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Richard Buckle edited this page Mar 28, 2020
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8 revisions
Now that the "Message Received" event contains everything that is needed for full customisation, the "Message Received" script defaults to playing all NPC comms except those from stations and those pesky liners and wedding convoys.
Every message has a channel and a source, and these can all be toggled individually by editing spokenChannels and spokenNpcSources in the script's preamble.
The channel is the communication channel used for the transmission and is one of: