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UseLockpick

Usage
exports.nolag_properties:UseLockpick()

Returns

  • boolean - Returns true if the lockpicking process has been successfully triggered on a valid MLO door, or false if no valid target was found or the action could not be started.

Usage Example

example.lua
local success = exports.nolag_properties:UseLockpick()

if success then
    print("Lockpicking started.")
else
    print("No valid MLO door found or lockpicking failed to start.")
end

Description

This export is used to trigger the lockpicking process on an MLO door handled by nolag_properties.

It should be called when a player uses a lockpick item (for example, inside your inventory system or usable item callback). Once executed, the system will:

  • Check if the player is near a valid MLO property door
  • Verify that the door is currently locked
  • Start the configured lockpicking logic (minigame / progress system depending on your setup)

If all conditions are met, the lockpicking process will begin. If the player is not targeting a valid MLO door, the export will return false and no action will be triggered.

This export is required when integrating custom inventory systems, item usage handlers, or third-party frameworks where you want to manually control when lockpicking is initiated.

On this page

  • Returns
  • Usage Example
  • Description

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