Env radio message
This is a point entity available in 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 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.
- The targetname that other entities refer to this entity by.
- Who is sending the message. Should be a classname (npc_jessica, npc_jc).
- The message to send. This should be the name of a soundscript.
- 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
- Set who is sending the message. Should be a classname.
- Set the scene or .wav file of the message.
- Set the priority of the message.
- Dispatch a message (if none specified, using the message property). This should be the name of a soundscript.
- Removes a message that has been dispatched. No longer available to the player.
- Evaluates a keyvalue/output on this entity.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Removes this entity and any entities parented to it from the world.
- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than
- Fires when a message from this police radio is dispatched.
- Fires when a message from this police radio is heard by the player.
- Fires when the
Useinput is given.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.