Teleport from Launchsite lift corrupts TP data until F1 killSolved
Using NTeleportation, a player teleports from a moving lift at the launch site.  This sends them either under the map or off the map out in the water somewhere.  Nothing but F1 kill will reset the user's coordinates, etc.  Even if you are able to get back to land (as admin), it's obvious that the game doesn't agree with you about your position as you cannot place a bag or foundation, etc (line of sight error).  If you try to walk you may get kicked for a flyhack violation.

I was able to add code to detect the bucket lift but that did not detect the lifts at the launch site, etc.

Anyway, I am a bit lost on how to best detect that the user is in an elevator cabin to either block or process their exit prior to teleport.
In response to rfc1920 ():
Using NTeleportation, a player teleports from a moving lift at the launch site.  This sends them eit...
Maybe raycasting?
Yes, that was suggested elsewhere so I plan to test that this morning.  Thanks.
In response to rfc1920 ():
Yes, that was suggested elsewhere so I plan to test that this morning.  Thanks.
If you will not able to catch entity on it, i am recommending to try colliders or layers
Playing with colliders and layers today.  Mostly, I get a hit on triggerHurt and have only rarely seen it match cabin, but it has hit occasionally.

Merged post

List<ProceduralLift> nearObjectsOfType = new List<ProceduralLift>();
Vis.Entities<ProceduralLift>(position, 0.5f, nearObjectsOfType);
Locked automatically