- Found in:
- Vanilla
Description
Wiki Description
Locks or unlocks this object. If told to lock it, and no lock is attached, a very easy lock will be attached. If the object is open, and it is told to lock it, the object will be snapped closed.
Documentation Comment
Lock/unlock this object. If told to lock it, it will add a lock if it doesn't have one. If locked/unlocked as the owner on a door,
the adjoining cell will be made public/private as appropriate. Can also optionally lock or unlock linked lockable reference
Parameters
boolabLock=true
CK Wiki Description
Whether to lock or unlock this lock.
- Default:True
boolabAsOwner=false
CK Wiki Description
If true, and on a door, it will behave as if the owner unlocked or locked the door, and flag the adjoining cell as public or private as appropriate.
- Default:False
boolabTraverseLinkedLockables=true
Examples
; Lock the door
SecurityDoor.Lock();; Unlock the door, flagging the cell on the other side as public
PrivateDoor.Lock(false, true)Auto-Generated Example
bool myBool__abLock
bool myBool__abAsOwner
bool myBool__abTraverseLinkedLockables
myObjectReference__toCallFunctionOn.Lock(myBool__abLock, myBool__abAsOwner, myBool__abTraverseLinkedLockables)Related Pages
Additional References
View this function’s page on the Fallout 4 Creation Kit Wiki
