else if (stristr(Msg2, "!Teleport <players name>") == 0 && strcmp(Get_Player_Name_By_ID(ID),"<nick>") == 0) {
{
Change_Team(obj,2);
Change_Character(obj,"GDI_MP");
Commands->Give_Powerup(obj,"CnC_POW_AutoRifle_Player_Nod",false);
Commands->Give_Powerup(obj,"CnC_POW_AutoRifle_Player_GDI",false);
Commands->Give_Powerup(obj,"POW_Shotgun_Player",false);
Commands->Give_Powerup(obj,"POW_Flamethrower_Player",false);
Commands->Give_Powerup(obj,"POW_GrenadeLauncher_Player",false);
Commands->Give_Powerup(obj,"POW_Pistol_Player",false);
Commands->Give_Powerup(obj,"CnC_POW_MineRemote_02",false);
Commands->Give_Powerup(obj,"CnC_POW_MineTimed_Player_01",false);
Commands->Give_Powerup(obj,"POW_Chaingun_Player_Nod",false);
Commands->Give_Powerup(obj,"CnC_POW_RocketLauncher_Player",false);
Commands->Give_Powerup(obj,"POW_ChemSprayer_Player",false);
Commands->Give_Powerup(obj,"POW_LaserRifle_Player",false);
Commands->Give_Powerup(obj,"POW_LaserChaingun_Player",false);
Commands->Give_Powerup(obj,"POW_SniperRifle_Player_Nod",false);
Commands->Give_Powerup(obj,"POW_RamjetRifle_Player",false);
Commands->Give_Powerup(obj,"POW_Railgun_Player",false);
Commands->Give_Powerup(obj,"CnC_POW_VoltAutoRifle_Player_Nod",false);
Commands->Give_Powerup(obj,"POW_VoltAutoRifle_Player",false);
Commands->Give_Powerup(obj,"POW_SniperRifle_Player",false);
Commands->Give_Powerup(obj,"CnC_POW_RepairGun_Player",false);
Commands->Give_Powerup(obj,"CnC_POW_RepairGun_Player",false);
Vector3 Pos = Commands->Get_Position(Find_Object_By_Preset(2,"Daves Arrow"));
Commands->Set_Position(obj,Pos);
{
if (RandomNum == 1 || RandomNum == 2 || RandomNum == 3 || RandomNum == 4)
{
Vector3 Pos = Commands->Get_Position(Find_Object_By_Preset(2,"Daves Arrow"));
}
else
{
Vector3 Pos = Commands->Get_Position(Find_Object_By_Preset(2,"Daves Arrow"));
}
else
{
Vector3 Pos = Commands->Get_Position(Find_Object_By_Preset(2,"Daves Arrow"));
}
else
{
Vector3 Pos = Commands->Get_Position(Find_Object_By_Preset(2,"Daves Arrow"));
}