say some noobs go thru a teleport and stand there, would I end up stuck in them after i go thru it ? just wondering…any1 know ?
do teleporters stick like bad spawns ?
Haven’t tested this one thouroughly, but I’d say you should try the following:
Target the trigger_teleport at multiple misc_teleporter_dest’s, and perhaps with a bit of luck it’ll function as it should, letting the players teleport to different teleportals.
on one of the trickjumping maps if someone stood where the teleporter landed you’d die if you then went through it so I’m guessing what you’re thinking happens, although I’m no mapper so it may just be the way that map was made
i think the chances are that ither the tleporter or the dude standing in the destination dies, for almost every tricky event in rtcw they used the solution that the player would be gibed
cant remeber very well but i think in quake 3 the teleporters were set up so you would teleport above the ground then fall so players couldnt just sit in the teleporter space
I think in vanilla Wolf, the teleport destination would sort of shoot you out a bit, maybe to prevent that. I only tested it alone though. 
In some trickjump maps you teleport out above ground or get pushed slightly so that you do not block the paths of other players who use it.
if they are like spawn points the if someone teleports and doesnt move them you should end up on there head, but i dont think teleporters work like that
could allways plcae a func_push where they teleport with small push power to move em out of the way?
i think the safest solution is to use some devise like teleporting then a small drop or a func_push to stop that situation arising
I decided to place the telelport dest on top of a rotating brush… it is so gay…but for the placement…It’s all I could really do. I am going to have to test it the regular way also…I will be back sometime to give an answer unless someone beats me to it.
Cheers guys
There are 73 teleporters in the Toiletman Trickjump maps and players don’t get stick in one of them.
An endless number of players can go tru the teleporter in the same time (of course there has to be space where they land)
When players get teleported with a high speed, let them land in water 
-Toiletman 
you can use scripting to deactivate the tranporter if sum1 is still there on the otherside
with some trigger_multiples, also if people stay on the otherside, after about 5 seconds they could automaticly get killed by the scripting of a trigger_hurt 
My main point of making this thread was to ask about it, not find a solution. There are like 500 ways to avoid it —BUT I just wanted to know if anyone knew.
Actually—let’s keep adding the ways, so the uber noobs can gain insight.
I can imagine
- a slick surface sliding the person away.
- targeted speaker saying GET THE F’ OUT OF THE WAY NOOB !!! …(lol)
- target print
- triggered off(oooops someone said that)
- target push
- place tele._dest. above ground as to make player drop.
- suck down a beer and yell “You go&^%&^%^ &^TYRHJG&*(^&^” MOOOOOOOOOOOOOOOOOOVE!!!
- make a thread and stroke yourself until you’re out of ideas and making an idiot out of yourself.
I think #8 is my fave.
:fiesta:
heh, your almost there
im with the targeted speaker saying GET THE FUCK OUT OF THE WAY N00B
if you wanted to get realy complex you could make several teleporters all with the same point to teleport from then give them all slightly different destinations, place a trigger multiple around each one that deactivates the teleporter if someone is standing in them so the player would always teleport to a free sapcce untill there are no free spaces left but you would make so many you would need say 30 players cloging up the destinations (not likely)
shoud any crazy fool try this make the telporter in a line then move the components into place to avoid lots of comfusion :drink:
or alternitavely (GET THE **** OUT OF THE WAY NOOOOOOOOOOOOOBS
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