ACE3/addons/vehiclelock
PabstMirror efe09682cc
Add SQFC support (#8235)
* sqfc

compile_script
cba 3.15.5 and update make.py

* \n

Co-authored-by: jonpas <jonpas33@gmail.com>

* Update make.py

Co-authored-by: jonpas <jonpas33@gmail.com>
2021-09-03 19:08:34 -05:00
..
2016-05-30 18:37:03 +02:00
2015-01-23 16:40:39 -06:00
2021-09-03 19:08:34 -05:00
2021-04-21 22:32:05 -05:00
2016-02-22 15:20:36 +01:00
2016-02-22 15:20:36 +01:00

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