--- layout: wiki title: Vehicle Lock Framework description: Explains how to configure the Vehicle Lock system. group: framework order: 5 parent: wiki mod: ace version: major: 3 minor: 0 patch: 0 --- ## 1. Overview These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically. ## 2. Mission Setup Vehicle Lock can be configured through a mission module or [functions](#scripting). For key names, see [Class Names](../class-names.html#vehicle-lock). Sync the module with vehicles and players. Custom keys will be handed to players for every synced vehicle. It is only valid for objects present at mission start. ## 3. Scripting ### 3.1 Adding Vehicle Key `ace_vehiclelock_fnc_addKeyForVehicle` | Arguments | Type | Optional (default value) ---| --------- | ---- | ------------------------ 0 | Unit | Object | Required 1 | Vehicle | Object | Required 2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key) **R** | None | None | Return value #### 3.1.1 Example `[bob, car1, true] call ace_vehiclelock_fnc_addKeyForVehicle;` | Arguments | Explanation ---| --------- | ----------- 0 | `bob` | Unit the key will be added to 1 | `car1` | Vehicle the key will work on 2 | `true` | Set custom key ### 3.2 Override Side To override a vehicle's side, allowing locking and unlocking using a different side's key, use the following on that vehicle (use wanted side instead of `west`): ```sqf this setVariable ["ace_vehiclelock_lockSide", west]; ``` ### 3.3 Set Lock Pick Strength To override default lock pick strength for a vehicle, that is how long lock picking will take, use the following on that vehicle (use wanted time in seconds instead of `5`): ```sqf this setVariable ["ace_vehiclelock_lockpickStrength", 5]; ```