int Dialog.DisplayOptions(optional DialogOptionSayStyle)
Presents the options for this dialog to the user and waits until they select
one of them. The selected option number is returned.
NOTE: This command does not run any dialog scripts, it simply displays
the options and waits for the player to choose one. To run the dialog normally,
use the Dialog.Start command instead.
This command is useful if you want to implement your own dialog system, but still
use the standard AGS dialog option selection screens.
The optional DialogOptionSayStyle parameter determines whether the chosen option
is automatically spoken by the player character. The default is eSayUseOptionSetting,
which will use the option's "Say" setting from the dialog editor. You can alternatively
use eSayAlways, which will speak the chosen option regardless of its setting
in the editor; or eSayNever, which will not speak the chosen option.
If the text parser is enabled for this dialog and the player types something into
it rather than selecting an option, the special value DIALOG_PARSER_SELECTED
will be returned, and AGS will have automatically called Parser.ParseText
with the player's text. Therefore, you can call Parser.Said
to process it.
Example:
int result = dOldMan.DisplayOptions();
if (result == DIALOG_PARSER_SELECTED)
{
Display("They typed something into the parser!!");
}
else
{
Display("They chose dialog option %d.", result);
}
will show the options for dialog dOldMan and display a message depending
on what the player selected.
Compatibility: Supported by AGS 3.0.2 and later versions.
See Also: Dialog.Start,
Parser.ParseText
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