diff --git a/addons/vehiclelock/readme.md b/addons/vehiclelock/readme.md index dc013145aa..64ae01a99c 100644 --- a/addons/vehiclelock/readme.md +++ b/addons/vehiclelock/readme.md @@ -31,7 +31,7 @@ Two key modes (can be used together): * `ACE_vehicleLock_lockpickStrength` - NUMBER: secons, determines how long lockpicking with take, overrides ACE_VehicleLock_DefaultLockpickStrength #### Public Functions: -`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_magazine_customKey` to bob and program it to work on car1 +`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_key_customKeyMagazine` to bob and program it to work on car1 ## Maintainers diff --git a/documentation/feature/vehiclelock.md b/documentation/feature/vehiclelock.md index 5431dc1624..5cea00534d 100644 --- a/documentation/feature/vehiclelock.md +++ b/documentation/feature/vehiclelock.md @@ -1,26 +1,29 @@ --- layout: wiki title: Vehicle Lock -description: +description: The Vehiclelock module enables locking vehicles and their inventory group: feature parent: wiki --- -## Overview +## 1. Overview -### Sub-feature 1 -Short description of sub-feature 1. +ACE Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key. -### Sub-feature 2 -Short description of sub-feature 2. +### 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. -## Usage +## 2. Usage -Short overview of how to use the feature, e.g. menu options, key bindings, -instructions. May not apply to all modules. +Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu. -## Dependencies +## 3. Dependencies `ace_interaction` diff --git a/documentation/missionmaker/modules.md b/documentation/missionmaker/modules.md index 2d7a7d80c1..dcba720c6b 100644 --- a/documentation/missionmaker/modules.md +++ b/documentation/missionmaker/modules.md @@ -280,8 +280,10 @@ The safe zone around players from a different team (in meters)
### 1.17 Vehicle Lock *Part of: ace_vehiclelock* +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. #### 1.17.2 Vehicle Lock Setup Settings for lockpick strength and initial vehicle lock state. Removes ambiguous lock states. @@ -298,6 +300,13 @@ Set lock state for all vehicles (removes ambiguous lock states)
Default Time to lockpick (in seconds)
`Default value: 10` +#### 1.17.3 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*