Difference between revisions of "TalkingActivator"
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) |
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***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. |