Help with teleport code
#1
I am using this snippet of code for adding teleport to a mod:

Code:
doTeleport() { self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand("dpad_up", "+actionslot 1"); for(;;) { self waittill( "dpad_up" ); self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) ); self.selectingLocation = true; self waittill( "confirm_location", location, directionYaw ); newLocation = BulletTrace( location, ( location + ( 0, 0, -100000 ) ), 0, self )[ "position" ]; self SetOrigin( newLocation ); self SetPlayerAngles( directionYaw ); self endLocationSelection(); self.selectingLocation = undefined; } }

The problem is the destination height often teleports the player below the map. I tried changing the z coordinate to a higher number but this results in teleporting inside structures or players falling to their death.

Is their a way to get the players current z index and then just add 100? Or or their some better way to tackle this?
Reply

#2
Code:
doTeleport() { self endon ( "disconnect" ); self endon ( "death" ); self notifyOnPlayerCommand("dpad_up", "+actionslot 1"); for(;;) { self waittill( "dpad_up" ); self beginLocationSelection( "map_artillery_selector", true, ( level.mapSize / 5.625 ) ); self.selectingLocation = true; self waittill( "confirm_location", location, directionYaw ); newLocation = BulletTrace( location, ( location + ( 0, 0, 0 ) ), 0, self )[ "position" ]; self SetOrigin( newLocation ); self SetPlayerAngles( directionYaw ); self endLocationSelection(); self.selectingLocation = undefined; } }

I think this should work.
Reply

#3
Thanks, Big Grin

I'll give it a try and let you know.
Reply



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