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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
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@ -31,7 +31,7 @@ Two key modes (can be used together):
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* `ACE_vehicleLock_lockpickStrength` - NUMBER: secons, determines how long lockpicking with take, overrides ACE_VehicleLock_DefaultLockpickStrength
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* `ACE_vehicleLock_lockpickStrength` - NUMBER: secons, determines how long lockpicking with take, overrides ACE_VehicleLock_DefaultLockpickStrength
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#### Public Functions:
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#### Public Functions:
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`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_magazine_customKey` to bob and program it to work on car1
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`[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a `ACE_key_customKeyMagazine` to bob and program it to work on car1
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## Maintainers
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## Maintainers
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@ -1,26 +1,29 @@
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---
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---
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layout: wiki
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layout: wiki
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title: Vehicle Lock
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title: Vehicle Lock
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description:
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description: The Vehiclelock module enables locking vehicles and their inventory
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group: feature
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group: feature
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parent: wiki
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parent: wiki
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---
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---
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## Overview
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## 1. Overview
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### Sub-feature 1
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ACE Vehicle Lock is disabled by default. This feature adds the ability to lock and unlock vehicles and their inventory using a key.
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Short description of sub-feature 1.
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### Sub-feature 2
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### 1.1 Key modes
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Short description of sub-feature 2.
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The mission maker can choose one or both methods:
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- Side based keys - A key is responsible for locking and unlocking every vehicle specific to a side (BLUFOR, OPFOR, INDEP or Civilian).
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- Custom keys - A key is responsible for locking and unclocking only one specific vehicle, determined by the mission maker.
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### 1.2 Lock picking
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It is possible to pick a lock of a locked vehicle.
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## Usage
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## 2. Usage
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Short overview of how to use the feature, e.g. menu options, key bindings,
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Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
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instructions. May not apply to all modules.
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## Dependencies
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## 3. Dependencies
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`ace_interaction`
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`ace_interaction`
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@ -280,6 +280,8 @@ The safe zone around players from a different team (in meters)<br>
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### 1.17 Vehicle Lock
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### 1.17 Vehicle Lock
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*Part of: ace_vehiclelock*
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*Part of: ace_vehiclelock*
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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).
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#### 1.17.1 Vehicle Key Assign
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#### 1.17.1 Vehicle Key Assign
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Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
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Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Only valid for objects present at mission start.
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@ -298,6 +300,13 @@ Set lock state for all vehicles (removes ambiguous lock states)<br>
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Default Time to lockpick (in seconds)<br>
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Default Time to lockpick (in seconds)<br>
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`Default value: 10`
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`Default value: 10`
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#### 1.17.3 Vehicle setVariables:
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* `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.
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* `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.
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#### 1.17.4 Public functions:
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Example: `[bob, car1, true] call ACE_VehicleLock_fnc_addKeyForVehicle;` - will add a key to bob and program it to work only on car1
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### 1.18 Weather
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### 1.18 Weather
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*Part of: ace_weather*
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*Part of: ace_weather*
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