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You can change this all around, but I set it up to put up another screen (you could make Pause Screen semi-transparent)
Condition 1:
User Clicks with left button on Button X
and
Value = 0
and
Pause Screen is invisible (I attach this to all buttons that are clickable so that when the pause screen is up, you cannot accidently click any other button... mind you that my Pause screen covers the ENTIRE screen)
-->
Set Value to 2 (I attach this value to the Button)
and
Pause Screen reappear
Condition 2:
Value = 2
-->
Set Value to 1
and
Pause application and resume when anykey is pressed
Condition 3:
User Clicks with left button on Pause Screen
and
Value = 1
-->
Pause Screen Make invisible
and
Set Value to 0
----------------------------------------
Now if you want buttons to work on your pause screen just dont add the condition "Pause Screen is invisible" to the button
then you also need another condition to negate clicking on the pause screen but click on that button
like so
Condition 4:
User Clicks with left button on Button A
and
A is visible (remember to make Button A visible when Pause comes up and invisble when Pause goes away to stop accidental button clicking)
-->
Whatever you want button to do
Condition 5: (Replaces Condition 3)
User Clicks with left button on Pause Screen
and
X mouse pointer is over Button A (sounds counterinutive, but yes with android and iOS this condition works... ALSO that X infront means it is negated... as in opposite action)
and
Value 1
-->
Pause Screen Make invisible
and
Set Value to 0
What I do not like about this approach is that if your using gravity or what not... deactivating a group does not stop the object from continuing to use gravity. Adding a function to put everything using gravity to "stop" is even worse... and then you have acceleration and deacceleration issues when it starts up again.
The CTF in game pause function works perfectly fine and is easier, you just need to understand its limitations and mechanics to work around its issues