In this video you can see that there are no enemies near the Refineries, yet both ruins and middle refinery were blocked by "Enemy too near".
this forum is retarded and broke my link that started the video at the right moment. But to be honest you should watch all of it. I don't know that's why I posted a video of the thing. Now it's all you to find out why this happens. Talk to Smithy, pretty sure it's the same bug we had in one of the 2.9 beta tests.
You cant do time link in embed videos. You just gotta make a pure link out of it, either with the "link" feature or just over code editor. Maybe you will have to remove the "http://" if you have trouble with forums forcing the embed video or something like that, cant remember exactly how I did it before. Actually let me have a try. youtu.be/dXn_HP_QNUQ?t=11m52s EDIT: Yes, just remove the "https://" from the time link and use the "Link" option in post editor features and it will stop forcing embed video and make a pure link out of it.
My point was that there's a "media" button to turn youtube (and others) videos into embedded, so the link shouldn't do it by itself. That's a huge flaw if you ask me.
After some testing with Neko_Baron and Avatarix, we couldn't reproduce it. We did come to the conclusion that the "Enemy too near." could be split into 3 separate reasons - player/vehicle/building. At least this way we know which entity is causing this bug.
Did you check on your initial thought of it being a ragdoll or something leftover from player/vehicle/building dying?
Then I'm afraid you'll have to go through the code line by line... I didn't think you'd be able to reproduce it, which is why I haven't even tried.
we know its client side, and the best thing I could suggest was to report which ents are blocking it as a debug, or as smithy said add new reasons so you can check the type blocking it.
Well if someone tells me how to actually debug it when it happens, I will. But you have to show me how to do it.
Think we've concretely found the cause of this bug. We have a fix to address it which will hopefully ship with the next patch. Thanks again to those who helped me in finding the bug and testing the fix.