Difference between revisions of "SendTrespassAlarm - Actor"

From the CreationKit Wiki
Jump to navigation Jump to search
imported>Rhavlovick
m (1 revision: Clobber re-import by Henning)
 
imported>Chesko
 
(2 intermediate revisions by 2 users not shown)
Line 21: Line 21:
Nate.SendTrespassAlarm(Game.GetPlayer())
Nate.SendTrespassAlarm(Game.GetPlayer())
</source>
</source>
== Notes ==
* The alarm this function sends is the same as if the player has already committed the crime of trespassing, and will not result in the "time to go" dialogue that precedes the crime. For that, you can use a package with a [[Guard_(Procedure)|Guard procedure]].


== See Also ==
== See Also ==
Line 27: Line 30:
*[[SendAssaultAlarm - Actor]]
*[[SendAssaultAlarm - Actor]]
*[[StopCombatAlarm - Actor]]
*[[StopCombatAlarm - Actor]]
*[[SendStealAlarm - ObjectReference]]

Latest revision as of 21:23, 4 February 2015

Member of: Actor Script

Have this actor pretend he caught the specified criminal trespassing.

Syntax[edit | edit source]

Function SendTrespassAlarm(Actor akCriminal) native

Parameters[edit | edit source]

  • akCriminal: The actor caught trespassing.

Return Value[edit | edit source]

None.

Examples[edit | edit source]

; Nate catches the player trespassing
Nate.SendTrespassAlarm(Game.GetPlayer())

Notes[edit | edit source]

  • The alarm this function sends is the same as if the player has already committed the crime of trespassing, and will not result in the "time to go" dialogue that precedes the crime. For that, you can use a package with a Guard procedure.

See Also[edit | edit source]