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66 lines
1.8 KiB
Markdown
66 lines
1.8 KiB
Markdown
---
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layout: wiki
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title: Vehicle Lock Framework
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description: Explains how to configure the Vehicle Lock system.
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group: framework
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order: 5
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 0
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patch: 0
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---
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## 1. Overview
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These modules allow you to lock and unlock vehicles and their inventory using a key. Players don't receive a key automatically.
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## 2. Mission Setup
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Vehicle Lock can be configured through a mission module or [functions](#scripting).
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For key names, see [Class Names](../class-names.html#vehicle-lock).
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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.
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## 3. Scripting
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### 3.1 Assing Vehicle Key
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`ace_vehiclelock_fnc_addKeyForVehicle`
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| Arguments | Type | Optional (default value)
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---| --------- | ---- | ------------------------
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0 | Unit | Object | Required
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1 | Vehicle | Object | Required
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2 | Use Custom Key | Boolean | Optional (default: `false`, `false` for side key, `true` for custom key)
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**R** | None | None | Return value
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#### 3.1.1 Example
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`[bob, car1, true] call ace_vehiclelock_fnc_addKeyForVehicle;`
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| Arguments | Explanation
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---| --------- | -----------
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0 | `bob` | Unit the key will be added to
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1 | `car1` | Vehicle the key will work on
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2 | `true` | Set custom key
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### 3.2 Override Side
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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`):
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```sqf
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this setVariable ["ace_vehiclelock_lockSide", west];
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```
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### 3.3 Set Lock Pick Strength
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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`):
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```sqf
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this setVariable ["ace_vehiclelock_lockpickStrength", 5];
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```
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