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teleporting back broken

Pending 3.1.19

Geini
Geini

Posted

Hello,
even if it is no longer supported, maybe someone has a solution anyway.

When switching from the admin back to the player, teleporting doesn't work in 90% of cases. You either stay where you are or you are teleported under the map.

In the past (before version 3) it worked really well (you just had to stand on solid ground), but since version 3 I've only had problems with it.

Maybe there is a solution somehow, because I read somewhere that someone had set their coordinates to +1 or something like that.

Otherwise it still works really well and I wouldn't want to be without it.

Screepers

Posted

On 2/8/2025 at 3:33 PM, Geini said:

Hello,
even if it is no longer supported, maybe someone has a solution anyway.

When switching from the admin back to the player, teleporting doesn't work in 90% of cases. You either stay where you are or you are teleported under the map.

In the past (before version 3) it worked really well (you just had to stand on solid ground), but since version 3 I've only had problems with it.

Maybe there is a solution somehow, because I read somewhere that someone had set their coordinates to +1 or something like that.

Otherwise it still works really well and I wouldn't want to be without it.

ok, so my fix makes it better, but not perfect.  You still have to stand on solid ground.  On platforms, or the new terrain overlays, it will not work right.  So it takes the height of the terrain map and adds 0.15f to it, to move you up in the y position above the terrain.   If you still find it not high enough, add to the 0.15f in desired increments.  (or if you want to mess with folks add a lot to it and watch them fall to their deaths) lol.

 

on line 1314:

else { XLIB.PLAYER.Location.Utility.Teleport(player, new Vector3(player.transform.position.x, TerrainMeta.HeightMap.GetHeight(player.transform.position)+0.15f, player.transform.position.z)); }

on line 1325

else { XLIB.PLAYER.Location.Utility.Teleport(player, new Vector3(player.transform.position.x, TerrainMeta.HeightMap.GetHeight(player.transform.position)+0.15f, player.transform.position.z)); }

 

 

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