ABCDEFGHIJKLMNOPQRSTUVWXYZ
1
Example Hostile/Enemy AI Character Barks for an action or shooter-style title. This is a Work In Progress with a focus on dialogue presets.
2
This is a sample bark list for a generic AI enemy type in GAMENAME- an action shooter. Players must survive against a hostile incursion of Shadow Mercenary forces.
These barks are for a generic Shadow Mercenary Grunt (SMGNT01) and are the base dialogue lines expected for use as first pass dev.
3
Glossary / Naming convention breakdown:
4
GLOBAL_<USECASE>_SEQ0X_<CharacterName>_VAR01
GLOBAL = Can trigger anywhere in the game
<Use case> = Abbreviation of the use case, in the event of a "Advance Aggressive" it would read GLOBAL_ADV_AGG.
SEQ0X - Line in the sequence of dialogue
SEQ01 = First line
<CharacterName> - The name of the AI character
VAR0X - Variant
5
6
Advancing/movement telegraphing dialogue:
7
Identifier Bark TypeContext/Play ConditionsLine TextVoice Notes/ToneCharacter CountOther Notes
8
GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR01Advance AggressiveLine plays during combat - it is an advance aggressive line. Enemies are in a combat state against the player & know the player's last known position. This line will be called out by the advancing enemy. Serves as a shout to the player to let them know of movement behind cover AND in universe as a "cover me" set up line in a call & response behaviour routine.
9
GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR02Advance Aggressive"
10
GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR03Advance Aggressive"
11
GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR04Advance Aggressive"
12
GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR05Advance Aggressive"
13
GLOBAL_ADV_AGG_SEQ01_SMGNT01_VAR06Advance Aggressive"
14
GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR01Advance InvestigateLine plays during combat - it is an advance investigate line. Enemies are in a combat state against the player but do not know their location. The AI call will this line out to themselves to indicate that they're moving up to try and find the player. This is a prelude to a cover call and response behaviour. Line should be aggressive and panicked, as they're effectively acting blind and just moving to last known "Sound" location.
15
GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR02Advance Investigate"
16
GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR03Advance Investigate"
17
GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR04Advance Investigate"
18
GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR05Advance Investigate"
19
GLOBAL_ADV_INV_SEQ01_SMGNT01_VAR06Advance Investigate"
20
GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR01RepositioningLine plays during combat - it is a repositioning line. Enemies are engaged in combat with the player. The AI will call this line out themselves as they move to change position during combat and when finding new cover. Serves to let player know of enemy repositioning AND as as a "cover me" set up line in a call and response behaviour routine.
21
GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR02Repositioning"
22
GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR03Repositioning"
23
GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR04Repositioning"
24
GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR05Repositioning"
25
GLOBAL_REPOSITIONING_SEQ01_SMGNT01_VAR06Repositioning"
26
Awareness raised/suspicion & searching dialogue:
27
IdentifierBark TypeContext/Play ConditionsLine TextVoice Notes/ToneCharacter CountOther Notes
28
GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR01Spot MovementLine plays on enemy AI seeing movement (the player) but not having full or active awareness yet, they know something has moved that shouldn't and become suspicious. They will now move to investigate the last spotted position. if they can't find anything they return to default. Works as a prelude to escalating awareness into combat AND/OR a deescalation and return to passive state. Also works as a set up line for a call and response to other nearby AI.
29
GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR02Spot Movement"
30
GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR03Spot Movement"
31
GLOBAL_MOVEMENT_SPOTTED_SEQ01_SMGNT01_VAR04Spot Movement"
32
GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR01Hear SomethingLine plays on enemy AI hearing a sound (player makes a noise - gun shot - rock throw - distraction etc.) - the AI can't identify the source of the noise nor has it put them in alert, but they will invesitgate and try and find the noise source. The AI will then move into to patrol behaviour.
33
GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR02Hear Something"
34
GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR03Hear Something"
35
GLOBAL_SOUND_HEARD_SEQ01_SMGNT01_VAR04Hear Something"
36
GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR01Awareness RousingLine plays when AI briefly notices the player with their awareness meter slowly starting to fill. The AI will call this line out to themselves to indicate they've become alert to an unathorised presence. Serves to warn player to move more cautiously or retreat before AI awareness meter fills up. Works as a prelude to awareness rising into combat AND/OR a deescalation and return to passive state.
37
GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR02Awareness Rousing"
38
GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR03Awareness Rousing"
39
GLOBAL_AWARENESS_ROUSING_SEQ01_SMGNT01_VAR04Awareness Rousing"
40
GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR01Awareness RousedLine plays when AI has gained awareness of player's presence and their awareness meter is full. The AI will call this line out to themselves prior to moving to investigate the player's suspected location. Serves to warn player that enemy is aware of their presence and is now actively looking for their location. Works as a prelude to escalting awareness into combat AND/OR a deescalation and return to passive state.
41
GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR02Awareness Roused"
42
GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR03Awareness Roused"
43
GLOBAL_AWARENESS_ROUSED_SEQ01_SMGNT01_VAR04Awareness Roused"
44
GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR01Awareness ConfirmedLine plays when AI has confirmed location of and sees the player. The AI will call this line out to themselves before starting combat. This line can be responded to by other AI in a call and response style as it acts as a confirmation of player sighting. Indicates to player that they've been discovered and that combat is imminent.
45
GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR02Awareness Confirmed"
46
GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR03Awareness Confirmed"
47
GLOBAL_AWARENESS_CONFIRMED_SEQ01_SMGNT01_VAR04Awareness Confirmed"
48
GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR01Awareness SurprisedLine plays when AI's already alert state is suddenly interrupted by something, immediately sending them in to combat mode. Their awareness meter fills quickly and the AI will call this line out to themselves before engaging in combat or entering into a combat stance. This line can be responded to by other AI in a call and response style behaviour routine.Types of 'surprise' triggers:
Player
Traps
Explosions
Bombs
etc
49
GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR02Awareness Surprised"
50
GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR03Awareness Surprised"
51
GLOBAL_SURPRISED_SEQ01_SMGNT01_VAR04Awareness Surprised"
52
GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR01Search AggressiveLine plays during combat - it is a search aggressive line. Enemies are engaged in combat with the player. The AI will call this line out to themselves when the AI loses sight of player during combat and then begins searching aggressively for them. Nearby AI squad members can respond to this line in a call and response behaviour routine.
53
GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR02Search Aggressive"
54
GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR03Search Aggressive"
55
GLOBAL_SEARCH_AGG_SEQ01_SMGNT01_VAR04Search Aggressive"
56
GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR01Regained VisualLine plays during combat - it is a regained visual line. Enemies are not engaged in active combat but are searching for the player after losing sight of them during a previous combat encounter. The AI will call this line out to themselves when they spot the player after previously losing sight of them. The AI will then start combat again. Nearby AI squad members can respond to this line in a call and response behaviour routine.
57
GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR02Regained Visual"
58
GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR03Regained Visual"
59
GLOBAL_REGAINED_VIS_SEQ01_SMGNT01_VAR04Regained Visual"
60
GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR01De-escalate To CautiousLine plays when combat is over - it is a de-escalate to cautious line. The AI will call this line out to themselves after losing sight of player following a previous combat encounter and the player has remained hidden/inactive long enough for combat to de-escalate to a stop. The AI will return to an alert but cautious state and continue looking around.
61
GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR02De-escalate To Cautious"
62
GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR03De-escalate To Cautious"
63
GLOBAL_DEESC_CAUT_SEQ01_SMGNT01_VAR04De-escalate To Cautious"
64
GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR01Return To PatrolLine plays when the AI cannot find player after searching, their awareness meter is now empty, and they return to a patrol state. The AI will call this line out to themselves after failing to find the player while investigating the area for them. They will then return to their passive patrol state. Serves to inform the player that the AI has stopped actively looking for them and has returned to their normal patrol behaviour. Nearby AI squad members can respond to this line in a call and response behaviour routine.
65
GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR02Return To Patrol"
66
GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR03Return To Patrol"
67
GLOBAL_RETURN_TO_PATROL_SMGNT01_VAR04Return To Patrol"
68
Combat (projectiles) incoming reaction dialogue:
69
IdentifierBark TypeContext/Play ConditionsLine TextVoice Notes/ToneCharacter CountOther Notes
70
GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR01Grenade IncomingLine plays when a grenade of other projectile is launched at the AI by the player or other hostile teammate (AI or player squad member). The AI will call this line out to themselves as a warning shout for themselves and other nearby AI to move/take cover. Nearby AI squad members can respond to this line in a call and response behaviour routine.
71
GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR02Grenade Incoming"
72
GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR03Grenade Incoming"
73
GLOBAL_GRENADE_INCOMING_SEQ01_SMGNT01_VAR04Grenade Incoming"
74
GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR01Projectile Incoming""projectile" - generic term
75
GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR02Projectile Incoming"
76
GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR03Projectile Incoming"
77
GLOBAL_PROJECTILE_INCOMING_SEQ01_SMGNT01_VAR04Projectile Incoming"
78
Combat (projectiles) outgoing callout dialogue:
79
IdentifierBark TypeContext/Play ConditionsLine TextVoice Notes/ToneCharacter CountOther Notes
80
GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR01Throwing GrenadeLine plays when the AI launches a grenade or projectile. The AI will call this line out to themselves and to other AI teammates to announce that that they're throwing a grenade or projectile. Serves to warn the player of an incoming projectile, giving them time to take cover or use a shield ability.
81
GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR02Throwing Grenade"
82
GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR03Throwing Grenade"
83
GLOBAL_THROW_GRENADE_SEQ01_SMGNT01_VAR04Throwing Grenade"
84
GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR01Throwing Projectile""projectile" - generic term
85
GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR02Throwing Projectile"
86
GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR03Throwing Projectile"
87
GLOBAL_THROW_PROJECTILE_SEQ01_SMGNT01_VAR04Throwing Projectile"
88
GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR01Firing FlareLine plays when the AI launches a flare to indicate location when requesting aid/backup. The AI will call this line out to themselves and to other AI teammates to announce that that they're firing a flare. Serves to warn the player of the arrival of further reinforcements.
89
GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR02Firing Flare"
90
GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR03Firing Flare"
91
GLOBAL_THROW_FLARE_SEQ01_SMGNT01_VAR04Firing Flare"
92
Allied AI death reaction dialogue:
93
Identifier Bark TypeContext/Play ConditionsLine TextVoice Notes/ToneCharacter CountOther Notes
94
GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR01Ally DownLine plays during combat - it is an ally down line. The AI will call this line out to themselves and other AI teammates when they see another allied AI die. Line lets player know they have successfully killed an enemy AI. Nearby AI squad members can respond to this line in a call and response behaviour routine.
95
GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR02Ally Down"
96
GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR03Ally Down"
97
GLOBAL_ALLY_DOWN_SEQ01_SMGNT01_VAR04Ally Down"
98
GLOBAL_BODYFOUND_ALLY_SEQ01_SMGNT01_VAR01Ally BodyLine plays when AI finds another allied AI's dead body. The AI has discovered an ally's corpse and reacts accordingly,calling this line out to themselves and other nearby AI squad members to alert them of an ally's death. Nearby AI squad members can respond to this line in a call and response behaviour routine.
99
GLOBAL_BODYFOUND_ALLY_SEQ01_SMGNT01_VAR02Ally Body"
100
GLOBAL_BODYFOUND_ALLY_SEQ01_SMGNT01_VAR03Ally Body"