Difference between revisions of "Lock - ObjectReference"
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→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) | ||
</source> | </source> | ||
== 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]] |