env_radio_messsage
env_radio_messsage
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.
Key Values
- Name (targetname) <string>
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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.
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.
- OnUse
- Fires when the
Use
input is given.