Difference between revisions of "SetLocked"

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Line 8: Line 8:
  
 
<nwscript>
 
<nwscript>
[[void | void ]] SetLocked(
+
void SetLocked(
    [[object | object ]] oTarget,
+
    object oTarget,
    [[int | int ]] bLocked
+
    int bLocked
);
+
);
 
</nwscript>
 
</nwscript>
  
Line 45: Line 45:
  
 
<nwscript>
 
<nwscript>
// Unlocked an object with the tag DOOR_TAG
+
// Unlocked an object with the tag DOOR_TAG
void main()
+
void main()
{
+
{
    object oDoor = GetObjectByTag("DOOR_TAG");
+
    object oDoor = GetObjectByTag("DOOR_TAG");
    SetLocked(oDoor, FALSE);
+
    SetLocked(oDoor, FALSE);
}
+
}
 
</nwscript>
 
</nwscript>
  

Revision as of 00:46, 26 August 2012



SetLocked(object, int)

Locks or unlocks a door or placeable.

void SetLocked(
    object oTarget,
    int bLocked
);

Parameters

oTarget

The door or placeable to lock

bLocked

TRUE to lock, FALSE to unlock.


Description

Used by objects or creatures to set the locked status of an object or placeable without checking the Open Locks skill.

Note that DM Force Lock does the same thing as this. You can actually lock doors which cannot be normally re-locked, but it is not recommended.



Remarks

Alternatively, ActionLockObject and ActionUnlockObject can be used by creatures so appropriate skill checks are made. Make sure, as well, that your door has the 're-lockable' box checked.

You can lock an open door. If you do, it will be locked once it closes.


Version

1.61

Example

// Unlocked an object with the tag DOOR_TAG
void main()
{
    object oDoor = GetObjectByTag("DOOR_TAG");
    SetLocked(oDoor, FALSE);
}

See Also

functions: 

GetLastUnlocked



 author: Tom Cassiotis, editor: Jasperre