talkntext
Module: talkntext — environment_talk_and_text.lua
What it does
Delivers a text message into the game world as an in-character chat line, routing it to different speakers depending on the pos field. Messages are queued so rapid-fire events are processed one per tick rather than all at once.
Trigger type
talkntext
Parameters
| Parameter | Type | Default | Valid Values | Description |
|---|---|---|---|---|
type |
string | required | "talkntext" |
Must exactly match the module name. |
message |
string | required | Any non-empty string | The text content to deliver in-game. Leading and trailing whitespace is trimmed. |
pos |
string | "" (weighted random) |
"", "zombie", "tv", "radio" |
Controls which entity speaks the message. Omit or leave empty for the weighted random distribution. |
viewer |
string | "" |
Any string | Name displayed as the speaker prefix. Takes priority over user if both are present. |
user |
string | "" |
Any string | Fallback name prefix if viewer is absent or empty. |
sep |
string | ": " |
Any string | Separator inserted between the name prefix and the message. Ignored if no name prefix is present. |
Examples
Simple message routed to a random speaker
{ type="talkntext", message="The dead walk among us." }
Viewer shout-out delivered through the nearest zombie
{ type="talkntext", viewer="ChaosViewer99", message="Braaaaains!", pos="zombie" }
Emergency broadcast over the nearest TV with a custom separator
{ type="talkntext", user="WKRZ News", sep=" - ", message="All residents must evacuate immediately.", pos="tv" }