Styxcolor reports: when teleporting another playe ... #199
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Reference: your-land/bugtracker#199
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Styxcolor reports a bug:
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i think in this case the coords of the teleported player should be = the coords of the player
I noticed this, too. The repawn mod has a function to not teleport the player right into you, but it doesn't check if the player can actually survive there. It may even teleport one over a cliff, when you stand close to one.
We need to make a function that makes sure people can stand and survice where they are teleported to. Not only the teleport_other would benefit, but also the priest.
Although the issue is upstream, I guess we'll have to adopt the mod entirely for it. Which I already did to disable stuff.
Honestly, I much prefer the semantics of the "builtin" teleport command, which tries to do something "sane" when teleporting one player to another.
mt-respawn
seems to have a lot of additional features. How much of it do we actually use, though?I use next to every command of theirs.
Each city gets a "place", so that we can teleport there and people get a "died in Haven" message.
I even added area-teleport, so that people can teleport to the center of areas
I'll try to get around to adding the "find a good place" logic from the builtin command to mt-respawn, then.
also, need to make the
/teleport
command grok xyz teleports or "to player" teleports via the old semantics, if the new semantics don't matchWhat's wrong with the new semantics?
partially, muscle memory to the old semantics, though i'm getting better w/ the new ones. but also, the old semantics are less verbose (
/teleport flux rheo
vs/teleport_other flux player rheo
), and understand commas in coordinates (so you can copy/paste coords and not have to edit out the commas)I like the new semantics, they make explicit what's going to happen. However, muscle memory or convention justify adding "shortcuts".
This "no commas" thingy bothered me sometimes, too. We should simply warp it with string to pos.