girdap
18th June 2021, 17:45
This script is it beams in the direction you are looking at.
use of : /rcon teleport {client number}
///
I'm asking for help here, teleporting players next to each other.
exp : /rcon teleport {main client number} {person to be sent client number}
teleport()
{
level endon("boot");
level endon("round_ended");
setcvar("teleport", "");
while(1)
{
if(getcvar("teleport") != "")
{
if (getcvar("teleport") == "all")
setcvar("teleport", "-1");
movePlayerNum = getcvarint("teleport");
players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
player = players[i];
vec=anglestoforward(players[i] getplayerangles());
trace=bullettrace(players[i] geteye()+(0,0,18),players[i] geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,players[i]);
thisPlayerNum = player getEntityNumber();
if(thisPlayerNum == movePlayerNum || movePlayerNum == -1)
{
players[i] setorigin(trace["position"]);
}
}
setcvar("teleport", "");
}
wait 0.05;
}
}
use of : /rcon teleport {client number}
///
I'm asking for help here, teleporting players next to each other.
exp : /rcon teleport {main client number} {person to be sent client number}
teleport()
{
level endon("boot");
level endon("round_ended");
setcvar("teleport", "");
while(1)
{
if(getcvar("teleport") != "")
{
if (getcvar("teleport") == "all")
setcvar("teleport", "-1");
movePlayerNum = getcvarint("teleport");
players = getentarray("player", "classname");
for(i = 0; i < players.size; i++)
{
player = players[i];
vec=anglestoforward(players[i] getplayerangles());
trace=bullettrace(players[i] geteye()+(0,0,18),players[i] geteye()+(20000*vec[0],20000*vec[1],20000*vec[2]+18),true,players[i]);
thisPlayerNum = player getEntityNumber();
if(thisPlayerNum == movePlayerNum || movePlayerNum == -1)
{
players[i] setorigin(trace["position"]);
}
}
setcvar("teleport", "");
}
wait 0.05;
}
}