//[vehicle, position, unit] //Quick fix for now. private ["_vehicle","_position","_unit","_buildables"]; _vehicle = _this select 0; _position = _this select 1; _unit = _this select 2; /* _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)); */ 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 [[_position select 0, _position select 1, 0], [_exitPosition select 0, _exitPosition select 1, 0],_unit,_vehicle,true]; //_buildables = count ((getposATL _vehicle) nearObjects ["DZ_buildables", 3]); _buildables = false; //Scan all intersected items for base items return with true false { ` _buildables = if (_x in _fencesArray) exitWith {true}; } count _intersectsWith; //if intersects find builditem make player reenter vehicel if (_buildables > 0) then { switch _position do { case ("driver"): { _unit action ["getInDriver", _vehicle]; }; case ("cargo"): { _unit action ["getInCargo", _vehicle]; }; case ("commander"): { _unit action ["getInCommmander", _vehicle]; }; case ("gunner"): { _unit action ["getInGunner", _vehicle]; }; case ("pilot"): { _unit action ["getInPilot", _vehicle]; }; case ("turret"): { _unit action ["getInTurret", _vehicle]; }; }; //Log to server RPT (could give false pos) - should help admins see who is trying to abuse this. PVDZ_Server_LogIt = format["Player %1 exited a vehicle(%2) close to buildable object as %3",_unit, (typeof _vehicle), _position]; publicVariableServer "PVDZ_Server_LogIt"; localize "str_actions_exitBlocked" call dayz_rollingMessages; }; */ _vehicle call player_antiWall; //Lets make sure we can process some dmg from ejecting from the vehicle even traveling at lower speeds. if (((speed _vehicle) > 15) or ((speed _vehicle) < -10)) then { dayz_getout = _vehicle; dayz_getoutTime = diag_tickTime; }; }; //diag_log format["%1(%4) - %2 - %3",_vehicle,_position,_unit,(speed _vehicle)];