Warden Teleporters 10/09/2017
Intro
Little update on something that I have been working for a little while,
You know when you put T's into cellmedic? and that one guy always throws a lootpackage to block the entire team from leaving? yes, those times are now past us.
Introducing the warden teleporter.
![[Image: giphy.gif]](https://media.giphy.com/media/3ov9k40tZuCaC8yaUo/giphy.gif)
![[Image: giphy.gif]](https://media.giphy.com/media/VrQd29FVBG5dC/giphy.gif)
![[Image: giphy.gif]](https://media.giphy.com/media/3ov9jK21VBV1pIzqdG/giphy.gif)
For those wondering, yes things like portal work too ;)
![[Image: giphy.gif]](https://media.giphy.com/media/26n7aHXQlCr1gXdx6/giphy.gif)
![[Image: giphy.gif]](https://media.giphy.com/media/26n7aHXQlCr1gXdx6/giphy.gif)
A warden can request access to the sm_wtp command.
If the player is aware of the rules/limitations of the warden TP, a staff member may grant access towards it by using sm_givewtp <target> [0|1] (or revoke the permission).
Once you have access towards the warden teleporter you may do sm_wtp
- Look at a location and press your inspect weapon button (spawn arrow) this will place an entrance
- Look at a location and press your inspect weapon button (spawn arrow) this will place an exit.
At any time the warden can type sm_wtp to disable those teleporters (or a staffmember can type sm_killwtp incase of misuse/others)
The telporters itself speak for themselves, jump into the entrance -> get teleported to the exit.
Rules:
Some important rules to be taken into consideration
- You may not use the teleporter to escape/exploit/get into things of the map you should not get access to.
- You may not use the teleporter to get into areas closed by doors/vents/secrets.
- You may not use the teleporter to bypass rebelling (example: setting a teleporter in clouds maincell area to extreme climb)
- You may not use the teleporter to travel over big parts of the map
- You may use the teleporter for anything involving deathwishes (get quicker to medic, get to s4s quickly). (basically speed up the LR process)
- You may use the teleporter to get prisoners out of shit positions
- You may use the teleporter to get anyone out of map bugs
- You may use the teleporter to chain up games. (example: the exit of easy climb to the start of hard climb)
- You may use the teleporter in combination with trivia
- You may not use the teleporter to kill people.
- You may not use the teleporter to flush out rebellers.
- You may not use the teleporter to make prisoners rebel
- You must clearly state where the teleporter is leading to
- You may not use the teleporter to get guards into better positions.
- You may use the teleporter to speed up slow games (example: create shortcuts in bhop, teleporter to highest diving board)
- You may not use the teleporter to trap prisoners within and infinity loop.
- You may not use the teleporter to get prisoners into "stuck" positions unless clearly stated. (example: exit into deathrun without the prisoners knowing)
- You may not put a teleporter into a path that forces prisoners to take it.
- You may not use a teleporter to get winners away from games to prevent cheating.
- As a general rule the teleporter may only be used to: help stuck prisoners/chain up games/speed up games/speed up the LR process
If you are staff on jailbreak, and you see any abuse/illegal/misuse of the teleporter quickly execute (sm_killwtp) and revoke the wardens permission. (sm_givewtp <#target|name> 0)
NOTES:
At the end of every round all permissions / teleporters get removed/revoked.
Other changes:
- Fixed the PM system from not blocking spammers (thanks @ALexandeR)
- Fixed cloak sounds from triggering in specator.
- Added sm_taunt for donators.
- Fixed an integer printing issue on rebeller time (thanks @IAmFat)
- Added wardenball to change color every second if random ball color is selected.
- Reworked some of the text messages on the rebelling system (Thanks @Thomazz)
- Brand new !calladmin system (Thanks @Thomazz for the idea)
- Fixed a shit bug with the elephant gun allowing it to fire without bullets (Thanks @Sharc & @Rickerd1234)
- Changed the cloak sound of the stealth module to be only audible to the diver
Spoiler: