Difference between revisions of "SetLockLevel - ObjectReference"

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imported>Catwheezle
(Added "see also" section items.)
imported>RJHelms84
m (Added lock level values for convenience.)
 
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'''Member of:''' [[ObjectReference Script]]
'''Member of:''' [[ObjectReference Script]]


==Description==
Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.
Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked.
The values to use are:
** 1 = Novice
** 25 = Apprentice
** 50 = Adept
** 75 = Expert
** 100 = Master
** 255 = Requires Key


== Syntax ==
== Syntax ==
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; Set the lock to very easy
; Set the lock to very easy
WeakChestProperty.SetLockLevel(0)
WeakChestProperty.SetLockLevel(0)
; Set the lock to needs key
WeakChestProperty.SetLockLevel(255)
</source>
</source>



Latest revision as of 22:16, 7 July 2013

Member of: ObjectReference Script

Description[edit | edit source]

Sets the level of the lock attached to this object. If there is no lock, it will attach one, but leave it unlocked. The values to use are:

    • 1 = Novice
    • 25 = Apprentice
    • 50 = Adept
    • 75 = Expert
    • 100 = Master
    • 255 = Requires Key

Syntax[edit | edit source]

Function SetLockLevel(int aiLockLevel) native

Parameters[edit | edit source]

  • aiLockLevel: The level to set the lock at.

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Set the lock to very easy
WeakChestProperty.SetLockLevel(0)

; Set the lock to needs key
WeakChestProperty.SetLockLevel(255)

See Also[edit | edit source]