SetContainerLocked
Locks or unlocks a chest on every screen - the game’s own lock, picked or opened with its key.
true locks the chest the game’s way: it shows “Locked”, a player needs its key or a lockpick, and the server opens nothing for
a player it is locked for. false unlocks it - the way to take the level’s own locks off its chests. nil gives it back to the
level (locked or not as the level placed it). key is a chest’s key (GetContainers, GetNearestContainer, the
level lists) or "*" for every chest of the level (a chest’s own state wins over it). The state
reaches every client at once and a newcomer when they arrive, and it survives a restart. A player who picks the lock or uses the
key unlocks the chest for everyone - OnPlayerUnlockContainer may refuse. A player’s own view is SetContainerLockedFor.
Syntax
Section titled “Syntax”SetContainerLocked(key, locked)| Parameter | Type | |
|---|---|---|
key |
string | the chest’s key, or "*" for every chest |
locked |
boolean | nil | true locked, false unlocked, nil the level’s own |
Returns
Section titled “Returns”boolean - false for an empty or too long key
Example
Section titled “Example”-- no chest of the level is locked on this serverfunction OnGameModeInit() SetContainerLocked("*", false) end
-- the armoury is locked until the round startsSetContainerLocked(ARMOURY, true)function StartRound() SetContainerLocked(ARMOURY, false) endSee also
Section titled “See also”GetContainerLocked · SetContainerLockedFor · OnPlayerUnlockContainer · OnPlayerOpenContainer · the Doors and containers group of the index
