Description
Wiki Description
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.
Documentation Comment
Sets this actor as restrained or not
Caveats
CK Wiki - Notes
- 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.
Parameters
boolabRestrained=true
CK Wiki Description
Whether to set or clear the actor's restrained status.
- Default:True
Examples
; Set Prisoner to restrained
Prisoner.SetRestrained(); Clear Prisoner's restrained status
Prisoner.SetRestrained(false)Auto-Generated Example
bool myBool__abRestrained
myActor__toCallFunctionOn.SetRestrained(myBool__abRestrained)Related Pages
- Actor
- Actor.SetUnconscious(...)
