The obvious problem with this approach is that it requires a collision to occur. And unlike crossing a linedef that's NOT something without immediate side effects - and teleporters are the most susceptible thing in the entire engine when it comes to side effects - because the teleport action is being performed in the middle of movement and not queued to occur at the end of the frame. So the collision can have some subtle effects on the teleport that would make it feel 'wrong' - or even something worse.ramon.dexter wrote: Hi Graf, sorry to ask, but can you explain to me, what is exactly 'hacky' in this approach? Action special could be connected to actor, that is 100% legit approach and I really dont see how it could break anyhting. Also, it could leave the height check on the engine, without any supporting coding (like checking for palyers height). I just dont see any 'hack' approach in this. Just a little irregular approach, but nothing more.
(I'm asking because explanaition like "Don't" is not explanatory enough for me.)
We already had situations where trying to use teleports with sector actions and other non-standard triggers did not work as expected.