//[vehicle, position, unit] //Quick fix for now. private ["_vehicle","_position","_unit","_nearBuildables","_fencesArray,","_exitPosition","_intersectsWith","_playerPos"]; _vehicle = _this select 0; _position = _this select 1; _unit = _this select 2; //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"]; //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, _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 { if ((typeof _x) in _fencesArray) exitwith { _nearBuildables = true }; } count _intersectsWith; //if intersects find builditem make player reenter vehicel if (_nearBuildables) 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_sec_atp = format["WARNING: Play3r UID#%1 exited %2 close to built fence as %3",(getPlayerUID _unit), (typeOf _vehicle), _position]; publicVariableServer "PVDZ_sec_atp"; localize "str_actions_exitBlocked" call dayz_rollingMessages; };*/ if !(_vehicle isKindOf "StaticWeapon") then { _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_getoutTime = diag_tickTime; }; }; //Debug Info //diag_log format["%1(%4) - %2 - %3, (playerPos: %5, ExitPos: %6, IntersectsWith: %7)",_vehicle,_position,_unit,(speed _vehicle),_playerPos,_exitPosition,_intersectsWith]; };