Kurt Fitzner wrote: > I haven't checked in CVS, but I noticed that with 1.3, > the square I pop into a map at, or teleport to, don't > get checked for signs or runes. [...] Note that this is "common behaviour" even if it seems a bit odd. It has been in place long before version 1.3. Sure that system could be improved, for example by adding a "teleport_on" flag in addition to "walk/fly_on". However, I think the current system is not so bad. As mapmaker I have frequently stumbled over the problem that I wanted to teleport players onto a button. Anyways, there's workarounds for that stuff. To continue above example: Teleport player onto a mover which then pushes the player on the button - results in the button getting pressed. Changing the behaviour of walk_on/fly_on is something I would not recommend. Apart from problems like auto-apply- exits pointing onto each other, as Mark pointed out, it is outright dangerous to change these "fundamental" rules in server behaviour. When these parts of the code get only *touched*, most likely a large number of maps go broke in that instant. Picture this: A few years ago, about 50% of the pupland maps were either broken or inaccessible. And all of that was only due to marginal changes in the way buttons were processed by the server. AndreasV -- GMX - Die Kommunikationsplattform im Internet. http://www.gmx.net