Fix for fix bypass

Players can get around this by getting another player to lock the vehicle as they're getting out. The action command only works if the vehicle is unlocked, using the moveInX commands it moves them instantly back in with no animation (better imo) and works if the vehicle is locked.
This commit is contained in:
Mikeeeyy
2015-09-03 17:38:11 +01:00
parent 78f611bdbb
commit 3c474e0ba2

View File

@@ -44,22 +44,22 @@ if(_activated) then {
}; };
if ((_vehicle emptyPositions "driver") > 0) exitWith { if ((_vehicle emptyPositions "driver") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["getInDriver", _vehicle]; player moveInDriver _vehicle;
DZE_AntiWallCounter = DZE_AntiWallCounter + 1; DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
}; };
if ((_vehicle emptyPositions "gunner") > 0) exitWith { if ((_vehicle emptyPositions "gunner") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["GetInGunner", _vehicle]; player moveInGunner _vehicle;
DZE_AntiWallCounter = DZE_AntiWallCounter + 1; DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
}; };
if ((_vehicle emptyPositions "commander") > 0) exitWith { if ((_vehicle emptyPositions "commander") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["getInCommander", _vehicle]; player moveInCommander _vehicle;
DZE_AntiWallCounter = DZE_AntiWallCounter + 1; DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
}; };
if ((_vehicle emptyPositions "cargo") > 0) exitWith { if ((_vehicle emptyPositions "cargo") > 0) exitWith {
cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"];
player action ["getInCargo", _vehicle]; player moveInCargo _vehicle;
DZE_AntiWallCounter = DZE_AntiWallCounter + 1; DZE_AntiWallCounter = DZE_AntiWallCounter + 1;
}; };
// kill player if none of the above are matched // kill player if none of the above are matched