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- Lockpick.Config={
- // Entities
- CustomEnts={ // Custom lockpickable entities. See below for the formatting.
- prop_vehicle_airboat=
- {
- IsPickable=function(self, ent)
- for f, v in pairs(player.GetAll()) do
- if v:GetVehicle()==ent then
- return false
- end
- end
- return true//(ent.GetDriver and !IsValid(ent:GetDriver()))
- end;
- OnPicked=function(self, ply, ent)
- ent:Unlock()
- end;
- IsLocked=function(self, ent)
- return ent.Locked
- end;
- Unlock=function(self, ent)
- ent:Fire('unlock')
- end;
- Lock=function(self, ent)
- ent:Fire('lock')
- end;
- };
- prop_vehicle_jeep=
- {
- IsPickable=function(self, ent)
- for f, v in pairs(player.GetAll()) do
- if v:GetVehicle()==ent then
- return false
- end
- end
- return true//(ent.GetDriver and !IsValid(ent:GetDriver()))
- end;
- OnPicked=function(self, ply, ent)
- ent:Unlock()
- end;
- IsLocked=function(self, ent)
- return ent.Locked
- end;
- Unlock=function(self, ent)
- ent:Fire('unlock')
- end;
- Lock=function(self, ent)
- ent:Fire('lock')
- end;
- };
- /*player= // Uncomment this for teh lulz
- {
- IsPickable=function(self, ent)
- return true
- end;
- OnPicked=function(self, ply, ent)
- ent:Unlock()
- end;
- IsLocked=function(self, ent)
- return true
- end;
- Unlock=function(self, ent)
- ent:SetVelocity(Vector(0, 0, 10000))
- for f, v in pairs(player.GetAll()) do
- v:ChatPrint('wtf')
- end
- end;
- Lock=function(self, ent)
- ent:SetVelocity(Vector(0, 0, 10000))
- end;
- };//*/
- };
- // Game/Interface
- TooFarMessage = "Come closer to lockpick"; // Seems self explanatory
- PressEMessage = "Press E to begin lockpicking"; // Seems self explanatory
- CrouchMessage = "Crouch to lockpick"; // Seems self explanatory
- UseDarkRPNotifications = false; // Use the DarkRP notification system (if available)
- NotificationFunction=function(ply, text) // If you don't know what this means, don't touch it.
- //do stuff
- //return true // Coders, return true here if you want to override the notifications with your own.
- end;
- BreakNotificationLength = 5; // Time in seconds the notification that you have broken your last lockpick lasts
- DefaultFont="Orator Std"; // Default font for the various text overlays and HUD elements
- ThirdPersonLockpick=true; // Enables/disables third person mode while lockpicking; I recommend you set this to true.
- RestrictedClasses={ // Remove the // and duplicate this line for every team that should not be able to lockpick
- //TEAM_RESTRICTME,
- };
- // Lockpicks
- BaseHealth=300;
- ForceCrouch=true, // Forces players to crouch to lockpick; Makes it function similar to Skyrim's sneaking-to-lockpick system
- AngleToComplete=30; // How (in degrees 0-360) far the player has to turn the pick to unlock
- AngleTolerance=9; // How close (in degrees 0-360) to the target angle the player can be to unlock
- AngleToleranceMultiplier=
- function(ply, tol, cfg) // If you don't know what this is, don't touch it. It's useful for coders who want to easily modify stuff.
- if ply:IsAdmin() then // Coders, this the arguments are (Player, Default tolerance, Config table)
- //return tol*2 // Return what you want the tolerance to be
- end
- end;
- DebugMode=true; // Shows debug text while lockpicking and disables certain security measures
- LockExponent=1.25; // Determins how easily the lock will stop/shake
- TensionDamage=1; // Multiplier for damage caused by lockpick tension (speed at which you move)
- ShakeScale=10; // Determines the severity of the shakes
- // Data
- SaveLockpickData=true; // Makes lockpicks permenant for players, similar to how money, rpname, etc are permenant. Disable to disable saving. I PERSONALLY only recommend this if you're planning on implementing your own saving system.
- SaveDirectory="lockpick_pdata"; // Sets the save directory. Do NOT leave a trailing "/".
- }
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