Teleports and trusted spots
Let hotels, jails, elevators and garages move players without a teleport detection.
Three ways a teleport is expected
Plenty of scripts move players a long way on purpose: hospitals and respawns, apartments and hotels, elevators, jails, garages, admin goto and bring, job warps. Hydra expects a teleport in any of these cases:
| How | Best for |
|---|---|
| Trusted spots on Hydra Hub | Fixed places: elevator floors, hotel doors, the prison yard. No code. |
| Teleport scripts Hydra found | Scripts in your resources that move players. Trust them on the hub. |
The AllowTeleport export | Your own scripts, where you can add a line. |
Teleport scripts Hydra found
When your server starts, Hydra reads your resources for teleport spots and lists the scripts in Zones & spots › Teleport scripts. Trust the ones that move players on purpose.
Some hosts do not let Hydra list a script's folders, and some scripts load their files by pattern. If a script's spots are not picked up, the server console says so; add those spots as trusted spots instead.
Trusted spots
In Zones & spots › Trusted spots, add a spot with a radius. A teleport that starts or ends inside a trusted spot is expected. You can also trust a spot straight from a TELEPORT detection in Review.
From your own scripts
-- server side, before your own SetEntityCoords
exports.HydraAC:AllowTeleport(source, 5000)
-- or let Hydra move the player for you
exports.HydraAC:SafeTeleport(source, vector3(x, y, z), heading)See the teleport exports.
Shadow mode shows you which scripts need this: look for repeated TELEPORT detections at the same coordinates.
Just arrived
For a short time after an allowed teleport, Hydra only logs the spawn protection many scripts give, such as invulnerability on arrival in a jail or a hotel. Nothing to set up.