Triggering

On the Trigger tab you define rules that link gameplay tags in the engine (starting with Consequence.Triggers.) to Consequence Events. You define conditions that must pass in order for events to be selected to play.

Triggering Dialogue and Barks

Trigger Dialogue and Barks events in the engine by calling Trigger Consequence Event.

It's possible to directly play a specific Consequence Event in engine using this function, and this can be useful for quick prototyping and testing.

But, to take full advantage of Consequence's powerful rule-based architecture, it's best to ultimately define triggering rules on the Trigger tab. That way if you want to change what trigger tag results in a specific dialogue, or what facts are required to play a dialogue, you can do that all in Consequence.

Adding Consequence Events to Cinematics

Cinematics (defined in Sequencer) are triggered using your project's usual approach to playing Sequences. In order to play Consequence dialogue in cinematics, you follow these steps:

  • Add a Consequence Lines track to your Level Sequence.
  • In that track's header, select the event you want, and click the Add button to add all Consequence lines to the Sequence.
  • These line events will play subtitles for your dialogue.
  • You must also add the Wwise events to trigger the appropriate audio, aligned to the Consequence Lines events.