Lock - ObjectReference
Revision as of 18:30, 2 September 2016 by imported>Goggle (→Examples: Calling lock on a door you changed its lock level to in the editor to take a key in-game, will not be unlocked by the modded key under conditions. (See notes))
Member of: ObjectReference Script
Locks or unlocks this object. If told to lock it, and no lock is attached, a very easy lock will be attached. If the object is open, and it is told to lock it, the object will be snapped closed.
Syntax
Function Lock(bool abLock = true, bool abAsOwner = false) native
Parameters
- abLock: Whether to lock or unlock this lock.
- Default: True
- abAsOwner: If true, and on a door, it will behave as if the owner unlocked or locked the door, and flag the adjoining cell as public or private as appropriate.
- Default: False
Return Value
None.
Examples
; Lock the door
SecurityDoor.Lock();
; Unlock the door, flagging the cell on the other side as public
PrivateDoor.Lock(false, true)
Note
- If you add a key to a door, and then call this function on it at run-time because the door was unlocked or opened for some reason and it's a vanilla door that already required a key but a key was not chosen for it, your modded version of said door will not override it. The door wont accept your modded version's door key.