OnAlarm

Revision as of 18:34, 31 January 2006 by imported>Ecaponi
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Syntax:

 begin OnAlarm CrimeType, Criminal (optional) 

Example:

 begin OnAlarm 0 
 begin OnAlarm 3, player 

This block will be run once when the scripted actor receives an alarm of the specified crime type committed by Criminal (actorID). If only crime type is specified, this block will be run whenever the scripted actor receives any alarm for the given crime type. If more information about the crime is needed, GetCrimeKnown can be used inside the OnAlarm block to determine if a particular criminal/victim combination has occurred.

See Also

Crime Types
OnAlarmVictim