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* 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.
36 lines
1.5 KiB
Markdown
36 lines
1.5 KiB
Markdown
ace_vehiclelock
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===============
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Adds keys as an item, to lock and unlock vehicles.
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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)
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Two key modes (can be used together):
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* Simple Side based keys (e.g. "ACE_key_west" works on any [WEST] vehicle like the M-ATV//hunter)
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* Custom keys (one key will only open a specific vehicle and nothing else)
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#### Items Added:
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`ACE_key_lockpick`
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`ACE_key_master`
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`ACE_key_west`
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`ACE_key_east`
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`ACE_key_indp`
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`ACE_key_civ`
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#### Magazine added:
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`ACE_key_customKeyMagazine` (should never be manualy added, needs to be "programed" to work on a vehicle, see `ACE_VehicleLock_fnc_addKeyForVehicle`)
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## For Mission Makers:
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#### Modules:
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* Vehicle Lock Setup - Settings for locking inventory of locked vehicles, default lockpick time, and initial vehicle lock state.
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* Vehicle Key Assign - Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Will NOT work for JIP units.
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#### Vehicle setVariables:
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* `ACE_VehicleLock_lockSide` - SIDE: overrides a vehicle's side, allows indfor to use little-bird's with indp keys
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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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`[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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