function TeleportGun()
{
vec_set(TraceCoords.x, vector(10000, 0, 0)); //shoots 10000 quants
vec_rotate(TraceCoords.x, player.pan); //shoots in the direction of the player
c_trace(player.x, TraceCoords.x, ignore_me | ignore_passable | activate_shoot);
if (you)
{
var tempX;
var tempY;
var tempZ;

tempX = my.x;
tempY = my.y;
tempZ = my.z;

my.x = TraceCoords.x;
my.y = TraceCoords.y;
my.z = TraceCoords.z;

you.x = tempX;
you.y = tempY;
you.z = tempZ;
}
}


i tried to do the teleport in more steps thinking it might make it easier to see for myself, but this still gives me empty pointers

i switched it to camera.pan, player.pan, and my.pan all with the same results.

Also tried switching to camera.pan and making all the my.x and such to player.x

function TeleportGun()
{
vec_set(TraceCoords.x, vector(10000, 0, 0)); //shoots 10000 quants
vec_rotate(TraceCoords.x, camera.pan); //shoots in the direction of the player
c_trace(player.x, TraceCoords.x, ignore_me | ignore_passable | activate_shoot);
if (you)
{
var tempX;
var tempY;
var tempZ;

tempX = player.x;
tempY = player.y;
tempZ = player.z;

player.x = TraceCoords.x;
player.y = TraceCoords.y;
player.z = TraceCoords.z;

you.x = tempX;
you.y = tempY;
you.z = tempZ;
}
}


this gives mea different empty pointer, it says

c_trace(player.x, TraceCoords.x, ignore_me | ignore_passable | activate_shoot);

contains the empty pointer

Last edited by immolat3; 11/12/07 21:09.