Alerts, paging and the console¶
Alerts¶
Any script can put a spoken alert on a channel:
local RadioAPI = require(game.ServerStorage.RadioSystem.RadioAPI)
RadioAPI.Alert({
Text = "Door forced, north stair",
Channel = "Security 1",
Priority = "High",
Tone = "Alert1",
})
Alerts queue per channel by priority, wait for a clear channel or preempt a lower-priority talker, and are replayed if they get cut off.
Watchers: alerts with no code¶
Config.Alarms.Watchers turns an attribute or value changing anywhere in the game into an alert, once per change into the matching value:
{ Path = "Workspace.Generator.ATS", Attribute = "Source", Equals = "Generator",
Channel = "Power", Text = "Utility power lost. Building on generator.",
Priority = "High" }
Paging¶
Parts tagged RadioPASpeaker form a PA bus. All-calls route into it, and so do alerts at Config.Paging.AlertsAtPriority and above.
The dispatch console¶
Parts tagged RadioConsole are operator positions. An operator signs in at a position and can:
- monitor any set of channels
- transmit at console priority
- all-call
- run a radio check
- stun or revive a radio
- acknowledge an emergency
- send alerts
Backend only
The console ships as a backend with a documented remote contract, not as a finished operator screen. You build the UI you want; the server side is done.
If you only need someone to hear channels, a ChannelMonitor part needs no code at all.