Or how not to kill people with telefrag.
Firstly, it has to be appreciated that a telepoint in the air is a lot safer than one on the ground, and a point that is over water/lava/bottomless pit is safer again.
Telepoints 101 - there are four numbers, they represent the X-axis, Y-axis, Z-axis and the direction you will face as you tele in, being 0 to 359. Also note these can have decimals places (although I don't know why you would ever need fractions unless, say, you developed an uber hax telefrag program *cough*).
Ok, easiest is to do a demostration.
FFA3, to land right in the middle of the cargo ship, facing the bow.
1. Station yourself where you want finish. Do amtelemark and record the numbers. /amtelemark= 725 835 144.
2. Do any emot. Tele yourself to the coords, using 0 angle. /amatease. /amtele jaw 725 835 144 0
3. I'm facing 30 degrees anticlockwise from where I want to be, so I adjust my angle accordingly. /amtele jaw 725 835 144 330. Not enough so trial and error leads me to /amtele jaw 725 835 144 315
4. Once you have your angle, lose the emot and add 180 to the height of the tele. You can add up to 300, but if you do and you are holding crouch you will take fall damage, so 180 is a safe height to add. /amtele jaw 725 835 324 315
5. This gives the direction we will travel on the X axis and Y axis given we tele in from that height and that angle, so amtelemark you new position. /amtelemark = 997 562 78
6. So, with maths we know we travelled 272 on the X axis (997-725) and -273 on the Y axis (562-835)
7. By subtracting those differences, we can calculate the place from where we want to tele from to land in the middle of the cargo ship. The original coords of x=725 y=835 z=144 become x=(725-272)=453 y=(835--273)=(835+273)=1108 and z=(144+180)=324 and angle of 315. /amtele jaw 453 1108 324 315
8. Fine tuning can be applied, as you know which direction is 0 angle, you can work out whether to add/subract to the X or Y axis. As I landed slightly on the nose on my measuring tele, it threw me a tad more forwards then I wanted to be, that is easily solved by using a lower Z axis coord to find the measure, but still using the full 180 height for the calculated starting point.
Another correction that can be applied if needed, if there is an obstacle in front of you, you can add or subtract 180 degrees from the starting point to find the measure backwards and use the place you finish as the actual place to start your tele from. As I like to tele in from over pits and into open space, that method can rarely be applied. But in this case it could, simply amtele 725 835 324 135, and where you finish, amtelemark, and use those X and Y coords to make amtele X Y 324 315.
9. Check your finished results. Having done the math correct you should tele into the place you want to be facing the direction you want. For a final test, emot then tele. Look around at the tele starting point and make sure there is little chance someone would be jumping through the place you are.
10. Teh end
Firstly, it has to be appreciated that a telepoint in the air is a lot safer than one on the ground, and a point that is over water/lava/bottomless pit is safer again.
Telepoints 101 - there are four numbers, they represent the X-axis, Y-axis, Z-axis and the direction you will face as you tele in, being 0 to 359. Also note these can have decimals places (although I don't know why you would ever need fractions unless, say, you developed an uber hax telefrag program *cough*).
Ok, easiest is to do a demostration.
FFA3, to land right in the middle of the cargo ship, facing the bow.
1. Station yourself where you want finish. Do amtelemark and record the numbers. /amtelemark= 725 835 144.
2. Do any emot. Tele yourself to the coords, using 0 angle. /amatease. /amtele jaw 725 835 144 0
3. I'm facing 30 degrees anticlockwise from where I want to be, so I adjust my angle accordingly. /amtele jaw 725 835 144 330. Not enough so trial and error leads me to /amtele jaw 725 835 144 315
4. Once you have your angle, lose the emot and add 180 to the height of the tele. You can add up to 300, but if you do and you are holding crouch you will take fall damage, so 180 is a safe height to add. /amtele jaw 725 835 324 315
5. This gives the direction we will travel on the X axis and Y axis given we tele in from that height and that angle, so amtelemark you new position. /amtelemark = 997 562 78
6. So, with maths we know we travelled 272 on the X axis (997-725) and -273 on the Y axis (562-835)
7. By subtracting those differences, we can calculate the place from where we want to tele from to land in the middle of the cargo ship. The original coords of x=725 y=835 z=144 become x=(725-272)=453 y=(835--273)=(835+273)=1108 and z=(144+180)=324 and angle of 315. /amtele jaw 453 1108 324 315
8. Fine tuning can be applied, as you know which direction is 0 angle, you can work out whether to add/subract to the X or Y axis. As I landed slightly on the nose on my measuring tele, it threw me a tad more forwards then I wanted to be, that is easily solved by using a lower Z axis coord to find the measure, but still using the full 180 height for the calculated starting point.
Another correction that can be applied if needed, if there is an obstacle in front of you, you can add or subtract 180 degrees from the starting point to find the measure backwards and use the place you finish as the actual place to start your tele from. As I like to tele in from over pits and into open space, that method can rarely be applied. But in this case it could, simply amtele 725 835 324 135, and where you finish, amtelemark, and use those X and Y coords to make amtele X Y 324 315.
9. Check your finished results. Having done the math correct you should tele into the place you want to be facing the direction you want. For a final test, emot then tele. Look around at the tele starting point and make sure there is little chance someone would be jumping through the place you are.
10. Teh end