#plugins-dev-chat

1 messages Β· Page 8 of 1

unique crane
#

This gut?

#

Or I should probably make it x: 1, y: 3

#

etc

#

yea

upper vapor
#

How about a format property in each plugin's properties? Like IsEnabled

upper vapor
#

Oh wait that's not really gonna work with yaml serializers unless you create one per plugin

#

Nvm

worthy rune
# unique crane This gut?

hmmm are the leading - really necessary, i think each one implies an array member e.g.

class Color
{
    float[] a = [1];
    float[] r = [1];
    float[] g = [1];
    float[] b = [1];
}
unique crane
#

Any other object/struct suggestions?

hearty shard
#

or just 3

unique crane
#

just 3

hearty shard
#

maybe add the others, ppl might use em

unique crane
#

x: yourval
y: yourval2
z: 0

#

done xd

hearty shard
#

😭

#

still requires a plugin to put Vector3 and use that instead

unique crane
#

Fineee ill make it work with Vector2

hearty shard
#

YIPPIE

#

330 rework when ?

unique crane
#

perhaps I could take a look at it tomorrow

hearty shard
#

omg

#

ur actually the best

unique crane
#

I spent few hours trying to fix the yaml

#

only to find out I didnt replace which serializer/deserializer is being used xd

hearty shard
#

clipped

unique crane
hearty shard
#

oh

#

okay

unique crane
#

nah just kidding

hearty shard
#

oh

#

okay

main zenith
#

anyone have maybe idea why this code:

   public void CassieCustomMessage(CassieAnnouncingEventArgs ev)
   {
       
           Log.Info(ev.Words);
       
       if (ev.Words.Contains("SCP") && ev.Words.Contains("1") && ev.Words.Contains("0") && ev.Words.Contains("6") && ev.Words.Contains("TERMINATED") && SCP457Main.Instance.DeadSCP457>=1)
       {
           SCP457Main.Instance.DeadSCP457--;
           ev.IsAllowed = false;


       }
   }

still send Cassie Announcement but only without sound?

icy knoll
#

why don't you just check if scp-106 dies 😭

#

oh wait you use IsAllowed

main zenith
carmine prawn
#

I hate Firearm Module

#

especially Ammo Module

#

will LabAPI's FirearmItem save me?

hearty shard
#

False

wheat flower
#

me when i serialize vector 3 as: x, y, z

#

(i like one liners)

inner citrus
#

so true

restive turret
#

me when im not

#

ServerSpecificSettingsSync

main zenith
tulip kiln
unique crane
#

we are so back

#

@hearty shard

upper vapor
unique crane
#

why

upper vapor
#

missing z value

unique crane
#

what where?

upper vapor
#

oh

#

that's a vector2

unique crane
#

yea

upper vapor
#

OHHHH

#

oka

#

y

#

i'm actually stupid

#

speaking of configs, are permission wildcards planned to be supported? in the current release they don't work

hearty shard
unique crane
upper vapor
#

the code doesn't indicate that
e.g. jail.* doesn't resolve to jail.jail and jail.data

limber silo
#

It should work

#

idk test it and lmk

#

I was smoking weed or smt when I coded that

upper vapor
hearty shard
limber silo
#

I was in my comment every line era

#

looks pretty for some reason

hearty shard
#

i will crash out if i see comment for 1 + 1

#

you would do that

#

ur evil

limber silo
#

I mean it wasn't that bad

#

I think this would help new coders

#

πŸ‘πŸΌ

upper vapor
#

wildcards should be processed here

limber silo
hearty shard
#

this sort of check needs to be there

limber silo
#

needs to be where axwabo said

hearty shard
#

yes

#

i was referring to the check

upper vapor
hearty shard
#

going where ax posted

upper vapor
#

i'll make an issue ig

hearty shard
#

jesus fix it now

limber silo
#

I have never seen a plugin doing that

#

it is the other way around

limber silo
#

I'm in a bus for 6 hours going back to madrid rn

hearty shard
#

yooo

upper vapor
upper vapor
#

i also detailed how the SpecialPermissionsSuperset could be reused

limber silo
#

Okay there we go

#

Fresh phone ahh code

limber silo
upper vapor
#

ohhhh

limber silo
#

otherwise it would have to check the contains in the full permission set

upper vapor
limber silo
hearty shard
#

jesus r u evil

limber silo
#

stop saying I'm evil

hearty shard
#

its a question

#

a valid one

limber silo
#

sometimes

unique crane
#

Can we deport eve already?

hearty shard
#

NO

unique crane
hearty shard
#

deport lumi

icy knoll
hearty shard
#

sacrifice the evil fiends

icy knoll
#

😭

mild ice
hearty shard
limber silo
mild ice
icy knoll
upper vapor
#

regex in configs TrollDespair

limber silo
#

let's see, * in permissions file will add * to the permissions, so if a plugin is checking for * it will work

#

but if a plugin is checking for .* it won't work if the user sets * to the file, so I'll add that just in case

icy knoll
#

yeah, because the owner of the server will put * in the owner role because they want permissions to do everything in every plugin

#

doing plugin.* for everything is not really the best idea lol

hearty shard
limber silo
#

indeed exiled perms do that iirc by default on owner

hearty shard
#

yes

#

well

#

not plugin.

#

just .*

upper vapor
# limber silo

if only we could optimize this with spans and HashSet.GetAlternateLookup :((

icy knoll
hearty shard
upper vapor
#

NWAPI used .* too

hearty shard
#

yes

upper vapor
#

i'd argue that * does make sense

#

that could just be a bool cached on perms reload

restive turret
#

*.*

hearty shard
#

or just permissiongroup HasAllPerms: true

upper vapor
#

yea

#

i mean

#

the ICommandSender has a bool FullPermissions

restive turret
#

Or just don't check permission ClassDTroll

upper vapor
restive turret
#

Cant wait to see 127.0.0.1:34953 on ra

hearty shard
#

if you give everyone perms, you dont need to worry about permission checking

restive turret
#

Yup

#

Working on test server where I would host testing stuff

icy knoll
hearty shard
#

in the end

#

it doesnt matter

restive turret
#

you will not get that permission

hearty shard
#

if the example shows clearly how it should be its a user issue to fail it

#

in 3 years of exiled havent seen someone ask about the .*

limber silo
#

there we go

#

another round of free mobile code

hearty shard
#

ez

#

whys it yaml ignore

#

oh its not settable in config, just set if it has *

upper vapor
#

why = false

hearty shard
#

default to false probably

upper vapor
#

false is the default though

hearty shard
#

well

#

its jesus

upper vapor
#

9 extra characters!!1!1!!!

hearty shard
#

8**

restive turret
#

To must be false no matter what

hearty shard
#

well

#

actually

#

i missed a space

#

im stoopid

upper vapor
hearty shard
#

hi slej

restive turret
hearty shard
#

im gonna stab you

#

never to be seen again

limber silo
#

You never know shrug

#

that would be wild kek

restive turret
hearty shard
#

im better

restive turret
#

Nah

hearty shard
#

fak u

restive turret
#

dinner first!

limber silo
#

but well, the truth is, labapi was gonna be released without perms because they were not seen as a priority

hearty shard
#

make a custom collection thats super duper optimized

limber silo
#

I didn't agree

hearty shard
#

permissions should exist in it yes

limber silo
#

So I came up with the permissions provider and the default thing in a few hours

hearty shard
#

thank the jesus

restive turret
#

Can't wait to see the next labapi pushSteamHappy

upper vapor
faint sparrow
true cedar
#

they really should've had an IAlternateLookup<T> interface with a like, GetHashCodeAs(T t) and EqualsAs(T t) or wtv

#

then you could have Dictionary<TKey, TValue>.AlternateGet<TAlternate>(TAlternate key) where TAlternate : IAlternateLookup<TKey>

hearty shard
#

um

#

i managed to remove lockers by accident

#

or well

#

invis?

#

idk

stable shore
#

Peak

hearty shard
#

erm

#

it fixed itself

#

xd

hearty shard
#

i thought it was because of the door not being open
but

#

door was wide open

hearty shard
#

so true

unique crane
#

to the room

#

Silly

hearty shard
#

Only that room

#

But same room worked fine next round sooo

#

idk

#

Unless it has to be the small door and not the gate

restive turret
#

Please spawn more locker ther

unique crane
hearty shard
#

Wtf

#

Since when

unique crane
#

Honestly

#

Idk

hearty shard
restive turret
#

Just cull the whole map

pulsar charm
#

is labapi meant to replace nwapi all together or will nwapi be continued as a seperate thing?

upper pike
#

Completely replace

#

!nwapi

regal lakeBOT
#

NWAPI has been retired, you can obtain the new and improved LabAPI by clicking the reaction in #1333484143937458248

upper vapor
carmine prawn
#

I'm a very greedy person

#

Can we make Hint cover the entire screen?

#

unable to reach far right

#

but you can reach the far far left

#

max far left is <align=left><pos=-1198>

worthy rune
#

have you tried this?

carmine prawn
icy knoll
#

that's far left

#

😭

hearty shard
#

yeahj

#

but

#

you can just

#

reverse it...

icy knoll
#

we already tried it :3

#

well not me

#

someone else did

carmine prawn
#

yep

#

another NW moment

hearty shard
#

wouldnt this be unity moment

worthy rune
#

its more TMP breaking, you shouldnt be able to go that far to the left to begin with

carmine prawn
hearty shard
#

clearly NWs fault

#

cant believe this

carmine prawn
#

but it can 1198px to the far left

hearty shard
#

i hate NW so much

#

πŸ’”

#

clearly should make ur own engine

carmine prawn
#

northwood studio acquisition unity, plz

true cedar
#

i can try making it work for the other side later tn

feral haven
#

Okay, is it just me or does this look wrong?
Like, isn't y Vertical and x Horizontal?

#

Or is it different because it's Vector2 to Vector3?

icy knoll
#

x is always side to side and y is always up and down

feral haven
#

Thought so xD

true cedar
#

decrease the pos to make it go to the right more

#

also works for the left side

unique crane
#

With y going up then the rotation is around you horizontally

#

And X goes right so it's up and down

worthy rune
#

i think its better to explain it as pitch and yaw instead, as changing the y rot will mean different x and z rots for the pitch

carmine prawn
shut karma
#

whats the best way to test plugins i write?

ashen hornet
#

I use dedicated server from steam

upper pike
#

Isnt that basically the only way

true cedar
#

play with the indent / pos a bit

upper vapor
#

the plugin manager is still in LA, will it be updated to support LabAPI?

carmine prawn
#

@wicked cloak can we talk about this function?

#

I'm very curious about how this works

wicked cloak
#

aye sure

#

so basically it just send a fake effect to you

#

if to be more precise, the server makes the spectator think that some player has the goggles effect

#

so it enables that effect for spectator, but not for the actual player

carmine prawn
#

very clever approach

#

thanks

restive turret
#

#No Access

spring swan
wheat flower
carmine prawn
#

!ex

#

!exiled

restive turret
#

Exiled no longer exists

#

LabAPI remaining

upper vapor
#

counter-terrorists win

hazy kelp
#

So, LabAPI is lunch at 14.1?

marble rock
#

yum, lunch

ashen hound
#

where is mine?

marble rock
#

ask your manager

icy knoll
icy knoll
ashen hound
#

what will happen you will leave but server will take your soul

#

and you will never join again

icy knoll
#

what would actually happen tho

ashen hound
#

if that was possible simply server will don't destroy your player object and keep it

#

you will leave server and think you left but server still sees you that you are on server

#

normally its not possible to cancel player leaving because event is already executed when object is being destroyed

unique crane
#

Cancelling on left event will make a dummy and unable to join ever again

unique crane
restive turret
#

Yo, I have a question,
I want a Scientist to do 2x damage to NTF and dont do any damage to Guards, how would be possible?

unique crane
#

Well

#

OnTakingDamage or however is it called

#

I think you can get the damage handler from there

#

and set the damage

restive turret
#

but is it getting called even if under same team?

unique crane
#

Not if you have FF off

#

i guess

restive turret
#

but i dont want to enable ff serverwide

mild ice
main zenith
mild ice
#

Wait nvm

#

Ignore me

restive turret
#

Its PlayerHurtingEvent, hmm I test it

main zenith
unique crane
#

Get the magazine module

#

And there is property or method somewhere

unique crane
#

hi eveee

hearty shard
#

Haiii

main zenith
hearty shard
true cedar
#

if you make pos negative you can go even farther to the left

rustic bolt
rustic bolt
harsh thorn
#

should be all of them changed properly now then pepeLaff

shrewd surge
#

gonna move this here

can someone explain why the game makes every client execute all custom keybinds on spawn

upper pike
#

What?

shrewd surge
#

When i spawn, my client executes all server based settings. Its very annoyinng.

someone said that its probably to see what does what, etc

i mean i have an audio plugin that has 9 different categorys. Spawning and being jumpscared with all of them playing at once is not fun

upper vapor
#

Keybinds aren't assigned by default to prevent key logging

shrewd surge
#

I mean mine are assigned and every single one assigned at the beginning

upper vapor
#

That shouldn't be the case

shrewd surge
#

I just want to know if there is a way to prevent this or what

upper vapor
#

For me it's unset when I add a new setting

shrewd surge
#

Lets say its the waiting for players screen. I assign them. When i spawn, all are executed

upper vapor
stable shore
#

!hubertping

shrewd surge
#

So whats up this hubert thing? Who is hubert

upper vapor
#

if (Input.GetKeyDown(KeyCode.None))
Trigger();

limber silo
shrewd surge
#

Oh

#

OOH

limber silo
#

he made the world

shrewd surge
#

All hail hubert

limber silo
#

and the universe

obtuse spruce
#

somes wrappers for AdminToys gonna be add soon to LabAPI ?

carmine prawn
#

I hope so

#

Assembly-CSharp question

#

Can I know a Spectator is looking who without using a dictionary?

upper vapor
#

SpectatorRole.SyncSpectatedNetId

hearty shard
#

SpectatorRole has whos being spectated

unique crane
#

There is property in Player?

hearty shard
#

yes

hearty shard
#

lmao

unique crane
#

I think

carmine prawn
#

πŸ’€

unique crane
#

100% there is who is the player spectating

hearty shard
#

at least its in SpectatorRole

unique crane
#

Yea ofc

carmine prawn
#

I tried SpectatorRole, but it confuses me

hearty shard
#

2sec

carmine prawn
unique crane
upper vapor
#

😭

#

rent and hope that the caller returns it

#

no indication

#

nvm

unique crane
#

"Gets a pooled list"

upper vapor
#

is anybody gonna notice that though

unique crane
#

Not my problem lol

upper vapor
#

true

#

oh well

carmine prawn
hearty shard
#

in the end its performance related

#

creating a new list is bad

#

if you already have an empty one

unique crane
#

Best I can do is create enumerator and yield return them

hearty shard
#

honestly

unique crane
#

Thats also a possible solution

hearty shard
#

it shouldnt be list

upper vapor
#

there could be a method which takes in a list and adds the players to it

hearty shard
#

IEnumerable or something else readonly

upper vapor
hearty shard
#

true

unique crane
#

maybe

sick flume
hearty shard
#

1st is for the ENTIRE list

#

2nd is just !api in console

sick flume
#

Thanks!

true cedar
#

or wtv

hearty shard
#

Nerd

true cedar
#

what the hell

#

blocked

true cedar
hearty shard
hearty shard
main zenith
#

Is there a way to set custom value for firearms stats like fire rate, Weight etc.?

main zenith
main zenith
upper pike
#

How much does LabAPI support rn

#

So weight, but what about damage and penetration

main zenith
unique crane
#

You can do that via event technically

#

Yea

unique crane
#

for firearms

main zenith
unique crane
#

That is calculated with damage

upper pike
#

Is it possible to change fire rate. I think ive heard people do that before

unique crane
#

Causes desync

#

But it does work

main zenith
unique crane
#

Like you can do that

#

but its going to be server-side only

#

so like clients still see the animation at normal fire rate

#

but it doesnt do any damage or cause bullet hole

main zenith
unique crane
#

well

#

wait for the modding support

main zenith
upper vapor
#

You can also change accuracies by messing with attachment parameters
It's easy to make a 100% accurate gun, setting exact values is trickier

restive turret
main zenith
carmine prawn
#

What is Hazard

#

also EnvironmentalHazard

languid temple
#

Falling to your death for example

#

in the old 939 room

carmine prawn
#

cool

hearty shard
#

Sinkhole

#

939 cloud

restive turret
#

A flipflop

worthy rune
worthy rune
#

yeah i have used it, i never seen a permission setting tho

hearty shard
#

if you only want specific players to see you have to like .Where() and like .ToArray()

hearty shard
#

referring to locking it behind a permission

#

and only showing the ones u have permissions for

worthy rune
#

uhh

#

base game does not join them, i guess it would be up to the developer to only send the ones needed

hearty shard
#

yeah

#

im asking for it to be easier

#

than .Where() with a dictionary of ids to the permission and then going back to an array

worthy rune
#

i mean we dont have a SSSS wrappers yet, i have some ideas but they are rather out there so i have not gone far with them

hearty shard
#

i mean a wrapper would probably be required

#

but yeah

#

i have no clue on how to handle it in a good way for labapiPI_Shrug

worthy rune
#

also i would generalize the API so you are not forced to filter by permissions, but rather you provide a predicate instead

hearty shard
#

yea

#

also when are permissions synced compared to the Joined event ?

#

like the group being created

#

cuz exiled requires a delay to check perms on join

worthy rune
hearty shard
#

Verified

worthy rune
#

hmmm

hearty shard
#

there is group change event, but thats only for ppl getting a group

worthy rune
#

OnJoin should be the same as Verified as it happens on authentication

hearty shard
#

i dont like having a required delay on it

worthy rune
#

in the past with NwAPI i just delayed by one frame e.g. Timing.CallDelayed(0.0f, () => ...);

#

There was also the OnGroupSet event in NwAPI, i think thats still here?

hearty shard
worthy rune
#

which is fired when someones joins and they have a group

hearty shard
#

sometimes u need to check for empty group, but that requires a delay

#

i mean ig you could send all the SSSS that require no perms on Joined, and then if group is given do it again with the perm check

#

no clue

worthy rune
#

i would just use a delay xD not like other code depends on you sending the SSSS a frame earlier

hearty shard
#

true

#

thats what i currently have

hearty shard
#

is this a better description of it ?

carmine prawn
#

How can I make an SCPs invisible?

#

ChangeAppearance to filmmaker is not work for SCPs (but it's useful for humans)

#

Like patch the VisibilityController?

#

but howCapybaraSit

hearty shard
#

eexiled does this

#

patch FpcServerPositionDistributor.WriteAll

carmine prawn
hearty shard
#

im saying exiled has IsInvisible

carmine prawn
#

Oh

hearty shard
#

but i thought since u were asking in labapi you wanted labapi not exiled

hearty shard
carmine prawn
#

I'll look for possible ways, thanksPeepoLove

hearty shard
#

wdym look for possible ways

#

i just gave it...

carmine prawn
#

yes

#

but I'm stupid

hearty shard
#

if (player.Role is FpcRole fpc)
fpc.IsInvisible = true;

still notch
#

πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯πŸ”₯

hearty shard
#

W david

#

now rework candy.

still notch
#

bro didn't wait

unique crane
hearty shard
#

might not want that

true cedar
#

like

#

send the invisible effect to all players except the scp

rugged laurel
#

Or be cool and change their appearance to spectator

carmine prawn
restive turret
#

Labbing on the api

hearty shard
#

what the flip

unique crane
#

maybe

#

idk

upper vapor
#

sobbing

restive turret
#

Do it

#

No SCP018

tulip kiln
#

works well

#

(Excluding spectators since they wouldn't be able to spectate otherwise)

carmine prawn
carmine prawn
#

what the f am I doing on Patch

wide fable
#

Is there a labapi server branch and if yes, is it backwards compatible?

wide fable
#

Thx :)

carmine prawn
#

why Generator.List is an empty list default?

#

I need to touch the generator then to find it in the List

restive turret
#

did you waited the map to generate ?

carmine prawn
#

maybe

#

If I touch it, it will appear in the list

#

Is this deliberate design?

worthy rune
carmine prawn
#

add it to issues

icy knoll
carmine prawn
#

at least in 14.0.3-labapi-publicbeta-5bf276ee, it was broken

harsh thorn
real violet
#

ello

hearty shard
#

dead chat πŸ’”

marble rock
#

idk you made it beat for a moment

hearty shard
languid temple
hearty shard
hazy kelp
#

Can't LabAPI split plugins by ports?

icy knoll
#

not rn

harsh thorn
upper vapor
#

It's been implemented, we just don't have access to that build :(

stable shore
#

Mods, push to public

carmine prawn
wicked cloak
#

does labapi support plugin autoupdater

#

like the nwapi

hearty shard
#

LA likely will be fixed for it

upper vapor
#

At zabszk toomuchtrolling

gilded thicket
#

delete labapi

sick flume
#

Is it possible to get the server ID from LabAPI or NWAPI?

worthy rune
#

server id?

sick flume
#

Yes, the id of a verified server

worthy rune
#

not sure what that is

harsh thorn
#

but the sl server does not have the id naturally

icy knoll
#

why would one even want it

harsh thorn
upper vapor
#

spying

restive turret
#

spying on your own server

carmine prawn
#

πŸ‘οΈ πŸ‘οΈ

spring swan
#

Spying?

unique crane
hearty shard
#

finally

#

did it

#

im so happy

#

best dev 2025

#

can i see the new code or do i gotta wait btw_stare

unique crane
#

:3

#

well

#

There isnt like anything super secret

#

so I guess?

hearty shard
#

yippie!

unique crane
#

None acts as a random

#

Its in xml docs too

hearty shard
#

what about ShouldSever

unique crane
#

Thats allowPunishment

hearty shard
#

does that work even if it wasnt originally intended to sever ?

#

eg making it max 1 candy

unique crane
hearty shard
#

yea

#

so you cant rly change it below 2

unique crane
#

You can?

hearty shard
#

am i going insane

unique crane
#

You got prevUses argument

#

and allowPunishment

hearty shard
#

oh

#

so you have to set prevUses to something else

#

okay

#

ill just set it to 0 ig kek

unique crane
#

Or set allowPunishment to false/true

hearty shard
#

you have to set the prevUses to 2 or more

unique crane
#

Oh

#

Oh

#

I see

#

Well then set both XD

hearty shard
#

😭

#

alright

unique crane
#

Allow punishment just disables you getting killed if you picked more than 2

hearty shard
#

im gonna silence you after this

unique crane
restive turret
ashen hornet
#

I also have the same issue now

#

Unable to compile LabAPI at all, lol

#

Changing it to net standard 2.1 and back to 48 doens't work for me

hearty shard
ashen hornet
#

I think it did compile, ye

hearty shard
#

idk then

#

cuz that was my fix

ashen hornet
#

I'm trying to build through CLI but that kinda doesn't work

hearty shard
#

yea its not IDE issue doesnt seem

#

dotnet issue moment

#

also cant use Queue when using mscorlib so PI_Shrug

restive turret
#

Just don't use unitys mscorelib

upper vapor
hearty shard
#

πŸ’”

upper vapor
#

As much as I love spans, I can't use them in SL along with other stuff :(

#

Maybe if we replicate a Unity-generated (awful) csproj then it's possible

worthy rune
#

hmm i was able to use queue by adding <DisableImplicitFrameworkReferences>true<DisableImplicitFrameworkReferences/> to the csproj and adding references to the unity provided system dlls

worthy rune
#

the above doesnt work for michal since for some reason the default mscorlib doesnt get removed while all other references do

worthy rune
#

typo i meant mscorlib doesnt get removed when it should

upper vapor
#

Yeah

#

Okay that makes sense

restive turret
#

Maybe stripping the ymldotnets attribute stuff (or just setting that to public) should be good

carmine prawn
#

Can we make ServerSpecificSettingsSync::ServerDeserializeClientResponse filter ReferenceHub::isLocalPlayer by default?

#

I'm working on a multi-page SpecificSetting, and I've found that if isLocalPlayer is not filtered, it corrupts the ServerOnSettingValueReceived for normal players

#

This question has been tormenting me for a long time

#

I really don't want to see other developers get bothered like that

wheat flower
#

Finally someone had same problem as me

#

yes

#

plese fix that

unique crane
#

Not gonna rememeber it otherwise

hearty shard
#

omg david

unique crane
hearty shard
#

halloo

carmine prawn
worthy rune
#

just put your issues on the labapi github, its more likely to be seen there

carmine prawn
#

ok

hearty shard
still notch
#

But yes i agree

true cedar
upper vapor
true cedar
#

would have to rely on something like the name

upper vapor
true cedar
#

its just like

#

how would you reliably generate a stable hash code for a type

#

that persists across compilations

unique crane
#

That's literally it's purpose

upper vapor
#

That's also used in the base game, e.g. for damage handler (de)serialization

#

NetworkMessage IDs also depend on it

#

Imagine if the message IDs changed every time you rebuilt SL or every time someone opened the gamr

still notch
#

And i still need to fixs some things, but the first point or my plugin is to sync every SS system from other plugins into one multi page system

upper vapor
thin shuttle
# unique crane

You should put Scp330Candies.GetRandom() before the event in my opinion

unique crane
#

Oh yea I changed that during QA testing

#

dw

thin shuttle
#

good

#

:)

#

when is next release

unique crane
#

idk

thin shuttle
#

so i can update exiled with new event

unique crane
#

not up to me

thin shuttle
#

i know

unique crane
#

And ced said he doesnt have much time rn

#

Nor do I to be honest

#

Matura soon

thin shuttle
unique crane
#

ofc xd

thin shuttle
#

you can also keep track of it because some people put good things than can be made client side but that required LabAPI dev if we don't want to wait 4 years

#

this two for example

unique crane
#

Im gonna do just smaller scale changes right now

#

and start doing big refactors from June

thin shuttle
#

Disarming would be good

restive turret
#

Scale = new(2, 2, 2);

thin shuttle
#

because we can't cancel or permit disarming on server

#

before it finish the circle

restive turret
#

Disarm is good

unique crane
#

Unless riptide of x3rt got time

thin shuttle
thin shuttle
#

we get weapon update at every update

unique crane
#

Yeaa I dont think weapon modding will make it in 14.1 xd

thin shuttle
#

no

#

i don't mean that

restive turret
#

yes

thin shuttle
#

i mean weapon getting changed

unique crane
#

Apart from 127 I dont think there were any changes?

thin shuttle
#

there no update of SCP:SL without an Weapon

restive turret
#

dw it will be changed bc of the new scp weapon

worthy rune
#

i think the refactoring is referring to the labapi itself, its overdue for one

restive turret
#

Slowly refactorying the whole game

true cedar
# true cedar https://discord.com/channels/330432627649544202/1274617943258566726/135215750689...

also do u any of u know how to make ss settings save across multiple servers? we already have a database, so i was thinking of just setting the default value for the setting the value from the database (e.g. if player joins server A, sets the value of setting Q to something, when they join server B the default value of setting Q will be that something) but this neglects the problem where someone joins one server, updates a setting, joins a different server and updates that setting, and joins the original server (since it's going to use the client value so it'll prob ignore the default value)

worthy rune
#

currently you have to change the id to give a new default value

true cedar
#

goddamnit

hearty shard
#

or not i might be crazy

true cedar
#

that throws a wrench into my plans

worthy rune
true cedar
#

no the client sends its version

#

i dont know if it actually does anything tho'

hearty shard
#

server sends it to client too

#

so i assume client just tells server that it has the settings from X version

#

idk

true cedar
#

yea i think so

hearty shard
#

server is told this

#

from client

true cedar
#

fml

#

ig i need to send a fake id then

#

to force the default value to be used

#

does the client not send the value for all of the settings at once??

#

when they join

restive turret
#

Just use idk int middle thing

#

start at around 1484_

true cedar
#

what

restive turret
#

It might be because some other plugins using the same number for identifying a SSS stuff

restive turret
#

ohhhhh.
yeah well

#

wrap these nuts

hearty shard
#

...........................

#

IM GONNA KILL YOU

unique crane
#

Yeah kill him instead

#

of me

restive turret
#

oh I would be entilted

#

finally

hearty shard
#

look at it!!!

unique crane
hearty shard
#

SSSS wrapper

#

i need opinions on how im handling it

unique crane
#

Well

#

Im going to eep in like 5 mins

#

soooo

#

tomorrow

feral haven
#

God, I wish I could make custom effects that modify a players movement speed -w-

feral haven
#

Dang-

hearty shard
#

guh

feral haven
#

So does that mean you can or you can't?

hearty shard
#

you cant

#

sadly

#

do wish we could sync it a bit

#

but i understand why we cant

feral haven
#

We can change the stamina, why can't we change the Movement Speed?

unique crane
#

There... Is..

#

@feral haven

feral haven
#

I don't understand

unique crane
#

You can change player speed

#

there is status effect for that

hearty shard
#

MovementBoost effect

#

but custom effects

unique crane
#

Yea

#

Oh

hearty shard
#

because basegame uses the effect and you might not want to reuse it

feral haven
#

I want to be able to make a custom effect that has the same properties as Movement Boost

#

But I can't -w-

unique crane
#

But can't you just use movement boost?

feral haven
#

Because all of the Movement Speed stuff is handled client side

#

No

unique crane
#

Why not

feral haven
#

Overriden by Yellow candy and stuff like that

hearty shard
#

you also cant modify cola speeds well because its client sided so you have to mess with stuff like movementboost and slowness

hearty shard
#

primary reason is movementboost is used by plugins for temp boosts usually

unique crane
#

Candy adds movement boost

hearty shard
#

yes

unique crane
#

Not overrides

feral haven
hearty shard
feral haven
#

Yeah

unique crane
#

Yea

hearty shard
#

you can make custom effects

#

just not synced

#

which is what i have asked for a while, but ofc its kinda difficult to do ig

feral haven
#

Well, you can make one that modifiers a players stamina regen and usage

unique crane
#

I've never looked or tried any custom effects

hearty shard
#

public

#

its a bit silly tho

feral haven
hearty shard
#

I meant syncing the effects

#

Ive asked nw for ability to sync custom effects

feral haven
#

Well that's hard, obviously

hearty shard
#

not for the ability to change stamina

hearty shard
#

Thats what i said

#

xd

feral haven
#

I was talking about modifying Movement speed

hearty shard
hearty shard
unique crane
#

I could like idk

hearty shard
#

custom lnes

#

ones*

unique crane
#

Take the movement boost code

#

And put it in fpc motor

hearty shard
#

the weird part is just having client understand that the effect exists when only server has it and client cant (since no sending files)

unique crane
#

So it's independent from the status effect

hearty shard
#

would help

feral haven
#

All you'd need to add is just a method the Server calls that modifies the Movement Speed variable

#

or checks it or smth

#

And then we can patch that or whatever πŸ™πŸ»

hearty shard
#

I cant remember the reason

unique crane
#

Prob exactly same code I did for gravity

#

Lol

hearty shard
#

david reverting the revert

feral haven
#

Mmm, I think it was in the FirstPersonMovementController

#

Yeah, this here

unique crane
#

That one has the fpc motors and such

feral haven
#

Just make that be run by the Server or smth, please πŸ™πŸ»

#

Then it's not fully client side :P

unique crane
#

Well it surely is run by the server?

feral haven
#

VelocityForState is only run client-side

hearty shard
feral haven
#

Yeah

hearty shard
#

(and server)

unique crane
#

On

hearty shard
#

its a mix

feral haven
#

Well, both of them use it, but you can't modify it for a player/client

hearty shard
#

both do speed checks so if you change server it will desync

#

i remember accidentally causing a desync when messing with stamina

feral haven
#

I tried so many patches 😒

unique crane
#

Well it just doesn't get synced to the client

feral haven
feral haven
hearty shard
#

honestly

#

this game sucks!!!

feral haven
#

Lmao

hearty shard
#

david make sl great again

unique crane
#

Is there any syncvar in any status effect

hearty shard
feral haven
#

We pray for Plugin Developer support πŸ™πŸ»

hearty shard
#

You need a network object

#

To have a syncvar

unique crane
#

Ik

feral haven
#

and ServerChangeDuration

hearty shard
#

yea intensity and duration

#

or only intensity

#

i forget

unique crane
feral haven
#

I think it was called SyncStat?

#

or smth

unique crane
#

(it's plugin fault)

hearty shard
#

is it

#

i dont think thats what effects use

unique crane
#

That's for

#

Hp and such

hearty shard
#

Yea

feral haven
#

Oh right

#

My bad

#

:P

hearty shard
#

xd

#

but yeah

#

David is there any way you could think of syncing a custom effect

#

I feel like its a no cuz client kinda needs it

feral haven
#

Wait a sec

#

Ah, only syncs the Intensities

hearty shard
#

yeah

unique crane
#

Well

feral haven
#

Man, for a second I thought it would sync all of it :/

unique crane
#

Depends what you want to sync

feral haven
#

Movement Speed, that's all I ask for

#

πŸ™πŸ»

unique crane
#

Okay I'll do it with scale I guess