Documentation: edit Vehiclelock

Improve grammar
Add note for users about lock modes
Move lock modes description for mission makers
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BullHorn 2015-05-17 15:51:40 +03:00
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## 1. Overview
ACE Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as lock picking locked vehicles.
### 1.1 Key modes
The mission maker can choose one or both methods:
- Side based keys - A key is responsible for locking and unlocking every vehicle specific to a side (BLUFOR, OPFOR, INDEP or Civilian).
- Custom keys - A key is responsible for locking and unclocking only one specific vehicle, determined by the mission maker.
### 1.2 Lock picking
It is possible to pick a lock of a locked vehicle.
ACE Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles.
## 2. Usage
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
<div class="panel callout">
<h5>Note:</h5>
<p>Different locking modes can be set, consult with your mission maker for more information.</p>
</div>
## 3. Dependencies

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These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically; for key names, see [Classnames Wiki](http://ace3mod.com/wiki/missionmaker/classnames.html#vehicle-lock).
#### 1.17.1 Vehicle Key Assign
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
#### 1.17.2 Vehicle Lock Setup
#### 1.17.2.1 Vehicle Lock Setup
Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states.
**Settings:**
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Default Time to lockpick (in seconds)<br>
`Default value: 10`
#### 1.17.3 Vehicle setVariables:
#### 1.17.2.2 Vehicle setVariables
* `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allowing locking and unlocking using a different side's key. For example: Unlocking INDEP vehicles with a BLUFOR key.
* `ACE_vehicleLock_lockpickStrength` - NUMBER: seconds, determines how long lockpicking with take, overrides the value set in the module for a specific vehicle of the mission maker's choice.
#### 1.17.4 Public functions:
Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
### 1.18 Weather
*Part of: ace_weather*