diff --git a/SQF/dayz_code/compile/vehicle_getOut.sqf b/SQF/dayz_code/compile/vehicle_getOut.sqf index 3eb7a9c4c..78eeb7280 100644 --- a/SQF/dayz_code/compile/vehicle_getOut.sqf +++ b/SQF/dayz_code/compile/vehicle_getOut.sqf @@ -6,25 +6,25 @@ _vehicle = _this select 0; _position = _this select 1; _unit = _this select 2; -//Get players current location -/*_playerPos = _unit modelToWorld [0,0,0]; +//Get players current location (add 1m to z) +/*_playerPos = ATLToASL (_unit modelToWorld [0,0,1]); _fencesArray = ["WoodenFence_1","WoodenFence_2","WoodenFence_3","WoodenFence_4","WoodenFence_5","WoodenFence_6","WoodenFence_7","WoodenGate_1","WoodenGate_2","WoodenGate_3","WoodenGate_4"]; -//Hopefully returns the xyz of the vehicle seat pos. -_exitPosition = _vehicle modelToWorld (_vehicle selectionPosition ("pos " + _position));*/ +//Returns the vehicle model aimpoint. +_exitPosition = aimPos _vehicle;*/ if (_unit == player) then { //if (dayz_soundMuted) then {call player_toggleSoundMute;}; // Auto disable mute on vehicle exit (not a good idea without a sleep since rotor can be very loud when spinning down) //_buildables = count (_exitPosition nearObjects ["DZ_buildables", 3]); //Check player location to exit location - /*_intersectsWith = lineIntersectsWith [[_playerPos select 0, _playerPos select 1, 0],[_exitPosition select 0, _exitPosition select 1, 0],_unit,_vehicle,true]; + /*_intersectsWith = lineIntersectsWith [_playerPos, _exitPosition, _unit, _vehicle, true]; //_buildables = count ((getposATL _vehicle) nearObjects ["DZ_buildables", 3]); _nearBuildables = false; //Scan all intersected items for base items return with true false { - _nearBuildables = if ((typeof _x) in _fencesArray) exitWith {true}; + if ((typeof _x) in _fencesArray) exitwith { _nearBuildables = true }; } count _intersectsWith; //if intersects find builditem make player reenter vehicel