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Large version of slide
Notes
- events are generated from basically everywhere in the AI system
- there is a hierarchical ordering of priorities
- some a priori knowledge of which are the rarest triggers, so they have a higher priority
- try to pick actors which the player can see, and events to talk about which the player probably noticed
- events can pick from multiple different dialogue possibilities, for example if a grunt in a stationary turret kills a marine
- grunt says "kill you, human"
- sarge says "keep it steady, marines, we'll beat them" - custom for group of marines
- a nearby marine screams "no! you covenant bastards!" - custom by killer's race
- another marine shouts "someone take that thing out!" - custom by damage type
- dialogue is only for the player's benefit, all AI coordination and communication happens inaudibly through other channels (but often causes dialogue events when it does happen)
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