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Teleport Help

I am using the Teleport mod and I have a PC with a familiar. If the familiar goes through a portal to another area to "scout" then the Player is taken as well. The familiar is set to be only controlled by the player. Is there any way to allow the familiar to go alone? 
1718651724
The Aaron
Roll20 Production Team
API Scripter
Which Teleport script are you using? The behavior I would expect is, that when moving a token on to the teleport pad, the token is recreated on a different page and the player is split to that page, is that not what is happening?
I am using the Teleport script from the library by  Patrick K. The script works fine for PCs but familiars chain the PC with them. One of my players is a Ranger with a companion and another is an Arcane Trickster with a familiar. If the familiar or companion uses the teleport pad the player that controls that creature also gets teleported even if they are not near it. I am not aware if this is how it is supposed to act, a glitch somewhere, or my own lack of experience with the script. I did not expect the Player's token to be teleported with their familiar's token. 
1718681770

Edited 1718681824
timmaugh
Forum Champion
API Scripter
June 17, 2024 Roll20 Forums Mods (API Scripts) Teleport Help RE: Familiar treatment Cyymera, We represent the Guild of Free Companions and Familiars. We write to you today saddened by some disturbing news that reached our desk regarding the treatment of companions and familiars in a game of yours. Specifically, the reports state that in this game characters have sent their companions and familiars through teleportation gates, effectively using these creatures as veritable "canary in the coalmine," with little regard, if any, as to their safety, health, or well-being,  callously caring only about what news they can report, should they survive. We remind you that your game must follow all required stipulations of the Creatures of Non Player Agency Act (CroNPA), including those that go beyond simple companion safeguarding and avoiding the endangering of any familiar. We speak, specifically, of the mandatory water breaks, shiatsu sessions, hourly reflective time, popcorn cook-offs, tic-tac-toe tournaments, and dance parties mentioned throughout CroNPA. We have opened an investigation into your handling of companions and familiars, and dispatched a delegate to observe your game. Our delegate will not be arriving via teleport. We encourage you to take these matters seriously, and to correct the apparent lack of regard shown in your games. Sincerely, Cornelius UnderClench, esquire Counsel At Large, and First Minister of FIddle Smacks Guild of Free Companions and Familiars
1718682589

Edited 1718683044
Gauss
Forum Champion
Cyymera,  This is probably a situation where the developer of the teleport script did not envison players with two tokens using it.  Perhaps someone can come up with a fix, but that fix would probably be a lot of work for a corner case. I suggest just not having someone with two tokens use a teleport location with the 'incorrect token'. It should be worth noting that your description could use some cleaning up.  " If the familiar or companion uses the teleport pad the player that controls that creature also gets teleported even if they are not near it. I am not aware if this is how it is supposed to act, a glitch somewhere, or my own lack of experience with the script. I did not expect the Player's token to be teleported with their familiar's token. " Here you started that the Player "gets teleported". Then you state that the Player's token gets teleported with the familiars token.  I suggest a clarification here:  Player = the person behind the computer screen. They are not getting teleported. However, their view could be changing to the view from the Familiar's new location.  Player's token, again this could use clarification. In this example the Player has two tokens.  I suggest calling the tokens something different, names perhaps.  Here are the scenarios I am thinking are going on: (Lets call the tokens "Familiar" and "Mage") 1) Token dubbed "Familiar" hits the teleport location.  "Familiar" token is now in a new location, and the Player controlling "Familiar" now sees the new location.  (The token dubbed "Mage" does not appear in the new location.) 2) Token dubbed "Familiar" hits the teleport location.  "Familiar" token is now in a new location, and the Player controlling "Familiar" now sees the new location.  However, in this second scenario the token dubbed "Mage" also appears in the new location.  Which scenario matches the circumstances? I would expect the first, not the second. 
I instruct my players to stack the familiar with their character and then select both by selecting around the stack of tokens.  Move this selected stack to the teleport square and both will be moved to the new location/page.
Gauss said: Cyymera,  This is probably a situation where the developer of the teleport script did not envison players with two tokens using it.  Perhaps someone can come up with a fix, but that fix would probably be a lot of work for a corner case. I suggest just not having someone with two tokens use a teleport location with the 'incorrect token'. It should be worth noting that your description could use some cleaning up.  " If the familiar or companion uses the teleport pad the player that controls that creature also gets teleported even if they are not near it. I am not aware if this is how it is supposed to act, a glitch somewhere, or my own lack of experience with the script. I did not expect the Player's token to be teleported with their familiar's token. " Here you started that the Player "gets teleported". Then you state that the Player's token gets teleported with the familiars token.  I suggest a clarification here:  Player = the person behind the computer screen. They are not getting teleported. However, their view could be changing to the view from the Familiar's new location.  Player's token, again this could use clarification. In this example the Player has two tokens.  I suggest calling the tokens something different, names perhaps.  Here are the scenarios I am thinking are going on: (Lets call the tokens "Familiar" and "Mage") 1) Token dubbed "Familiar" hits the teleport location.  "Familiar" token is now in a new location, and the Player controlling "Familiar" now sees the new location.  (The token dubbed "Mage" does not appear in the new location.) 2) Token dubbed "Familiar" hits the teleport location.  "Familiar" token is now in a new location, and the Player controlling "Familiar" now sees the new location.  However, in this second scenario the token dubbed "Mage" also appears in the new location.  Which scenario matches the circumstances? I would expect the first, not the second.  Scenario 2 in your example is what I am experiencing. Thank you for clarifying. 
timmaugh said: June 17, 2024 Roll20 Forums Mods (API Scripts) Teleport Help RE: Familiar treatment Cyymera, We represent the Guild of Free Companions and Familiars. We write to you today saddened by some disturbing news that reached our desk regarding the treatment of companions and familiars in a game of yours. Specifically, the reports state that in this game characters have sent their companions and familiars through teleportation gates, effectively using these creatures as veritable "canary in the coalmine," with little regard, if any, as to their safety, health, or well-being,  callously caring only about what news they can report, should they survive. We remind you that your game must follow all required stipulations of the Creatures of Non Player Agency Act (CroNPA), including those that go beyond simple companion safeguarding and avoiding the endangering of any familiar. We speak, specifically, of the mandatory water breaks, shiatsu sessions, hourly reflective time, popcorn cook-offs, tic-tac-toe tournaments, and dance parties mentioned throughout CroNPA. We have opened an investigation into your handling of companions and familiars, and dispatched a delegate to observe your game. Our delegate will not be arriving via teleport. We encourage you to take these matters seriously, and to correct the apparent lack of regard shown in your games. Sincerely, Cornelius UnderClench, esquire Counsel At Large, and First Minister of FIddle Smacks Guild of Free Companions and Familiars This made my day. I have shared your concerns with my players, and I can assure you that no companions or familiars were harmed over the course of their adventures. Companions and familiars are treated as valuable and respected members of the adventuring party. The Ranger spoke with his companion, and she informed him that is her preference to scout ahead in order to look out for him. She expressed her concern regarding his lack of claws and impulse control. The Rogue's familiar was unavailable for comment at this time as he was away at the tic-tac-toe tournament.  On an unrelated note, the Rogue would like to know where he can acquire a canary. 
1718807985
Pat
Pro
API Scripter
Unfortunately, "chaining" all associated tokens isn't part of the script, nor is splitting a person's viewport - the player movement (teleportation from map to map) is an absolute, so the player either goes or does not - there's not a category for main token or sub-token or familiar and so-on - if the chaining was automatic, there would be situations where a player didn't want to go themselves, just send their familiar, or go themselves and not bring their familiar - it's easier to manage on a single map where player movement isn't necessary.  The solution of stacking them works, which is cool - I don't have that as a recommendation, but I've run into this in my own games. 
1718814639
Pat
Pro
API Scripter
A suggestion might be to add a check to see if the user wants to teleport all their *associated* tokens, make it a check on teleport?  Another might be to tag followers in a certain way, but that'd be another situation where they might not want them to all teleport.