The dialogue tag group gives units situational sounds, like when they take damage, see allies die, or are startled. Dialogue usage is not just limited to AI bipeds; it's responsible for the player's death sounds and can even be referenced for vehicles, though not all situations apply. Dialogue is an important part of Halo's game design and helps communicate the internal state of characters to the player.
The randomization of voice lines is not part of the dialogue tag but rather the referenced sound tags, which can contain multiple permutations.
Canonical character dialogue tags
The following stock dialogue tags correspond to canonical characters:
|343 Guilty Spark|
Additional level-specific character sound tags, e.g. for cinematics, can be found under the
Related script functions and globals
The following are related functions that you can use in your scenario scripts and/or debug globals that you can enter into the developer console for troubleshooting.
Turns impromptu dialogue on or off. When off, units will still play some sounds (like when they take damage) but will not speak when exiting vehicles, seeing friends die, etc.
Shows pink text overlays over each unit with dialogue showing which variant they use, like if marines are a "mendoza" or a "bisenti".
Structure and fields
Thanks to the following individuals for their research or contributions to this topic:
- 1SDAN (Listing canonical character dialogue tags)
- Kavawuvi (Invader tag definitions)
- MosesOfEgypt (Tag structure research)