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Teleport API not showing select destination to players

I've been using the Teleport API script available in the Roll20 library for a while. I have found it to be quite useful in the campaign I am running. I am running a Star Trek Adventures campaign, and it is helpful in moving players from one location on the ship to another.  The problem I am having is that in order to get players to other locations is that I have to use an intermediate jump point to allow them to select their destination. The players do not see the select destination dialog when they step on a transporter pad that is set to select destination. I have the pad in question set to be controlled by all players, and I have it set to see. Is there something I am missing?
Additional Information. I can see it on my GM account, the account I created the game in. The game is a Jumpgate game. I created and invited a test account using a different email address, and created a test character for myself, and tested it out. The results were that I experienced the same problem that I get from my players. They do not see the select destination dialog, but the GM account does.
1754999803

Edited 1755004634
Pat
Pro
API Scripter
I'll take a look. I have a few folks who can help test it.  Edited to add: Looks like I might have called the wrong chat method - I've got one for DM only (system messages and the menu) and one for open messages, and I think I sent it to the wrong one. I'll double-check it and try and have a fix out, but since Tuesday is deployment day, it might take a while. 
Thanks Pat. I didn't expect the programmer to reply. I appreciate the alacrity of your response.
1755457153
Pat
Pro
API Scripter
Hah well, if the programmers are still active and in the forums, they will usually find threads like this and reply directly. I came back to this one five years later to try and fix it up and it's still got some bugs, so it's still a work in progress. I'm hoping to have a version that *whispers to the token owner* to avoid problems for everyone else suddenly trying to use the teleport menu, too.   
I have found that the API is quite useful, even 5 years later. I am glad that you are still looking into it. Thank you for all your efforts. I, for one, appreciate it.
1756658732

Edited 1756663450
Pat
Pro
API Scripter
After some troubleshooting, the code appears to be aligned correctly - the scenario I could see it not working is if the teleporting token is assigned to more than one player. Are you and the player both assigned to control the sheet and thereby the token?  I can check for that, I may have to build a subroutine for multiple player instances (for a token that is aligned to controlled by all, for example) but I don't know how a whisper is supposed to handle more than one instance... maybe a for-each loop, but I'm not certain it takes an array.  The behavior of defaulting to GM viewing the select is when no player is found (for default NPCs for example) so that the GM at least will see the select. 
They do have two people or more listed in the edited/controlled by field. Usually, for PC's, just the GM, and the player. 
1756882155

Edited 1757027435
Pat
Pro
API Scripter
Christopher S. said: They do have two people or more listed in the edited/controlled by field. Usually, for PC's, just the GM, and the player.  Right, that explains it. I'll try and do some work to send to all owners. I typically use [CTRL]+L to view the map from a selected token. The fix might take a bit with testing, but I think there is already some code in there for page-to-page to pull multiple owners.  Edited to add:  I'm looking at how to modify the script, it's a call that's used by multiple other elements, so I'd have to make sure that either a) it is configurable to pull multiple sheet owners when it needs to, or b) configure all of the rest of the functions that call it to handle multiple player returns. 
The only part where that is going to become an issue is with NPC's, especially the NPC crew. In STA, players can have secondary characters, and in this case, they can choose to use any of the NPC crew that have been created. For now, I have set the PC's to have only one person set to control/edit, and that is the player. The only other person I had on PC's was the other GM. Thinking about it, I don't think I need to have them there, as they get edit/control rights as a GM.
1757106373

Edited 1757106430
Pat
Pro
API Scripter
Christopher S. said: The only part where that is going to become an issue is with NPC's, especially the NPC crew. In STA, players can have secondary characters, and in this case, they can choose to use any of the NPC crew that have been created. For now, I have set the PC's to have only one person set to control/edit, and that is the player. The only other person I had on PC's was the other GM. Thinking about it, I don't think I need to have them there, as they get edit/control rights as a GM. I'll still try and correct this issue - if there are multiple people controlling, it can get dicey when doing page-to-page as it would pull *all* players, and I'm not sure how to make that a prompt or conditional - maybe instead of auto-teleport, I can send a button to chat instead even for single point-to-point if multiple players control the same token. Maybe that should be a configurable portal element - either auto-teleport or prompt... so in case somebody accidentally tracks over a teleporter again, they don't get auto-teleported but get a prompt instead.  I'll see if I can squeeze sounds in there too while I'm at it and put out an update. 
I currently have three different transporter "types" in the Star Trek Adventures maps. 1. Public locations - These transporters are set to select the destination, and are linked to every other location in the ship.  2. Jeffries tube locations - These transporters are set to go from the pad to the Jeffries tube Network. On exit, they get the selection of where they want to exit the Jeffries Tubes back into the Public locations. So, the one that takes you to the Jeffries tube network is set to a random destination in the network, and the ones that exit the network are set to select destination, and are linked to the locations that one can enter the Jeffries Tube Network. 3. The Holodeck. They are links to maps that contain the holodeck "programs". The holodeck programs also have a teleport pad back to the holodeck to exit. 4. The Computer core - The computer core is a bi-level space, so I have two maps of it, one designated up, and one designated down, with a teleport pad over the ladder that goes between the levels that are linked to each other.