Difference between revisions of "Lock - ObjectReference"

338 bytes added ,  19:30, 2 September 2016
→‎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)
imported>Vitamant
m (1 revision: Clobber re-import by Henning)
 
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))
 
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PrivateDoor.Lock(false, true)
PrivateDoor.Lock(false, true)
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== 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.


== See Also ==
== See Also ==
*[[ObjectReference Script]]
*[[ObjectReference Script]]
*[[IsLocked - ObjectReference]]
*[[IsLocked - ObjectReference]]
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