Key Fob
A tiny quality-of-life mod that turns every vehicle key in your inventory into a working key fob. Right-click a car key and use the [b]Key Fob[/b] submenu to operate your vehicle from up to [b]50 tiles[/b] away.
Features
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[*] [b]Honk[/b] - a single short horn blip. Great for finding your car in a parking lot... or luring zombies exactly where you want them.
[*] [b]Lock / Unlock[/b] - toggles all passenger doors (and the trunk) on the matching vehicle. Locking gives two quick chirps and arms the alarm; unlocking is silent and disarms/silences any active alarm.
[*] [b]Panic ON / OFF[/b] - trigger or silence the vehicle's alarm remotely. The menu label automatically reflects whether the alarm is currently ringing (from [i]any[/i] source - the fob, a smashed window, or a forced door).
[*] [b]Break-in alarm[/b] - if someone smashes a window or tries to force a door on a locked, armed vehicle without the matching key, the alarm trips immediately and [b]keeps looping[/b] until it is stopped legitimately.
[*] [b]Auto re-arm[/b] - hitting Panic OFF while the doors are still locked silences the siren but re-arms the alarm, so the next intruder sets it off again.
[*] [b]In-car override[/b] - a [b]Disable Alarm[/b] slice appears in the vehicle radial (V) menu while a siren is active. Requires the same skill as hotwiring: [b]Electrical 1 + Mechanics 2[/b], or the [b]Burglar[/b] trait.
[*] [b]Cut / Fix Alarm[/b] - right-click Alarm in the Vehicle Mechanics window to [b]Cut Alarm[/b] (permanently disconnect it) or [b]Fix Alarm[/b] (reconnect a cut one). Cutting requires Electrical 1 + Mechanics 2 (or the Burglar trait); fixing requires Electrical 2 + Mechanics 3. While cut, the alarm cannot arm or trigger.
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Stopping the alarm
A ringing break-in alarm will keep looping until [i]one[/i] of the following happens:
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[*] The owner hits [b]Panic OFF[/b] on the fob (re-arms if the vehicle is still locked).
[*] The owner [b]Unlocks[/b] the vehicle with the fob.
[*] The vehicle [b]battery dies[/b].
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How it works
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[*] Uses the vanilla horn, door-lock and alarm systems - so zombie attraction, multiplayer sync and sandbox settings all behave exactly like the base game.
[*] Only keys whose [b]keyId[/b] matches a loaded vehicle will show the menu. No extra items to craft, no new loot tables.
[*] The submenu tooltip tells you how many tiles away the vehicle is, and greys out if it's out of range or not currently loaded.
[*] A broken window still lets you climb through normally - the alarm does not block entry, it just keeps screaming.
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Compatibility
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[*] Built for [b]Project Zomboid B42.17[/b].
[*] Single-player and multiplayer safe.
[*] Should play nicely with any other vehicle mod - nothing vanilla is overridden.
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Official Discord
[url=https%3A%2F%2Fdiscord.gg%2FYVkGWmVpRf][img]https://i.imgur.com/4eVONqE.png[/img][/url][discord.gg]
Support on Ko-fi
[url=https%3A%2F%2FKo-fi.com%2Facowsays][img]https://storage.ko-fi.com/cdn/brandasset/v2/support_me_on_kofi_blue.png[/img][/url][Ko-fi.com]
Workshop ID: 3711841780
Mod ID: KeyFob