SetRestrained - Actor

Revision as of 20:54, 11 July 2023 by Ingvion (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Member of: Actor Script

Flags this actor as restrained or not. Restrained actors will not move from their current position, but will continue to "think" (pick packages, run detection so they could yell alarms) and go into dialogue.

SyntaxEdit

Function SetRestrained(bool abRestrained = true) native

ParametersEdit

  • abRestrained: Whether to set or clear the actor's restrained status.
    • Default: True

Return ValueEdit

None.

ExamplesEdit

; Set Prisoner to restrained
Prisoner.SetRestrained()


; Clear Prisoner's restrained status
Prisoner.SetRestrained(false)

NotesEdit

  • Using SetRestrained on the player disables player movement, camera switching, and camera rotating, but keeps the full HUD displayed (unlike Game.DisablePlayerControls()).
  • Restrained Actors can still be moved with functions that invoke movement, such as KeepOffsetFromActor().
  • Actors cannot be restrained and unconscious in the same time - flaging the actor as restrained unflags it as unconscious, and vice versa.

See AlsoEdit