From aeafb3b3e9db0dc1192df730e4552c9f7400aa49 Mon Sep 17 00:00:00 2001 From: A Man Date: Wed, 26 May 2021 15:22:59 +0200 Subject: [PATCH] Fix ArmoredSUV gunner glitch again Thx @TheFirstNoob --- SQF/dayz_code/compile/fn_damageActions.sqf | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/SQF/dayz_code/compile/fn_damageActions.sqf b/SQF/dayz_code/compile/fn_damageActions.sqf index c6f87db9c..8dc42546e 100644 --- a/SQF/dayz_code/compile/fn_damageActions.sqf +++ b/SQF/dayz_code/compile/fn_damageActions.sqf @@ -20,7 +20,7 @@ if (_inVehicle) then { local _driver = driver (vehicle player); if (str (_assignedRole) != str (r_player_lastSeat)) then { call r_player_removeActions2; - if (_vehicle isKindOf "ArmoredSUV_Base_PMC" && {_vehicle animationPhase "HideGun_01" != 0} && {_vehicle emptyPositions "Gunner" == 0}) then { + if (_vehicle isKindOf "ArmoredSUV_DZE_Base_PMC" && {_vehicle animationPhase "HideGun_01" != 0} && {_vehicle emptyPositions "Gunner" == 0}) then { //If player enters gunner's seat while hatch is closed then move them out (_vehicle turretUnit [0]) action ["moveToCargo",_vehicle,(count assignedCargo _vehicle)]; };