Difference between revisions of "Lock"

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imported>Bnesmith
 
imported>DragoonWraith
(used Function template to standardize syntax)
 
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'''Syntax:'''
{{Function
Lock lockLevel ''lockAsOwner (optional)''
  | origin = CS1
'''Example:'''
  | summary =
Lock 30  
Locks the door or container with the specified lock level. If you use the optional LockAsOwner flag, the door will be treated as if the owner locked it, for purposes of the AI determining whether entering the cell behind the door is treated as trespassing or not. With LockAsOwner = 0, whether the cell is treated as public or private is unaffected.
Lock 75 1  
 
Although you can enter any value for the locklevel, there are specific values that are associated with each lock level. Each has a game setting that controls the associated value.
 
{{{!}} border="1" cellpadding="5" cellspacing="0"
! style="background:#efefef;" {{!}} Lock Level !! style="background:#efefef;" {{!}} Value !! style="background:#efefef;" {{!}} Game Setting
{{!-}}
{{!}} Very Easy {{!!}} 7 {{!!}} [[iLockLevelMaxVeryEasy]]
{{!-}}
{{!}} Easy {{!!}} 20 {{!!}} [[iLockLevelMaxEasy]]
{{!-}}
{{!}} Average {{!!}} 40 {{!!}} [[iLockLevelMaxAverage]]
{{!-}}
{{!}} Hard {{!!}} 80 {{!!}} [[iLockLevelMaxHard]]
{{!-}}
{{!}} Very Hard {{!!}} 99 {{!!}} [[iLockLevelMaxVeryHard]]
{{!-}}
{{!}} Needs a key {{!!}} 100 {{!!}}
{{!}}}
  | referenceType = container
  | referenceOpt = 1
  | arguments = {{FunctionArgument
    | name = lockLevel
    | type = short
  }}{{FunctionArgument
    | name = lockAsOwner
    | type = bool
    | optional = 1
  }}
  | example =
<pre>Lock 30  
Lock 75 1
MySpecialDoorRef.Lock 100</pre>
}}


Locks the door or container with the specified lock level. If you use the optional LockAsOwner flag, the door will be treated as if the owner locked it, for purposes of the AI determining whether entering the cell behind the door is treated as trespassing or not. With LockAsOwner = 0, whether the cell is treated as public or private is unaffected.
==See Also==
[[GetLockLevel]]


Although you can enter any value for the locklevel, there are specific values that are associated with each lock level.
[[GetLocked]]


{|border="1" cellpadding="5" cellspacing="0"
[[Unlock]]
|-
! style="background:#efefef;" colspan=1  | Lock Level
! style="background:#efefef;" | Value
|-
|Very Easy
|7
|-
|Easy
|20
|-
|Average
|40
|-
|Hard
|80
|-
|Very Hard
|99
|-
|Needs a key
|100
|-
|}




[[Category: Functions]]
[[Category: Functions]]
[[Category:Functions (CS)]]
[[Category: Functions (CS 1.0)]]
[[Category: Miscellaneous Functions]]
[[Category: Miscellaneous Functions]]
[[Category: Miscellaneous Functions (CS 1.0)]]

Latest revision as of 16:52, 31 August 2011

< [[::Category:Functions|Category:Functions]]

A function included in the TES CS v1.0.

Syntax:

(void) container.Lock lockLevel:short lockAsOwner:bool

Locks the door or container with the specified lock level. If you use the optional LockAsOwner flag, the door will be treated as if the owner locked it, for purposes of the AI determining whether entering the cell behind the door is treated as trespassing or not. With LockAsOwner = 0, whether the cell is treated as public or private is unaffected.

Although you can enter any value for the locklevel, there are specific values that are associated with each lock level. Each has a game setting that controls the associated value.

Lock Level Value Game Setting
Very Easy 7 iLockLevelMaxVeryEasy
Easy 20 iLockLevelMaxEasy
Average 40 iLockLevelMaxAverage
Hard 80 iLockLevelMaxHard
Very Hard 99 iLockLevelMaxVeryHard
Needs a key 100

Example

Lock 30 
Lock 75 1
MySpecialDoorRef.Lock 100

See Also

GetLockLevel

GetLocked

Unlock