Same issue once again,

What does your explorer look like?

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It has a lot of stuff inside of it, do you want to see the stuff that is related to the teleporting thing?

Yeah I’d like to see those things

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Capture
Capture2
Capture3

Ignore the ServerStorage, it has nothing to do with the teleporting.

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That is what I was doing the whole time. I never did teleporting in studio, I only did it on the Roblox Client. Well, at least attempted to do it but it did not work.

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Capture

I just do not know how it works on my other game, but does not work on this one :thinking: .

What is your module script?
//

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TeleportModule ?

Need to type more characters so I can reply to your message.

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Yes.

I do too lol asdfgghhjkl;

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local TeleportService = game:GetService(“TeleportService”)
local ReplicatedStorage = game:GetService(“ReplicatedStorage”)

local TeleportModule = {}

local RETRY_DELAY = 2
local MAX_WAIT = 10

– Create remote event instance
local teleportEvent = Instance.new(“RemoteEvent”)
teleportEvent.Name = “TeleportEvent”
teleportEvent.Parent = ReplicatedStorage

function TeleportModule.teleportWithRetry(targetPlaceID, playersTable, teleportOptions)
local currentWait = 0

-- Show custom teleport screen to valid players if client event is connected
teleportEvent:FireAllClients(playersTable, true)

local function doTeleport(players, options)
	if currentWait < MAX_WAIT then
		local success, errorMessage = pcall(function()
			return TeleportService:TeleportAsync(targetPlaceID, players, options)
		end)
		if not success then
			warn(errorMessage)
			-- Retry teleport after defined delay
			wait(RETRY_DELAY)
			currentWait = currentWait + RETRY_DELAY
			doTeleport(players, teleportOptions)
		end
	else
		-- On failure, hide custom teleport screen for remaining valid players
		teleportEvent:FireAllClients(players, false)
		return true
	end
end

TeleportService.TeleportInitFailed:Connect(function(player, teleportResult, errorMessage)
	if teleportResult ~= Enum.TeleportResult.Success then
		warn(errorMessage)
		-- Retry teleport after defined delay
		wait(RETRY_DELAY)
		currentWait = currentWait + RETRY_DELAY
		doTeleport({player}, teleportOptions)
	end
end)

-- Fire initial teleport
doTeleport(playersTable, teleportOptions)

end

return TeleportModule

That is how it looks.

Also, I appreciate you helping me.

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Did you mention something about another post where you got this error?

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Yeah. I had the same issue for the previous game, I went into that game and copied every single code from it, still did not work.

What is the link to your other post?

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Did you enable anything in your other game in the settings?

In game settings/security everything is enabled except Third Party Sales.

Are all of those enabled in this current game too?

Just joined the game once again, magically the script started working so thanks for helping me.

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