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When you create dynamic dialogue for a game, you may realize that your game can’t always provide all the information you need at all times. In this example, when the player radios an officer for his status, the officer NPC might be between actions. To deal with this possibility, the dynamic dialogue system includes a fallback mechanism. The fallback mechanism allows you to trigger generic dialogue for situations where an argument path does not have an associated object, or when an argument value in the argument path is not specified by the game.
For example, the sample project contains the following fallback lines:
Unit_B.*.Completed: “Mission accomplished. Nice job everyone.”
Unit_B.*.Failed: “Let’s do better next time, OK?”
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When an argument is used to create a fallback argument path, the argument is represented by an asterisk in the path name. In the example above, the asterisk represents the argument: “Objective”. |
Compare these to specific lines such as:
Unit_B.RescueHostage.Completed: “We got the hostage.”
Unit_B.DefuseBomb.Failed: “We can’t stop the bomb. Everyone out!”
The fallback mechanism is a really important aspect because it provides a “safety net” for the scriptwriter. These lines could be delivered in cases in which the game does not specify a particular objective. They could also be useful in a situation where new objectives are added to the game after the voice recordings are completed. Because no specific dialogue exists for the new objectives, the fallback dialogue will be selected automatically.
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