Hello!
I got a mod call system, so moderators can accept a mod call, and the system teleports the moderator to the person who mod called but I got universes aka singleplayer, I wanna make moderators can join singleplayer and punish the false mod caller, even if that’s for 1.
I Reserved a server (singleplayer), and make that game mode max players 10 so moderators can join.
local code = ts:ReserveServer(gm)
ts:TeleportToPrivateServer(gm, code, {plr})
But I got a problem when moderator tries to accept the mod call, he gets a teleport error (Teleport is restricted, or something like that)
Why not set up a remote system so false calls can be handled without being physically present in the server? You’re going to need it in the first place because not everyone who performs a mod call will stay in the server, especially if they’re only in your game to abuse the system and go.
Not good enough, need a specific error. You may also want to check TeleportResults when teleports fail and see which of them is causing the teleport to fail (not sure if the teleport is initialised or fails mid-teleport either, need that to be specified).
Is the max players count 1? Just want to check, because that could prevent teleports as the server would be full. If it’s not that; What is the exact error that you get.
function AcceptModcall(player, id)
if moderators[player.Name] == nil and moderators[player.UserId] == nil then
player:Kick("NoobBuster: Not a moderator.")
return
end
for _,v in pairs(saved_modcalls) do
if v.ID == id then
tpservice:TeleportToPlaceInstance(v.PlaceId, v.JobId, player)
break
end
end
end
I kinda abandoned that thing, i wish to make Modcall history work.