modifying Teleporter actor

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.
i've got a modified teleporter which is working fine. While i'm at it, i'd really like to prevent telefragging. I've pored over all the relevant code, but have to confess i can't see exactly how to do it. Was just hoping someone may already be familiar enough with it to point me in the right direction ... ?

I thought about patterning off the way warpzones do it, but i really can't convince myself that it won't cause undesirable side effects ...
 

Bytekeeper

Last of the Brunnen G
Jul 15, 2001
181
0
0
Germany
Visit site
I didn't ever use teleporters or subclasses of them, but you have a few choices :
Check the Touch[] list of the target teleporter, if any players are in there, or
trace a line at the target teleporter and test if it hits an player.
 

Captain Kewl

I know kewl.
Feb 13, 2001
794
0
0
IN YOUR HOUSE
Visit site
All the teleporter does is move actors from one location to another, AFIK. The telefragging is caused by the pawns themselves -- try messing around with the function in Pawn with the word "encroaching" somewhere in it.