Env radio message: Difference between revisions
Jump to navigation
Jump to search
(Created page for the env_radio_message entity found in Sin Episodes) |
No edit summary |
||
Line 1: | Line 1: | ||
{{back | List of SE1 entities}} | {{back | List of SE1 entities}} | ||
[[File: se1_radio_message_icons.png | right | 200px]] | [[File: se1_radio_message_icons.png | right | 200px]] | ||
{{ | {{Entity|env_radio_messsage|type=point|game=SiN Episodes}} | ||
Used for sending police radio messages from friendly NPCs to the player. Takes a speaker, message, and a priority. Inputs allow changing these variables and Dispatch issues the message. As the player traverses through the levels, the companions [[Jessica_Cannon | Jessica]] and [[JC_Armack | JC]] will helpout via these police radio messages when not directly present; about what the current objective is and to remind the player in certain intervals of this, when a hectic situation unfolds or just for commenting on something of interest seen in the game world like a poster or scenery. For a list of all the messages available in the game and how to use the entity, refere to the [[List_of_SE1_Radio_Messages | list of radio messages]] page for more information. | |||
{{clr}} | {{clr}} | ||
==Key Values== | |||
== | |||
{{KV|[[Targetname|Name]]|string| The [[targetname]] that other entities refer to this entity by.}} | {{KV|[[Targetname|Name]]|string| The [[targetname]] that other entities refer to this entity by.}} | ||
{{KV|Speaker|string| Who is sending the message. Should be a classname (npc_jessica, npc_jc).}} | {{KV|Speaker|string| Who is sending the message. Should be a classname (npc_jessica, npc_jc).}} |
Revision as of 02:58, 17 August 2023
Used for sending police radio messages from friendly NPCs to the player. Takes a speaker, message, and a priority. Inputs allow changing these variables and Dispatch issues the message. As the player traverses through the levels, the companions Jessica and JC will helpout via these police radio messages when not directly present; about what the current objective is and to remind the player in certain intervals of this, when a hectic situation unfolds or just for commenting on something of interest seen in the game world like a poster or scenery. For a list of all the messages available in the game and how to use the entity, refere to the list of radio messages page for more information.
Key Values
- Name ([todo internal name (i)]) <string>
- The targetname that other entities refer to this entity by.
- Speaker ([todo internal name (i)]) <string>
- Who is sending the message. Should be a classname (npc_jessica, npc_jc).
- Message ([todo internal name (i)]) <string>
- The message to send. This should be the name of a soundscript.
- Priority ([todo internal name (i)]) <choices>
- Priority of the message. Objectives override extraneous messages. You can only have one message of each type at a time. Use extraneous for non-essential messages.
- 0: Objective
- 1: Extraneous
Inputs
- SetSpeaker <string >
- Set who is sending the message. Should be a classname.
- SetMessage <string >
- Set the scene or .wav file of the message.
- SetPriority <string >
- Set the priority of the message.
- Dispatch <string >
- Dispatch a message (if none specified, using the message property). This should be the name of a soundscript.
- Remove
- Removes a message that has been dispatched. No longer available to the player.
Targetname:
- AddOutput <string >
- Evaluates a keyvalue/output on this entity.
Format:<key> <value>
Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- FireUser1 to FireUser4
- Fire the
OnUser
outputs; see User Inputs and Outputs.
- Kill
- Removes this entity and any entities parented to it from the world.
- KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
.
Outputs
- OnDispatch
- Fires when a message from this police radio is dispatched.
- OnHeard
- Fires when a message from this police radio is heard by the player.
Targetname:
- OnUse
- Fires when the
Use
input is given.