# UseLockpick

{% code title="Usage" %}

```lua
exports.nolag_properties:UseLockpick()
```

{% endcode %}

## 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

{% code title="example.lua" %}

```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
```

{% endcode %}

## 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.
