Teleporting and telemarks
/teleport places a player at an exact spot, and /telemark saves spots so you do not have to remember
the numbers.
You need community admin. The shipped server configuration grants the teleport commands to that tier. A server running bare compiled defaults does not, and refuses every rank. Neither command locks to the active director on the shipped server configuration. Director locks is where an operator changes that.
What it does
Teleporting is a placement, not a launch. The player arrives standing still, facing the direction you give, with no momentum carried through. A telemark is a named position and facing, saved wherever you are standing. Save your stage positions once and recall them by name all night.
/tp is an alias for /teleport, and /tm is an alias for /telemark.
Moving yourself
4 numbers place you at a coordinate. All 4 are required, including the facing.
A single argument is read as a telemark name.
The words telemark and last both mean the mark you saved most recently, so /teleport last gets you
back to wherever you were setting up.
Moving other people
Name a player first and the same forms apply to them. Player names match on a fragment, so a partial name is enough as long as it matches only one person.
2 player names bring one to the other. Here rhen and tomas are fragments of 2 different players'
names. Rhen Vaal is placed 64 units in front of Tomas Kel and facing the same way, rather than on top
of them.
Saving and managing telemarks
Saving a telemark
Stand where you want the mark, face the right way, and give it a name. Names are up to 31 characters and accept letters, numbers and underscores only.
Reusing an existing name overwrites that mark and says updated instead of saved.
Listing telemarks
/telemark on its own lists every mark, with the most recent one flagged.
Removing and clearing
Things to note
- StoryForce refuses 3 arguments outright.
/teleport 128 64 72prints the help rather than moving you, because the facing is missing. So does anything longer than 5 arguments. - A telemark name beats a player name. On the two-argument form StoryForce looks for a telemark
first, so a mark called
rhenwins over a player called Rhen Vaal every time. Name your marks after places. telemarkandlastare reserved. Saving under either name is refused, because both already mean the most recent mark.- The 21st mark silently deletes the oldest. At capacity the oldest mark is dropped with no
warning to make room. Run
/telemarkand prune before you get there. - Telemarks do not survive a map change. StoryForce wipes the list when a map loads. Save them in a scene file to bring them back.
/scene loadreplaces the telemark list. The current marks are wiped, then whatever marks the scene file saved are restored.- There is no confirmation on
/telemark clear. All 20 go at once. - Coordinates are not checked against the map. A teleport into solid geometry or out past the edge of the world is not stopped. Arrival is 10 units above the coordinate you give, so players settle onto the floor rather than land inside it.
- A teleport onto another character telefrags them. The engine clears the arrival spot with massive damage. The player-to-player form avoids this by placing the arrival 64 units in front.
- No message tells the player why they moved. Only you see the text confirmation, so say something first if the scene needs it.
Next
- Running a scene: scene files save and restore your telemarks
- Points of interest: plant the detail you are moving players towards
- Director locks: the server settings that decide whether these commands lock mid-scene