_silhouette: Asked By SnapCracklins

Tried to find another thread on this but this is making me pull my hair out.

I have two variables, one that prevents player movement and one that prevent the pause HUD from being accessible (during cutscenes and reading sections). I have some events I instance frequently and they have mostly all been working until I put them into a specific scene. What is even more frustrating is that I built a one-off event in the exact same scene using the exact same methods to flip the variable and… it works. All other instances of this code also work in other scenes.

I should note - this event is tied to an area2d with collision shape - once the player enters, the input can be triggered. Don’t know if this may have something to do with it.

I have tried everything. The bools just are not cooperating. Is there something technical I am missing?

    extends Area2D

### toggle event and image view
var _can_display = false
var _is_viewing = false
export var _viewNoise = false
export var _isHidden = false

func _ready(): ### hide prompt at ready
	$LookSprite.visible = false

func _process(_delta):
	_toggle_display() ## listen for input and bool
	$LookSprite.visible = _can_display ## if can use, prompt on

	if _isHidden: ## hide prompts if hidden
		$LookSprite.visible = false
		$RunSprite.visible = false

func _toggle_display(): ## toggling image on with flag/input
	if _can_display == true:
		if Input.is_action_just_pressed("_interact"):
			if _is_viewing == true:
			if _viewNoise:

func _image_view(): ## toggle view mode, pause player
	_is_viewing = true
	DirectorNode._pauseEnabled = false ## disable pause menu!
	DirectorNode._freezePlayer = true ## disable movement
	$DisplayImage.visible = true

func _close_view(): ## toggle off, player free to move
	_is_viewing = false
	DirectorNode._pauseEnabled = true
	DirectorNode._freezePlayer = false
	$DisplayImage.visible = false

func _on_ViewEvent_body_entered(body): ## toggle prompt on player enter
	if == 'Lydia':
		if DirectorNode._chaseMode == false:
			_can_display = true
		else: ## show RUN if pursued
			_can_display = false
			$RunSprite.visible = true
			$LookSprite.visible = false

func _on_ViewEvent_body_exited(body): ## hide prompt, bool flip on exit
	if == 'Lydia':
		_can_display = false
		$LookSprite.visible = false
		$RunSprite.visible = false

I think its more likely that you have conflicting code, so when this code flips the variable to false/true then something else is telling it to do the exact opposite.

Gluon | 2023-02-26 10:08

I think it might have been conflicting inputs or perhaps overlapping events? I was just wondering if there was something dumb in my code I was missing (kind of Murphy’s Law in a way). Either way I ended up rebuilding my event structure entirely as separate scenes and now the conflicts are gone. Thank you for your help.

SnapCracklins | 2023-02-26 15:52

Ahh painful but at least it worked!

Gluon | 2023-02-26 16:03