function HandleTPCommand(a_Split, a_Player) if ((#a_Split == 2) or (#a_Split == 3)) then -- Teleport to player specified in a_Split[2], tell them unless a_Split[3] equals "-h": TeleportToPlayer(a_Player, a_Split[2], (a_Split[3] ~= "-h")); return true; elseif (#a_Split == 4) then -- Teleport to XYZ coords specified in a_Split[2, 3, 4]: SetBackCoordinates(a_Player); a_Player:TeleportToCoords(a_Split[2], a_Split[3], a_Split[4]); a_Player:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You teleported to [X:" .. a_Split[2] .. " Y:" .. a_Split[3] .. " Z:" .. a_Split[4] .. "]"); return true; else a_Player:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. "Usage: /tp [PlayerName] (-h) or /tp [X Y Z]" ) return true end end function HandleTPACommand( Split, Player ) if Split[2] == nil then Player:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. "Usage: /tpa [Player]" ) return true end local loopPlayer = function( OtherPlayer ) if OtherPlayer:GetName() == Split[2] then OtherPlayer:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. Player:GetName() .. " send a teleport request" ) Player:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You send a teleport request to " .. OtherPlayer:GetName() ) Destination[OtherPlayer:GetName()] = Player:GetName() end end local loopWorlds = function( World ) World:ForEachPlayer( loopPlayer ) end cRoot:Get():ForEachWorld( loopWorlds ) return true end function HandleTPAcceptCommand( Split, Player ) if Destination[Player:GetName()] == nil then Player:SendMessage(cChatColor.Rose .. "[INFO] " .. cChatColor.White .. "Nobody has send you a teleport request" ) return true end local loopPlayer = function( OtherPlayer ) if Destination[Player:GetName()] == OtherPlayer:GetName() then if OtherPlayer:GetWorld():GetName() ~= Player:GetWorld():GetName() then OtherPlayer:MoveToWorld( Player:GetWorld():GetName() ) end OtherPlayer:TeleportToEntity( Player ) Player:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. OtherPlayer:GetName() .. " teleported to you" ) OtherPlayer:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You teleported to " .. Player:GetName() ) Destination[Player:GetName()] = nil end end local loopWorlds = function( World ) World:ForEachPlayer( loopPlayer ) end cRoot:Get():ForEachWorld( loopWorlds ) return true end -- Teleports a_SrcPlayer to a player named a_DstPlayerName; if a_TellDst is true, will send a notice to the destination player function TeleportToPlayer(a_SrcPlayer, a_DstPlayerName, a_TellDst) local teleport = function(OtherPlayer) if (OtherPlayer == a_SrcPlayer) then -- Asked to teleport to self? a_SrcPlayer:SendMessage(cChatColor.Rose .. "[INFO] " .. cChatColor.White .. "Y' can't teleport to yerself!"); else SetBackCoordinates(a_SrcPlayer); a_SrcPlayer:TeleportToEntity(OtherPlayer); a_SrcPlayer:SendMessage(cChatColor.Green .. "[INFO] " .. cChatColor.White .. "You teleported to " .. OtherPlayer:GetName() .. "!"); if (a_TellDst) then OtherPlayer:SendMessage(cChatColor.Yellow .. "[INFO] " .. cChatColor.White .. Player:GetName().." teleported to you!"); end end end local World = a_SrcPlayer:GetWorld(); if (not(World:DoWithPlayer(a_DstPlayerName, teleport))) then a_SrcPlayer:SendMessage(cChatColor.Rose .. "[INFO] " .. cChatColor.White .. "Can't find player " .. a_DstPlayerName); end end