To my knowledge, I do not know of any way to disable this error. I’ve seen games with teleport systems have failures without this but they may be using some custom service or https service.
Here are some posts I found.
Thank you so much! Looks like the first post you referenced has no solution… u ,u
And ppl was thinking OP was talking about the error and not the pop up screen same as my post xD
The second one I found it a few hours ago, and @colbert2677 among others asked for that feature in Engine features, Roblox staff just answered that they gonna investigate, but nothing else, so I guess still no way to avoid that warning screen unless the ideas you provided, sadly I have no idea how that would work…
Yeah, it’s a feature we really need. I’ll look around and see if I can find anything else.
I totally agree, cause that warning could cause the player to close the game instead of waiting for the teleport, as colbert said, the “motivation aspect” gets affected…
Thank you so much for your effort
It appears as though this feature is really sought after. The only way around it at this moment seems to be to tell players to click through it. While not ideal it is sadly the only option for now. On the bright side I don’t think the error will happen that often. As long as you don’t teleport too many players to one server it shouldn’t give you any flooding errors.
I see, yup I was thinking the same, before perform the teleport call, tell the player that if a warning shows ignore it and wait for the TP… cool!..
Well, yup, maybe that error due to connection issues or flooding could not happen very ofter but… that takes me to a post I made yesterday about the same topic, could you answer this question:
If a server has room for 25 players, and everytime each player joins, almost inmediately tries to teleport, could that cause the TP service to flood? and the game is expecting to get high amount of players
Honestly, without testing I am unsure. But if you use the service the way it is intended it shouldn’t overload.
Waaa this is going to be a massive fail!
Yup, well, Im trying to use the service properly… but… How could I handle that the players wanna teleport massively after join the starting place… I could imagine an empty server starts, one player joins, and inmediately clicks button to teleport, another player joins the same, and in a matter of a few seconds, too many request to teleport will be handled, then flood, then failure! …
I’m really sorry I couldn’t find a solution but I think Roblox has systems in place to make sure it won’t overload.
One thing you could do is have the place that gets teleported to have its server size set as balanced. That way it won’t try to cram too many players into each server.
I see what you mean.
Thats a good idea, the less players in server the less teleport requests I guess. And if balanced, players will be splitted in a healthy balance.
Thats a good idea handling the other side of the problem, thats helpful, thank you so much!
I’ll be thinking about this
Glad I could help a little. If I find anything else I’ll send it here.
Thank you! I would mark this as the best solution, but I will leave the post open to see what else happens :3
uSe TeleportInitFailed
and check the error results that are happening, Maybe its something different
local TeleportService = game:GetService("TeleportService")
TeleportService.TeleportInitFailed:Connect(function(Player, Results)
print(Results.Name)
end)
What you mean? I dont have any issues with checking the results from the TeleportInitFailed.
I just wanna know how to remove the pop up screen that the players get when the teleport did fail
nvm i thought you want the players to teleport even after it fails
you cant remove th
Mmh… you made me think if theres a chance that a default roblox module/script handles that pop up window… But I think that is handled by the roblox app itself and theres no core script that handles those pop up warnings
Maybe use protected calls (pcall function). I haven’t tested it - unsure if the error message would still show up.
Yes, it still, Im using pcalls in order to retry the teleport, the warning is automatic when TeleportInitFailed is triggered from a teleport attempt that failed
Unsure if there is an option then. Perhaps you should try to prevent the teleportation from failing. Massively teleporting players with individual TeleportAsync functions should not error though. You are limited to 50 players per teleportation, but I am unaware of any error occuring while attempting to teleport each player with different/own TeleportAsync functions.
Sorry I couldn’t do more
Crossing fingers!