ace_vehiclelock =============== Adds keys as an item, to lock and unlock vehicles. Primary target would be role play or TVT, but has uses in all game types, even co-ops (e.g.: DAC AI will steal unlocked vehicles) Two key modes (can be used together): * Simple Side based keys (e.g. "ACE_key_west" works on any [WEST] vehicle like the M-ATV//hunter) * Custom keys (one key will only open a specific vehicle and nothing else) #### Items Added: `ACE_key_lockpick` `ACE_key_master` `ACE_key_west` `ACE_key_east` `ACE_key_indp` `ACE_key_civ` #### Magazine added: `ACE_key_customKeyMagazine` (should never be manualy added, needs to be "programed" to work on a vehicle, see `ACE_VehicleLock_fnc_addKeyForVehicle`) ## For Mission Makers: #### Modules: * Vehicle Lock Setup - Settings for locking inventory of locked vehicles, default lockpick time, and initial vehicle lock state. * Vehicle Key Assign - Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Will NOT work for JIP units. #### Vehicle setVariables: * `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allows indfor to use little-bird's with indp keys * `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_key_customKeyMagazine` to bob and program it to work on car1