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.. | ||
functions | ||
ui | ||
.DONTPACK | ||
$PBOPREFIX$ | ||
config.cpp | ||
readme.txt | ||
stringtable.xml |
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 (DAC AI will steal unlocked vehicles) Modules allow fast setup, or can manualy add items and set variables. Two key modes (can be used together): Simple Side based keys (e.g. "AGM_item_key_west" works on any hunter) Custom keys (one key will only open a specific vehicle and nothing else) Items Added: AGM_item_key_lockpick AGM_item_key_master AGM_item_key_west AGM_item_key_east AGM_item_key_indp AGM_item_key_civ Magazine added (should never be manualy added, needs to be 'programed' to work on a vehicle): AGM_magazine_customKey For Mission Makers: Modules: Vehicle Lock Setup - Settings for lockpick strength, auto assigment of keys at start and initial vehicle lock state. Vehicle Key Assign - Sync with vehicles and players. Will handout custom keys to players for every synced vehicle. Global Variable: AGM_VehicleLock_DefaultLockpickStrength - Time in seconds to lock pick globaly, can also set per-vehicle (-1 would disable) Vehicle setVariables: agm_lock_side - SIDE: overrides a vehicle's side, allows indfor to use little-bird's with indp keys agm_vehicleLock_pickStr - NUMBER: secons, determines how long lockpicking with take, overrides AGM_VehicleLock_DefaultLockpickStrength agm_lock_customKeys - ARRAY: array of strings of magazinesDetails, use the following function to modify [bob, car1, true] call AGM_VehicleLock_fnc_addKeyForVehicle; will add a "AGM_magazine_customKey" to bob and program it to work on car1