Difference between revisions of "Lock"
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imported>JOG (See Also) |
imported>DragoonWraith (used Function template to standardize syntax) |
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{{Function | |||
| origin = CS1 | |||
| summary = | |||
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. | 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. | 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 | |||
! style="background:#efefef;" | {{!-}} | ||
! style="background:#efefef;" | {{!}} Very Easy {{!!}} 7 {{!!}} [[iLockLevelMaxVeryEasy]] | ||
! style="background:#efefef;" | {{!-}} | ||
{{!}} 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> | ||
| | }} | ||
|} | |||
==See Also== | ==See Also== | ||
Line 51: | Line 46: | ||
[[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