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56123591a0
* Update code guidelines for script_component * Update contributing documents for pull requests - Reflect true attribution practices - Reflect true merge process (this changed a long time ago) * Remove listed maintainer from component readmes We have almost never used these and serve as a source of confusion for new contributors.
1.5 KiB
1.5 KiB
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 keysACE_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