Documentation: Vehiclelock - 1st iteration

Add feature\Vehiclelock.md and add relevant info for players
Edit addons\Vehiclelock\readme.md for typos and errors
Edit missionmaker\modules.md for additional info
This commit is contained in:
BullHorn 2015-05-16 23:42:54 +03:00
parent 886a82293d
commit c05e7fb046
3 changed files with 24 additions and 12 deletions

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@ -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 * `ACE_vehicleLock_lockpickStrength` - NUMBER: secons, determines how long lockpicking with take, overrides ACE_VehicleLock_DefaultLockpickStrength
#### Public Functions: #### 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 ## Maintainers

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@ -1,26 +1,29 @@
--- ---
layout: wiki layout: wiki
title: Vehicle Lock title: Vehicle Lock
description: description: The Vehiclelock module enables locking vehicles and their inventory
group: feature group: feature
parent: wiki parent: wiki
--- ---
## Overview ## 1. Overview
### 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.
Short description of sub-feature 1.
### Sub-feature 2 ### 1.1 Key modes
Short description of sub-feature 2. 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, Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
instructions. May not apply to all modules.
## Dependencies ## 3. Dependencies
`ace_interaction` `ace_interaction`

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@ -280,6 +280,8 @@ The safe zone around players from a different team (in meters)<br>
### 1.17 Vehicle Lock ### 1.17 Vehicle Lock
*Part of: ace_vehiclelock* *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 #### 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.
@ -298,6 +300,13 @@ Set lock state for all vehicles (removes ambiguous lock states)<br>
Default Time to lockpick (in seconds)<br> Default Time to lockpick (in seconds)<br>
`Default value: 10` `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 ### 1.18 Weather
*Part of: ace_weather* *Part of: ace_weather*