Attempted to teleport to a place that is restricted
So I’m working on a horror game, and I’m at the moment working on building a lobby similar to the one Doors has. The teleport system works as every other story game, by teleporting everyone inside the TeleportPoint to another place.
The system works perfectly but whenever it sends a player to another place it says Attempted to teleport to a place that is restricted
How would I fix this?
local TransitionEvent = game.ReplicatedStorage.TransitionEvent
local TeleportService = game:GetService("TeleportService")
local TeleportID = 13937910964
local Players = {}
local IsTeleporting = false
local TeleportPoint = script.Parent.TeleportPoint
local PlayersAllowed = script.Parent.PlayersAllowed
local Gate = script.Parent.Gate
local Timer
local GUI = Gate.SurfaceGui
local PlayerNumber = GUI:WaitForChild("PlayerNumber")
local PlayerNumberShadow = GUI:WaitForChild("PlayerNumber"):WaitForChild("PlayerNumber1")
local TimeNumber = GUI:WaitForChild("TimeNumber")
local TimeNumberShadow = GUI:WaitForChild("TimeNumber"):WaitForChild("TimeNumber1")
local ExitEvent = game.ReplicatedStorage.ExitEvent
game.Players.RespawnTime = 0
function Refresh()
PlayerNumber.Text = #Players.."/4"
PlayerNumberShadow.Text = #Players.."/4"
end
local function RemoveFromList(Char)
for i = 1,#Players do
if Players[i] == Char.Name then
table.remove(Players, i)
Char.Humanoid.JumpPower = 50
Refresh()
end
end
end
local function Teleport()
if #Players > 0 then
local TeleportPlayers = {}
for i = 1, #Players do
if game.Players:FindFirstChild(Players[i]) then
table.insert(TeleportPlayers, game.Players:FindFirstChild(Players[i]))
TransitionEvent:FireClient(game.Players:FindFirstChild(Players[i]))
else
table.remove(Players, i)
end
end
local Code = TeleportService:ReserveServer(TeleportID)
IsTeleporting = true
TeleportService:TeleportToPrivateServer(TeleportID, Code, TeleportPlayers)
repeat wait() until #Players <= 0
IsTeleporting = false
end
end
Gate.Touched:Connect(function(Hit)
if Hit and Hit.Parent:FindFirstChild("Humanoid") then
if IsTeleporting == false then
local Player = game.Players:GetPlayerFromCharacter(Hit.Parent)
local Character = Player.Character or Player.CharacterAdded:Wait()
local InsideGate = false
for i = 1, #Players do
if Players[i] == Character.Name then
InsideGate = true
end
end
if InsideGate == false and #Players < PlayersAllowed.Value then
table.insert(Players, Character.Name)
Character:WaitForChild("HumanoidRootPart").CFrame = TeleportPoint.CFrame
Character.Humanoid.JumpPower = 0
Refresh()
ExitEvent:FireClient(Player)
end
Player.CharacterRemoving:Connect(function(Char)
RemoveFromList(Char)
end)
end
end
end)
ExitEvent.OnServerEvent:Connect(function(player)
if player.Character then
player.Character.Humanoid.Health = 0
RemoveFromList(player.Character)
end
end)
while wait() do
if #Players > 0 then
Timer = 30
for i = 1, Timer do
if #Players > 0 then
Timer = Timer - 1
TimeNumber.Text = Timer
TimeNumberShadow.Text = Timer
wait(1)
else
TimeNumber.Text = ""
TimeNumberShadow.Text = ""
Timer = 30
end
end
Teleport()
else
TimeNumber.Text = ""
TimeNumberShadow.Text = ""
end
end
I’m assuming this is possibly Code 773? If this is the case I know this issue has been raised on numerous occasion through the years so could likely be something messing up server sided. A concrete solution to this, from my knowledge, isn’t that clear as people have had different solutions.
You can try using TeleportAsync or manually updating your subplaces until they (suddenly?) can be teleported into - based on what I gathered from past topics.
I would definitely search through Devforum with the keyword “Error 773” as this stuff, like mentioned, has been raised a number of times. You can also try searching this on a browser as well for more information on the matter.
Open the place you want to teleport the players in, and do like you would publish a normal game on Roblox. So open “File” and select “Publish to Roblox” or “Publish to Roblox as”.
If you want to use “Publish to Roblox as” select the game you’re working on, and then select the place you want to publish as. Don’t do that with any other places than the one you want to publish, as it will overwrite all the datas of the place you’re trynna publish.
For instance, if you try to publish the place where you want to tp players at as your lobby, it’ll overwrite all your lobby data, and you’ll lose your work.
Are you still using multiple clients? The recorded bug is with TeleportAsync but it most likely extends to other methods as Roblox does not intend for multiple clients to be used at once outside of Studio.
Well for this method I’m basically converting my place to a game, and then I’ll have to enable third-party teleports as they are not in the same game universe then. I will try this method and tell you if it worked or not.
Places that are part of a universe to my knowledge to not need to be published if they are already created?.. Thus being published by defenition. Perhaps you are referring to ensuring that a place is on the correct version?
Yes, and that is still the case, as the place will react by listening to the main game. If you set the main game to private all the places that follow will be private as well.
The thing is when you made that matchmaking system I think you didn’t make a different place, I think you made a different game and then used third-party teleports to teleport the player into another one of your games.