Teleport - Theseus-Aegis/MissionTemplate GitHub Wiki

This page will explain the usage of the Teleport function.


/*
 * Author: Rory, Jonpas, Mike
 * Teleports the player from base (this) to teleport locations (objects).
 * Condition to show teleport action can be set.
 * Call from initPlayerLocal.sqf
 *
 * Arguments:
 * 0: Interaction object <OBJECT>
 * 1: Teleport target object <OBJECT>
 * 2: Teleport target display name <STRING>
 * 3: Condition <CODE> (default: {true})
 * 4: Icon Path <STRING> (default: "")
 *
 * Return Value:
 * None
 *
 * Example:
 * [tpObj, tpPos, "Teleport"] call MFUNC(teleport)
 * [tpObj, tpPos, "Teleport", {TAC_Example}] call MFUNC(teleport)
 */

Usage

This function adds an ACE Action to an object, allowing you to teleport to a specified position of an object.

This function works well using invisible helipads. One as a helper object on a door. Another as the actual position to move to.

Teleports can also be blocked by toggling a variable or inputting code that returns a bool. In the example below for this the first example uses a check for a unit to be alive, the other is checking if an object is not alive. (This can be changed by picking it up)

Note: This function is considered "one-way" so if you want a return teleport the other side must have a setup there too.

Call from initPlayerLocal.sqf

Example:

[Action_Object_1, Position_Object_2, "Climb to Roof"] call MFUNC(teleport);
[Action_Object_2, Position_Object_1, "Go back to Ground"] call MFUNC(teleport);

Condition Example:

[Action_Object_1, Position_Object_2, "Climb to Roof", {alive My_Unit}] call MFUNC(teleport);
[Action_Object_2, Position_Object_1, "Go back to Ground", {!alive KeyToPickup}] call MFUNC(teleport);
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