Difference between revisions of "SetLockLevel - ObjectReference"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>RJHelms84
m (Edited the value of the "needs key" lock level to the correct value of "255", as opposed to "225" as it was incorrectly stated.)
imported>RJHelms84
m (Added lock level values for convenience.)
 
Line 3: Line 3:
'''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 ==

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]