#plugins-dev-chat
1 messages · Page 44 of 1
yeah
weird
annnnnnd
it doesn't happen on vanilla
so i'm gonna have a nice drink before I lose my sanity
figuring out what the hell could cause that
its pretty unlikely especially if it doesnt cause problems for vanilla, a labapi maintainer may look at it tho if they think its worth their time
UserCode_TargetRefreshItems__ItemIdentifier gonna have to figure out like
everything that sends this RPC
iirc thats only called when you set sendItemsNextFrame to true
so we have something somewhere that adds an invalid item to the inventory?
it only sends itemId and Serial, so i dont think its that
ApplyAttachmentsCode
invalid attachments code?
its been awhile but invalid attachment codes should work
the model is just messed up
it's complaining about an attachment being like, null
during SetActive
Does equipping a gun do anything special to attachments
since that somehow fixes it
i dont think group is null, its somehow the gameobject that gets returned from array thats null/destroyed
it probably does
yeah that's what I meant, Group contains a null gameobject
odd since i think unity is the one handling the creation in this case
that's gonna be a fun one
@worthy rune Nevermind it is vanilla!
Just that our modded server made me SCP-079 on spawn, and not the vanilla server
If I make myself SCP-079, and then into a guard, the bug occurs with the gun
going to narrow it down further
see if it's only 079 that does it
bruh xD
939 doesn't do it
this is like
extremely hard to repro when you don't know it
and since equipping the gun prevents the issue
i'm guessing it's why nobody reported it
I didn't start as 079 on our server but I did spectate 079
so im wondering if that also triggers it
...
it does
merely spectating 079 allows the bug to trigger
@worthy rune
weird didnt expect 079 to be the cause
maybe something todo with role pooling, its really confusing now
I'll tidy up the repro steps and submit a bug report
this is spooky, and like, while the set of circumstances are pretty insane to get it, it's not that hard to get a match with an 079 and accidentally drop your gun when you respawn
yeah
you can do both
can also confirm the default attachments on a gun still trigger the bug
one last thing to test
spectating 079, but then spectating another player (human) before spawning
yeah that fixes it
So your last actual role, or observed role, must be SCP-079
although now I have another question
is it just non-fpc roles
if I make myself a spectator, and then a human class, does it happen
nope, it really is just 079
what do I even call this bug
kick after picking up item that was dropped before being equiped by a person that was spectating or was the scp079 role 
"SCP-079 is a cognitohazard that soft disconnects players who dare drop a gun without equipping it, after watching it, and then pick it up again"
for fucks sake
im calm im calm
you're lucky the bug's an annoyance
ah
i had parts of it in the clipboard
lucky me
the big chunk
phew
nah i had that happen to me too, i ended up writing a few paragraphs and didnt save anything
ended up just giving up lol
it didn't save the repro steps though, rip
still fails to create the bug report
amazing
try again in like 30m
will do
if it still happens i wake up innn 4hours then ill take a look
Can someone tell why the text doesn't move ???
_textToy = LabApi.Features.Wrappers.TextToy.Create().Base;
_textToy.Position = _currentTarget.Position;
you need to set the position on the transform
just use the wrapper
also you're setting a field and not the syncvar's property
use NetworkBlahBlah every time you do something with syncvars
yeah if you can do this instead it would work
_textToy = LabApi.Features.Wrappers.TextToy.Create();
_textToy.Position = _currentTarget.Position;
btw, is the current target something with a network identity? (player or other primitive)
_currentTarget feels like a Player 
also
I also tried that, but no success. I'll check again.
_textToy = TextToy.Create(_currentTarget.Position)
yeah you can do that
It is.
nah
I need it to move it constantly.
oh
just parent it to the player
What do you mean 'nah' ?
TextToy.Create(player.Transform)
im responding to #plugins-dev-chat message
"i thought params were required"
"nah"
OK my bad for not making my intentions clear enough :
I need to update the rotation to always face a player different from _currentTarget.
That's why I can't just parent it.
oh okay
Also, I tried NetworkPosition again and it still doesn't work.
.
I'll try the wrapper though.
the wrapper does this
I see.
But then why doesn't this work :
_textToy.transform.LookAt(_player.CameraTransform);
shouldn't be
where are you invoking this
Make sure to apply the network rotation afterwards
Update should take care of that
Updating the position with the transform does update the rotation as well.
what if we did both to eliminate that one-frame delay
Well, now everything works (it only took me one hour lol), thanks guys for your help !
what
how
can you show the full code?
why is Extensions the single clsas in the API namespace
idk
I using to write all the methods there
"handlersregistry" is not an implementation
but it implementation
consider splitting up the extensions class based on categories (e.g. what they're extending)
yes
not sure why you need interfaces for those
because interfaces cool
yeah
and i can make that
although it's not necessary if it'll only ever have 1 implementation
they won't allow you to change the names
will you have other module registries and managers?
no
the interface will not allow you to break the class by changing the names
what are you trying to say with that
if you rename something, you don't manually replace the occurrences, right..?
the system looks nice, though it's a bit overengineered imo
Yes but not always needed
Honestly chat i will let you guys decide
should i organize SSSS in menus or depending on where are you?
because by different zone the SSSS can change
tf
it might be confusing for players to have SSSS options swapped "randomly"
ask your players 
like the gamemode isn't even open
yet
but im exploring alternatives
and doing my own SSSS wrapper
ISN'T happening
i don't want to deal with that
Honestly
thats probably half of nw staffers
thats probably zero
on a command how do i check the senders kick power cause i can only find plugin permissions
Uh
i wanna like
instanceModule
{
_handlersRegistry = xxx
}
Make it a property
but its impossible due it private field
Internal set
example?
The interface just makes it more convoluted
You need a property to store the registry with an internal setter
but i wanna save it private
or internal
bruh
im tried make it by internal constructor
but it dont works that
Have an empty constructor and an internal prop
Well, parameterless constructor to be precise
How can I see if i watching a door?
Seems only gets the room? Wall? Something idk
whar
when i try to test my 914 recipes when its dropped it dosent appear for the first time but i put it on fine again it upgrades janitor instead
public static void Process914PickupFully(
Scp914ProcessingPickupEventArgs ev,
Scp914KnobSetting targetKnob,
ItemType oldItem,
ItemType newItem)
{
if (ev.KnobSetting == targetKnob && ev.Pickup.Type == oldItem)
{
ev.IsAllowed = false;
Vector3 position = ev.Pickup.Position;
Quaternion rotation = ev.Pickup.Rotation;
ev.Pickup.Destroy();
Pickup.Create(newItem, position, rotation);
}
}
public override void OnScp914ProcessingPickup(Scp914ProcessingPickupEventArgs ev)
{
PluginFunctions.Process914PickupFully(ev, Scp914KnobSetting.Fine, ItemType.Coin, ItemType.KeycardJanitor);
PluginFunctions.Process914PickupFully(ev, Scp914KnobSetting.VeryFine, ItemType.KeycardO5, ItemType.Jailbird);
}
You have to spawn the pickup
Append .Spawn() after the create
are you telling me that Create doesn't spawn it
it does not
Yup it doesn't spawn
Hey are ragdolls still working the same resulting in client seeing them in different positions?
Yes
Xml isnt sent out to servers 
??
Its part of the nuget
What if I dont use nuget then cant see
use the nuget, much better than the dll
Also is nuget updated to latest or nah
yes
Kk
well no
Guuuh
Hes sleeping on the job
idk if on loa or what but ye
Mi a manó
(What the elf)
is it ever planned to be server sided and consistent?
Nothing I would know of
They are not important to be 100% synced for the game's context
Like the only time it matters a bit is when you want to revive someone as 049 or disguise as 3114
I wanted to implement moving bodies in one of my plugins, but would not work in my favor
create a new ragdoll every tick 
but only falling like the ragdoll is client sided right?
every frame
Yes
ModeratorTools:
what
how much is ragdoll networked? Is it possible to like remove entirely the ragdoll component?
admin aboose
I see
you shall make surface networked so we can delete it 
Cancelling mapgenerating event already causes shit ton of issues
prevent map generation
what?
to network it properly you would have to sync its entire transform heirachy which i dont think would be cheap, also it would likely make it look "glitchy" due to networking not being perfect
Do not join server without map generation as your first one when you start the game
could I just prevent all of the map generation not spawning anything?
I do love the new admin tools though
No surface doesnt spawn anymore too
noup
oh
that's for generating random seed
-2 then
No, -1 doesnt generate the map
thanks david
OnMapGenerating
ev.IsAllowed = false
saskyc ur WRONG
do you guys think it’s better to create new speakers every time they are needed and delete them after or keep them until the server destroys them?
create 1000 and save each in dictionary
trust
probably do but idk what pooling them means
so what's seed for random generation?
just cancel the mapgenerating event
the seed is generated before that event gets called
if the config value is -1
ű
Any value below 1 will cause random gen
You have to cancel the generation using a plugin
cant do it via server config
have a collection that stores inactive instances, when renting, try to get one from the pool (the collection)
if the collection is empty, create a new one
What
surely you've heard of StringBuilderPool or ListPool
omg wrong reply
i replied to david 😭
istg why is this app so mfing laggy
But yeaaaaa
oh right
I dont know
no host 
I spent whole day with it
why would you
But like
???
bruh
does the seed message not go through?
I love errors
No, it says that it couldnt find proper networked prefab or whatever
um actually it's your fault, you should've read the docs 🤓
sob?
I have feeling its because of rooms
There is no docs
Everything broken

what
literally just
use the labapi event
and it works
boom
Lmao
Maybe preventing spawn doesnt add basic stuff into networkmanager prefabs?
Yes thats the issue btw
Yeah I have feeling its rooms
I think zero had this issue
are rooms in the networked prefab list
Idk
she
Test it
Not in the normal way
You cant destroy non networked objects
what's in the map that has to do anything with this 
ye
My theory
a game theory
dafq is this
GUYS IT WORKS
Some map gen stuff
parenting to the player? 
Spawn door
no SSS
what's the labapi way to do it?
o
find prefab from NetworkClient.prefabs
spawn
no labapi way really
Not right now
wow
so would gameplay work normally if the whole map would be deleted and I would spawn things through like project mer or smth?
welp it's probably going to crash in a minute
I dropped a gun and SL is trying to lock it back in place
Is this LabApi or plugin error?
[2025-06-15 16:40:22.712 +02:00] [STDOUT] ArgumentException: An item with the same key has already been added. Key: ReferenceHub (Name='Player [connId=3]', NetID='2367', PlayerID='21')
[2025-06-15 16:40:22.712 +02:00] [STDOUT] at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0015a] in <069d7b80a3914a08b6825aa362b07f5e>:0
[2025-06-15 16:40:22.712 +02:00] [STDOUT] at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <069d7b80a3914a08b6825aa362b07f5e>:0
[2025-06-15 16:40:22.712 +02:00] [STDOUT] at LabApi.Features.Wrappers.Player..ctor (ReferenceHub referenceHub) [0x0000b] in <ed207da941d64f12942f0c5cc79632fc>:0
[2025-06-15 16:40:22.712 +02:00] [STDOUT] at LabApi.Features.Wrappers.Player.AddPlayer (ReferenceHub referenceHub) [0x00008] in <ed207da941d64f12942f0c5cc79632fc>:0
[2025-06-15 16:40:22.712 +02:00] [STDOUT] at (wrapper delegate-invoke) System.Action`1[ReferenceHub].invoke_void_T(ReferenceHub)
[2025-06-15 16:40:22.712 +02:00] [STDOUT] at (wrapper dynamic-method) ReferenceHub.ReferenceHub.Start_Patch2(ReferenceHub)
Start_Patch2 
real
Thanks!
Also
Felso
np
érd
Ózd
If there's a primitive under and over the player the room will be null
yeah that's been reported
Kiraly?
hungyary moment
Asz

Magyar kártya moment
5 ppl
miller!!
time to remove hcz testroom
(what have network component)
Why did testroom and tc00 have netId.?
914 has too I think?
Idk
howd it go
public static void Process914PickupFully(
Scp914ProcessingPickupEventArgs ev,
Scp914KnobSetting targetKnob,
ItemType oldItem,
ItemType newItem)
{
if (ev.KnobSetting == targetKnob && ev.Pickup.Type == oldItem)
{
ev.IsAllowed = false;
Quaternion rotation = ev.Pickup.Rotation;
Vector3 position = ev.Pickup.Position;
ev.Pickup.Destroy();
Pickup.Create(newItem, position, rotation).Spawn();
}
}
the position is like before and not like the end at 914
Is it possible to cancel the ticket / influence gained by killing another player?
you can definitely patch it 
Just woke up, trying again
ev.NewPosition
use that
where
How i can add force to grenade?
@static osprey still broken
where?
this is my current code
lmk if there's anything I can do to help
kk, few mins and ill finish eatring
spawn the pickup at the new position
ohhhh
get the PickupStandardPhysics
that has a rigidbody
ev.NewPosition
he's the stuff im inputting
separated by =======
sec
here's the attached file
you can also do this
i see what you sent lol
i dont even care about it
some clown will
i can join the server (:
nah that was like, my ip not Bright's
was testing on a vanilla server to make sure it wasn't on us
nooo i cant join
hah
i think my friend soon will work at Valentinos
thanks
how should i make random broadcasts in the server, a good way
np
coroutine
coroutine
pull a message from a list using .RandomItem

Need to make a RandomOrDefault() extension
can you try now
and can you open the f12 menu and get the network request
you took down QA with your last successful report 
axwabo moment
0 trackers
I have an rpi running pihole in my living room
Better
is there a way to disable jailbird charge?
@grand flower can you send a pic here of what you're entering
@unique crane
pls make this work :3
to not use original definition
im gonna crash out
its definitely possible
although i think Deserialize is only used on client
so make it server too :3
actually looks like server does it too
moment
i bit into your ram :3
matec
Our servers are so good the game wants you to play them
Get 192GB and it won't ever be a problem
SL does like using a lot
peace and tranquility
until I build a UE project and ~120GB is used, but that's still a healthy 62GB left
its like 20% of my memory being used so
i have like 20 google page open + 2 VS project
I just got tired of Unreal hogging my PC when compiling/building a game
now it stays buttery smooth
just increase the size of the page file 
I'd rather not kill my NVMe drives faster
and well, I wanted buttery smooth
page files aren't that
ik lol
sorry to interupt guys but does anyone know if it's possible to make a TextToy be able to follow the camera of someone who is looking at it? Like so they can read it no matter the angle?
transform.LookAt
although that would only be for one player
uh
i need it to be for all players
yeah but then you need to flip it
NW should just add a setting to make it face the local player, always
i really dont know how to do that 😭
if maybe someone gave me pointers that would be awesome
transformpoint the distance from player to text toy
copy rotation
exiled code

also you need to write the dirty bits twice, 2nd after the transform stuff
ye
yippie this looks so fun!
RainbowSix.exe+0x053AC048+0x90
did you say that honestly? 😭
no ofc not
what would T be here for SendFakeSyncVar<T>
anything basicly
struct, class, enum
the prop's type
ye
wwwthis won't work for transform
awww i was gunna use this for reference
back to exiled i go
?? wdym
idk how this stuff works 😭
if you have the networked beh and the dirtyBit you can
what tramsofmr you want to edit
TextToy rotation, I want to make it so the text toy looks at every player
@icy knoll put what i highlighted after the if
put whats in the image after the if?
ok
i fixed it will psuh it so you can see it
huh
yeah check again
can i copy and paste this or will you want full 100% credits 😭
nothing changed 
That's a funky license to use for code
i reverse-engineered mirror so i don't need a notice 
cant wait for dmca 
hmmmm
Better safe than sorry
LabApi has a few things that can be null even when they're marked as not null
Thats fake
if connectionToServer or connectionToClient is not INITED or you still connecting
if (!target.IsConnected)
return;
(at least in exiled)
idk about in labapi
me when doesnt exist in labapi
IsOnline?
ye
IsConnected is literally Connection != null
birj
@hearty shard when send fake sync var coming to secretapi 
never
idk how it works
also what is ulong dirtyBit 😭
its a dirty bit probably
just get it from mirror
method? 😭
that is NetworkRotation
the only reason secretapi has mirror extension is i figured out how it works
network props
with me yes
in TextToy::Base or?
yea
u did hashcode
fun fact
NetworkXXX if what you usually see as a SyncVar
not seeing anything returning ulong in network here
decompile
means nothing to me in this context
butt
2UL
2uL for Rotation
for rotation
do I just type that in or what 😭
yes
ye duh
thank you ax for your absolutely lovely show of affection
here for example
easier to do a component then
she's got it

plrrrrflfl
wait this is how you make it look at a player all the time or?
finally some component users
or just once you initially call it?
i love components
one time, if you move it will look to old position still
why not parent it to player?
that's possible too
idk how Quaternion.identity makes it follow but yeah
that just and example for quat
wont it then follow the player?
i only want it to follow rotation
just stay in place
ohhh
the text toy will be parented to a player on top of their head
i want to make it so whenever someone looks at the player
they can read it
because its pointing towards them
that's what i want
😭
have i done this all wrong or smth? 😭
no it's good
idk i never made such a thing
don't forget to send the fake sync var to the player who has it above their head 
i will hide it for that player 😭
but now i just realised components might be a little easier
would i have to make smth like this a network behaviour or mono behaviour?
okie
i think if you parent to the player and the player is looking other direction contatantly and someone looking at that player the textoy will "flicker" (roation being the owner rotation & also the backward look direction)
i plan on making a component with a player field and just setting that player field to be the player it's designed for and just sync the rotation during the update field or smth
toy.IsStatic = true
you dummy
ye and whatdoesitto
wait this wont work as it will constantly rotate 24/7 😭
disables transform updates
so if you have it parented
there won't be extra messages
but you need some update for position only but not the rotation
what
the object is parented to the player
it's static
the transform will only be set once
if you fake the sync vars, no flicker cuz the game doesn't send updates anway
also, admintoys' performance is horrible cuz nw decided to get transform THREE TIMES in the same method
but you still need some sort of coroutine to update the position but not hte roation
yea
cinema
component
works too
i guess

idk
some big brain
System.MissingMethodException: Default constructor not found for type Test.Modules.TestModule
at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic, System.Boolean wrapExceptions) [0x00076] in <13c0c460649d4ce49f991e2c222fa635>:0
why
method in the same assembly
why he cant find
yes
not new(module)
me dont need params
he have internal constructor
but if im get type from other assembly
it show error
why
CreateInstance is likely looking for public ones
check its params
there'll prob be option to look for non public
nonpublic = true?
same
System.MissingMethodException: Default constructor not found for type Test.Modules.TestModule
used nonpublic
stackoverflow to the rescue
(use your google fu)
although
that's what you're doing wut
okay nvm i can't read lol
Are you certain you got the latest assemblies running
And the TestModule has a parameterless ctor?
now it that
but now inaccessable error due module cant get default constructor from test module
bruh
and it will be public
stupid language
You can edit the CreateInstance to use the already existing handlersRegistry
Activator.CreateInstance(module, handlersRegistry)
Vola!
then i need make stupid line like public Test(interface boo) : base(boo)
And shojld work
Yes ofc
i wanna delete this fucking line
You did this to yourself
You'd always need that anyway
You can't
If you're doing something DI like, generally services don't derive from each other that way
its resolved already
I still have no idea why you wanna parse IHandlersRegistry into module when you already registring after it
now it's an antipattern of DI, but whatever works for you I suppose
Go back learning C# 
If you really wanna do something DI like with Reflection, either do what DI does already, or like, use attributes
I generally dislike DI if not necessarily
I love DI, but it is rarely used in game development
It's convenient
It doesn't fit it much
Ye
Ye, I see ...
Singletons are acceptable, Northwood has the ReferenceHub
We use subsystems a lot in Unreal, they're just like singletons but their lifetime can be scoped to different things (the entire game, a player, a level)
Stride love using DI pretty much a LOT
What's Stride
never heard about it
Ye
Cus crashing left and right
Im pretty sure I already talked about it here
I don't really pay much attention to game engines that aren't the "industry standard"
They can be interesting but they won't get me a job so I don't focus on them heh
I love experimenting and seeing stuff
But unreal sucks for me
Less space and hate dx12
The learning curve is pretty huge yeah
Although with the Blueprints and the new UEFN stuff, it gets lower and lower
Ehh, I see what code the blueprint produce so ehhh
wdym
The bp to cpp code
Nativization hasn't been a thing since UE5, it's gone hah
where i can find how use yaml serialize and deserialize
And yeah - it's not meant to be readable/manually edited, it's just supposed to be a little performance boost if required

Game was ue4
yeah, it was a good feature though
But now a badegame with nothing in it exceeds 10gb
Also half of the industry cant learn how pak file chunking works
Like ofc they gona put the whole game into a single .pak file
that's just a skill issue
And have my pc and steam cry when they see somethin.pak (-3MB) in changelog
I can say like many AAAA or id ie does it
nobody reads it
Ye can confirm
AAAA
so the bullshit studios
but yeah skill issue regardless
Yup, and some indies too
Dont say you cannot split to "coretextures", "mainlevel" "sounds" paks
I tend to spend the first week on a new project setting it up properly, and getting a nice little pipeline for Steam tests
saves time in the long run
It's a little more difficult than that
In UE4.26 it was easy to split paks
But new UE5 features make it a little harder, and it does have an impact at times
Impact in my CPU lifetime
Generally if you set things up properly, Steam shouldn't be affected as much though
And hdd
You can definitely make different paks for different types of assets using Primary Asset Labels
Helps a little
Also a lot of studios don't remember a lot of the unused engine stuff, so it ends up packed with the project anyway
Well since I cant use it not like that helps me but its good
But if you put the work in, that's how small you can get
Nice, atleast
yea
how do
NetworkClient.prefabs
Find correct prefab
Using unity name
Thats how PMER does at least
but there's no way with CameraToy?
get the camera toy prefab that matches
Idk for uhh
Camera toy wrapper
Doesnt look possible with the wrapper
Unfortunate indeed
can you send the text
o7
wasn't too hard, can just get the prefab that has the spawntoy command you're looking for, spawn it and then create the wrapper for it
Thank you John Northwood 🙏🏼
wdym
@grand flowertry this
the last line for the "What actually happens" field seems to be the troublesome one
so i just wrote it again a little bit different
awesome
hell on earth
Pai ....
Wasn't this already able to be done before? Or was it just updated to include ALL damage handlers, even the ones you original couldn't modify damage on?
[ERROR] [LabApi] 'NullReferenceException' occured while invoking 'OnServerWaitingForPlayers' on 'ProjectMER.Events.Handlers.Internal.MapOnEventHandlers': 'Object reference not set to an instance of an object.', stack trace:
at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <6869b1608d104370ab4484f8f699b3fc>:0
at UnityEngine.Component.get_transform () [0x00006] in <6869b1608d104370ab4484f8f699b3fc>:0
at LabApi.Features.Wrappers.Room.get_Transform () [0x00006] in <ed207da941d64f12942f0c5cc79632fc>:0
at Conf.Freezy.API.Extensions.CreateTrigger (LabApi.Features.Wrappers.Room room, LabApi.Features.Wrappers.Door door, UnityEngine.Vector3 scale, UnityEngine.Vector3 offset) [0x00019] in <8ed01d0d115c4b069fcf835ce47a9141>:0
at Conf.Freezy.API.Extensions.InitTriggerPositions () [0x000c7] in <8ed01d0d115c4b069fcf835ce47a9141>:0
at Conf.Freezy.Handlers.ServerHandler.OnServerWaitingForPlayers () [0x00007] in <8ed01d0d115c4b069fcf835ce47a9141>:0
at LabApi.Events.EventManager.InvokeEvent (LabApi.Events.LabEventHandler eventHandler) [0x0001d] in <ed207da941d64f12942f0c5cc79632fc>:0
[2025-06-16 01:38:17.306 +00:00] [ERROR] [LabApi] 'MissingMethodException' occured while invoking 'OnServerWaitingForPlayers' on 'ProjectMER.Events.Handlers.Internal.MapOnEventHandlers': 'Method not found: MapGeneration.RoomIdentifier[] LabApi.Features.Wrappers.Door.get_Rooms()', stack trace:
at LabApi.Events.EventManager.InvokeEvent (LabApi.Events.LabEventHandler eventHandler) [0x0001d] in <ed207da941d64f12942f0c5cc79632fc>:0
lol
nw moment
Anyone know where the implementation for SCP-049's call ability is?
or wait
maybe im confusing abilities
no im not
Can't seem to find where it gives hume shield to zombies
ah it's in their shield controller
If I set a player's gravity to be sideways, will that break shit, act weirdly, both, or none?
Context, I used position overrides to pull people into an object, but I wonder if using gravity would work better
Well I do, but rarely. Mainly because I still haven't migrated from exiled.
you should just use SyncSelectionIndexRaw instead if each client has a different options list
since the client can send what ever they want back you would have to validate it yourself
uhhhhh
why is Scp939CreatedAmnesticCloud called when the cloud is in spawning state
it triggers even if 939 doesn't hold it all the way or actually spawns the cloud
i think it might be because a prefab is always spawned even if it doesnt meet the requirements
it needs to spawn to show the graphics(the circle on the ground)
is there any event for when one is fully formed?
i dont think so
Patch 
It will work
But again
You have to be mid-air
¨for gravity to take effect
but yes, you will go sideways
Zero gravity
But for it to take effect, you need to be in the air
F
Has anyone done any plugin work with the dummies yet? (Things like giving them some sentience and having them follow team members, shoot enemies, etc.)
Yes (not me)
I trying
Sadly I didn't really know how would I solve issue that checks if its a door then open that door
I've done brief coding in csharp, and have decent experience in python, so for me it's trying to find the time to get invested into the flow of SCP SL plugin coding
I was thinking earlier about the door problem, main issue is I don't know all the information I theoretically have access to, but for standard doors, can't you get the dummy to interact with a door in front of them while holding forward.
Scenario A) The door is already open, therefore the door hitbox isn't in front of them and they just pass through the doorway
Scenario B) The door is closed, therefore the hitbox is in front and their interact opens said door.
The main issue I see potentially is keycard doors







