Difference between revisions of "TalkingActivator"

287 bytes added ,  15:51, 10 December 2015
Added Non-Pipboy data
imported>Haama
(→‎TalkingActivator Window: OK, just moved all of the information from the Radio Station)
imported>Jokerine
(Added Non-Pipboy data)
 
Line 15: Line 15:
***When the broadcast state is on, the radio station continually generates new conversations -- as soon as one is over a new one is generated and played. As long as the player is within the station's radius, she will be able to tune in and hear the station.
***When the broadcast state is on, the radio station continually generates new conversations -- as soon as one is over a new one is generated and played. As long as the player is within the station's radius, she will be able to tune in and hear the station.
***When the broadcast state is off, the radio station still exists, but plays only static unless a conversation is manually generated (see [[StartRadioConversation]]).
***When the broadcast state is off, the radio station still exists, but plays only static unless a conversation is manually generated (see [[StartRadioConversation]]).
**'''Non-Pipboy:'''
**'''Non-Pipboy:''' If this is ticked and the talking activator works as a radio broadcaster, the radio station will not be listed on the Pip-Boy and the player will not be able to access it. This is particularly useful for ambient radios, such as the music that plays in the casinos of Fallout: New Vegas.
*'''On Local Map:'''
*'''On Local Map:'''
*'''Quest Item:''' Not used, except to warn user in editor that item is a quest object before performing operations on it.
*'''Quest Item:''' Not used, except to warn user in editor that item is a quest object before performing operations on it.
Anonymous user