I guess the best way would be to surround the area with a couple of such objects and the JumpTo the nearest one?
So while the character is sliding, it's impossible to click rapidly and stop it?
(I love this forum, a lot of helpful people here. Thank you!)
If the JumpToObject action is in progress, the user cannot logically interrupt it until the action is completed. (because of the way the action queue works server side)
(technically)
However - they can do lots of things on their client side to interrupt it - by spamming keys and clicks etc.
What you need to make sure of - is that the destination that the player is 'sliding' to, is far enough away that they cannot somehow spazz the system into interrupting and getting back into the trigger area.
As long as the location they are sliding to is far enough away, they should be placed back outside of the trigger each time.
Its just a matter of finding the sweet spot.
And yes - putting a few of the same object around the trigger area is ideal.
They just need to have the same tag as the script
And logically speaking, the script should make them slide to the nearest object.