Insta-tp feels very cheaty/hacky, but I can’t get rid of it entirely. It saves people too much travel time to fun. However, I wanted teleporting to be more immersive and give more feedback, so I finally hooked the /join and /invite commands into a warmup function I wrote a couple weeks ago. I also added some other bits and pieces to make it a little more presentable. Depending on the reception, I’m thinking of adding it into the /spawn, /home, and other teleports, as well as the countdown to mini-games. And/or I might tweak it some more if the effects prove undesirable.
I’m liking the new teleport script, however, the thing I’ve seen a bunch of times are some issues where incorrect people are teleported.
This seems to occur after people let a request timeout or go offline (Perhaps a combo of both). After that, sometimes when you invite someone or join someone, it will fail (Offline Player Exception). From there, what seems to happen is when you /accept someone, it will teleport the other person.
I’m using a weird combination of things that is kind of difficult to wrap my head around. I’m using a bind that sends a closure to a procedure, so it’s a lot of variable juggling. Since it requires two players, it’s hard for me to test. 🙁 But I’m looking into these issues.
 I simplified some stuff. Hopefully it fixes it. Your report hints that there might be more issues, but I can’t be sure. I’d have to get actual examples. Like, when you say incorrect people were teleported, you mean of the two people, right? (and not someone else who didn’t type in a command) Timing out properly unbinds the /accept command (I tested it) so I doubt that has anything to do with this. An offline exception will occur if the other player is offline during an /accept command. I could put my own error there, but an offline exception is informative.
[edit #2] I tracked down another issue with some help. It should be a whole lot less buggy now.