SendStealAlarm?

Post » Fri Oct 18, 2013 11:53 am

Does anyone know what this actually does in-game?

ScriptName ObjectReference extends Form

Function http://www.creationkit.com/SendStealAlarm_-_ObjectReference(Actor akThief)

  • Sends a steal alarm as if this reference had just been stolen by the actor.

SendStealAlarm - ObjectReference

Member of: http://www.creationkit.com/ObjectReference_Script

Function SendStealAlarm(Actor akThief)

MillionDollars.SendStealAlarm(Game.GetPlayer()) ; Behave as if the player had just tried to steal the million dollars

Who, or what, shows the behaviour and what IS the behaviour, exactly?

Is it possible to actually get an alarm bell to ring?

Cheers!

~.~

User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Fri Oct 18, 2013 10:32 am

What it says on the can. If the non-steal event where it's used occurs (e.g. player gets too close) then everyone reacts the same as if it were owned and taken. So if nobody would have seen it being taken, there's no effect at all. If a guard was standing next to you ...

And for the last question, only if you supply and script the bell.
User avatar
u gone see
 
Posts: 3388
Joined: Tue Oct 02, 2007 2:53 pm

Post » Fri Oct 18, 2013 3:06 pm

I don't understand what it says on the tin as the Wiki does not explain it clearly to people who are not veteran papyrus scripters with a heavy background and qualifications in programming.

Are you saying that any by-standers act as if the item has been stolen even if the player has not even attempted to steal it, just by standing too close to it?

So it's more like a Trespass Alarm rather than a Theft Alarm?

What is the area of the alarm?

~.~

User avatar
Kara Payne
 
Posts: 3415
Joined: Thu Oct 26, 2006 12:47 am

Post » Fri Oct 18, 2013 5:31 am

No, that was just an example of how a script could use it. If you did use it the way I described, you'd use the CS to put a trigger box around the item, and decide the size of it yourself. The function just makes all the consequences of stealing available in one easy call. How it's triggered is up to the mod-maker, and proximity was just the first idea off the top of my head. There may well be an equivalent call to emulate a trespass, with corresponding penalties. The point is that any guards, faction members and so on will act the same way as they would for a theft.
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Fri Oct 18, 2013 2:57 pm

When you DON'T steal it?

User avatar
Campbell
 
Posts: 3262
Joined: Tue Jun 05, 2007 8:54 am


Return to V - Skyrim