SetLockLevel - ObjectReference: Difference between revisions

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m (Added lock level values for convenience.)
m (Standardize Formatting)
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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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== Parameters ==
== Parameters ==
*aiLockLevel: The level to set the lock at.
*aiLockLevel: The level to set the lock at.
** 1 = Novice
** 25 = Apprentice
** 50 = Adept
** 75 = Expert
** 100 = Master
** 255 = Requires Key


== Return Value ==
== Return Value ==

Revision as of 19:21, 12 May 2025

Member of: ObjectReference Script

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

Syntax

Function SetLockLevel(int aiLockLevel) native

Parameters

  • aiLockLevel: The level to set the lock at.
    • 1 = Novice
    • 25 = Apprentice
    • 50 = Adept
    • 75 = Expert
    • 100 = Master
    • 255 = Requires Key

Return Value

None.

Examples

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

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

See Also