From 3c474e0ba26840006836e4d064a7b119524bb462 Mon Sep 17 00:00:00 2001 From: Mikeeeyy Date: Thu, 3 Sep 2015 17:38:11 +0100 Subject: [PATCH] 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. --- SQF/dayz_code/compile/player_antiWall.sqf | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/SQF/dayz_code/compile/player_antiWall.sqf b/SQF/dayz_code/compile/player_antiWall.sqf index f01037188..8d70cb181 100644 --- a/SQF/dayz_code/compile/player_antiWall.sqf +++ b/SQF/dayz_code/compile/player_antiWall.sqf @@ -44,22 +44,22 @@ if(_activated) then { }; if ((_vehicle emptyPositions "driver") > 0) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; - player action ["getInDriver", _vehicle]; + player moveInDriver _vehicle; DZE_AntiWallCounter = DZE_AntiWallCounter + 1; }; if ((_vehicle emptyPositions "gunner") > 0) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; - player action ["GetInGunner", _vehicle]; + player moveInGunner _vehicle; DZE_AntiWallCounter = DZE_AntiWallCounter + 1; }; if ((_vehicle emptyPositions "commander") > 0) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; - player action ["getInCommander", _vehicle]; + player moveInCommander _vehicle; DZE_AntiWallCounter = DZE_AntiWallCounter + 1; }; if ((_vehicle emptyPositions "cargo") > 0) exitWith { cutText [(localize "STR_EPOCH_ACTIONS_15"), "PLAIN DOWN"]; - player action ["getInCargo", _vehicle]; + player moveInCargo _vehicle; DZE_AntiWallCounter = DZE_AntiWallCounter + 1; }; // kill player if none of the above are matched