1. Hey guys,

    i need a perfect way to teleport 20+ players at the same time to a position. It works but one problem. The player that has not loaded the objects / structures falls down and get damage. So what can i do to teleport the baseplayer to a position with structure without falldamage?

    Sir
     
  2. Are you using the technique most other teleport plugins do? Via having them use the loading screen and forcing them to sleep.
    Code:
            public void Teleport(BasePlayer player, Vector3 position)
            {
                if (player.net?.connection != null)
                    player.ClientRPCPlayer(null, player, "StartLoading", null, null, null, null, null);
                StartSleeping(player);
                player.MovePosition(position);
                if (player.net?.connection != null)
                    player.ClientRPCPlayer(null, player, "ForcePositionTo", position);
                player.TransformChanged();
                if (player.net?.connection != null)
                    player.SetPlayerFlag(BasePlayer.PlayerFlags.ReceivingSnapshot, true);
                player.UpdateNetworkGroup();
                //player.UpdatePlayerCollider(true, false);
                player.SendNetworkUpdateImmediate(false);
                if (player.net?.connection == null) return;
                //TODO temporary for potential rust bug
                try { player.ClearEntityQueue(null); } catch { }
                player.SendFullSnapshot();
            }
    Code:
    private void StartSleeping(BasePlayer player)
    {
    if (player.IsSleeping())
    return;
    player.SetPlayerFlag(BasePlayer.PlayerFlags.Sleeping, true);
    if (!BasePlayer.sleepingPlayerList.Contains(player))
    BasePlayer.sleepingPlayerList.Add(player);
    player.CancelInvoke("InventoryUpdate");
    //player.inventory.crafting.CancelAll(true);
    //player.UpdatePlayerCollider(true, false);
    }
    
     
  3. Ha best way! Thanks :)
     
  4. No problem, most other teleportation plugins used this method. From what I know it just makes the client register objects like he would upon loading in. ;)