#plugins-dev-chat
1 messages ยท Page 51 of 1
Besides you start getting to a point where you get diminishing returns
There's only so much you can do via modding
The rest is on NW's side of things
Ohh, wait a minute, does that function only set it for as long as the Player class exists, so once the player leaves it will go back to nothing (unless it's set again)
yes
it's temporary
Ahh, okay, well thank god I went the saving to a db then granting when they join
because that actually works very well for what I want
Hey
I have problems with doors
My players can open locked doors
is there anything in the config that could cause this?
This sounds more like plugin issue
Do you have any plugin that works with doors
like remote keycard?
c*dm*d 
Does the word "job" scare you
kinda
The doors AI has bren overtrained and they are now too polite
This error appears about every second while a dummy is in spectator
Is this base game? I cant find anything about it here but hopefully im just too dumb or sth
Fixed next update afaik
Thank you ^^
how can i disable scp 330 for a specific player?
InteractingScp330 or smth event
ev.IsAllowed = false;
thanks
can someone help me try to set up lab api 
in the only tutorial i found (the wiki doesn't help much) they have a managed folder i cant find it sooo uh what. i updated the beta too
heres the link idk https:// www.youtube.com/watch?v=5PZ-9KV7bJs
Managed is part of the Dedicated Server
can you explain on that what does this mean ๐ญ
okay thank you
found it thanks
for the labAPI does it have to be net4.8 or can it be any verison?
oh nevermind i js found my awnser on the wiki
framework 4.8 is required
you can use mscorlib.dll (from the server files)
to add some extra stuff though
my storage is gonna die if i keep on downloading new things
alright
anyone maybe has any idea how can i make PickUp update its position more quickly. i making my own cosmetic plugin the problem is i dont have really idea how to make pickup move smoothly or Update pretty quickly i already tried parenting pickup and updating the transform in my own way by running function(below) every frame but its too slow
public void UpdateCosmetic(Player player, CosmeticHolder config)
{
Vector3 worldMove = Vector3.zero;
if (config.CosmeticConfig.AttachmentType == AttachmentType.Head)
{
worldMove = player.Camera.rotation * config.CosmeticConfig.PositionOffset;
worldMove = worldMove + player.Camera.position;
}
else
{
worldMove = player.Rotation * config.CosmeticConfig.PositionOffset;
worldMove = worldMove + player.Position;
}
if(config.CosmeticConfig.CosmeticType == CosmeticType.Item)
{
config.ItemCosmetic.Position = worldMove;
}
no i mean in first attemp i tried parenting and the this function but the object is too slow
Wdym
i dont think theres much you can do to improve it
damn
What
How can i get an effect using StatusEffectBase?
what
if you already have the effect then you have the effect
Slowness
player.GetEffect<Slowness>()
you asked how to get effect from StatusEffectBase
or something
i need it for enable effect
player.EnableEffect<Slowness>()
thanks
it looks bad
Some context on what your doing?
why i cant attach primitive to the player Camera?
PrimitiveObjectToy.Create(player.Camera.gameObject.transform)
this works perfectly fine with player transform but with camera the object is always at 0,0,0 with no rotation
The camera doesn't have a net identity
Set the position of the primitive to Camera.localPosition
The parent should be the player's go
Yeah you need a NetworkIdentity on it for it to work
i need to attach this object to player head there is no possible ways? maybe attaching it to the rig of the player head?
you can probably parent it server side
wont be as smooth
I asked that question not that long ago
Since the topic came up, @worthy rune what do you think about this? ^
Soonโข๏ธ
Anyone knows what is the MTF card's permission color? I can't get it quite right with a custom keycard
Tried to do the same, cant sadly
LabAPI Gods (maintainers) may just throw color values please ๐
wait I see that CustomPermsDetail accepts null as the color which will make it default
But LabAPI's custom keycard method doesn't allow the color to be null
๐ญ
F
it looks bad
how return old bold style in visual studio
very small letters
Ctrl+ (?)
Im gonna refactor these to like keycard detail struct
or something
anyways
Skull issue
Go into the theme settings
You can't attach it to the player's head
You can, however, parent it to the player's game object and offset it so it's at the camera's position
Unfortunately it won't follow up/down movement unless you sync that yourself
Well i was thinking about that but still its sucks that u cant just attach this to the playerhead by parenting.
can someone PLEASE help me get started on writing a plugin my stupid 2 brain cells can't figure out how to like actually open the code in vs
Step one: delete VS
Visual studio code, Rider
i have vs code
Honestly just pick whatever you find more intuitive or more information on
i can't find how to even like get it to work
You can install the C# development kit
That'll save you gigabytes of space
As a beginner you're probably better off with "regular" vs tho
If you don't already have Rider
why are you recommending vscode for c#
rider >>>>>>>
Cuz it's gotten pretty good
i mean i know basic c# coding and can code in it
i just can't find how to opperate it for SCP SL
Create a new project
vs is great
.NET framework 4.8
i use it
Class library
Proof?
theres a tutorial on the labapi github
i can not understand it at all
what the hell do u mean proof
how do i edit it so it can be a 4.8 project?
i go to file, new file and make the project with the class library, but can't find the net4.8
Istg I'll make templates some day cuz getting started is painful for less experienced devs
What are you selecting
Show what you've tried
Show that you use VS
why is my word not good enough
Cuz I thought you're a Rider user
huh
Might be confusing you with someone else
ive never used rider and i refuse to do so
Skull issues
I refuse to go back to VS
We've come to a mutual conclusion

i never used vs in the first place ๐
always loved jetbrains ides
never went back
super easy to use
ik rider has a bunch of suggestions and shit but im good enough at c# where i dont need those
same
Disable them
so i don't see a reason to use it
i opened it in vs and made a 'Class Library (.NET Framework)' in 4.8, so now i have that just opened in vs and not vs code
even without those rider is just better
Also you never know when it's smarter than you
what about it is better
almost everything
just as a whole almost everything about it is better than vs
doesnt vs have that?
i have github desktop so
Bruh
is it?
๐
I've seen my classmates lose their (small) mind over it so it can't be very good
Comparatively to VSC
i stoped using the intergrated git solutions
i mean ive seen people lose their mind over github as a whole
Maybe that's for the better lol
i use git fork client now
VS git is uh
i just dont see a reason to switch
from what i remember VS git is fine tho
okay so like im trying to follow the tutorial, it goes from creating the project to some text
didnt have issues its just looks outdated
indoctrination
dont listen to them use what u want
Well, I think the UI is much cleaner, that's a personal opinion
And now, a rational standpoint:
VS now has quite some of Rider's refactorings, though not all of them
Also the decompiler
wait hold on, so i have no idea what the hell i just did, i downloaded the labapi and clicked on this project file and it opened it (attached) what do i do now
In Rider is much better
i just use dnspy lol
You downloaded the source code for labapi....
You need to create a new project
Yeah it's useful but I find it more useful not to have to switch between 4 windows
this is for JetBrains Rider, not Visual Studio but i would recommend rider for new programmers anyway
i do actually despise vs's intellisense sometimes
wdym
just doesnt load properly sometimes on startup
ive never had that happen, might just be an issue on your machine
in the end visual studio is Not Good but also its what im used to so
Yep
im js quitting vs and going to that
.idea folder lmao
break the cycle
if you want
nah
vs settings interface looks absolutely disgusting
default windows controls
like
are we doing wpf?? ๐ญ๐ญ
wait
holy shit
rider doesn't have rainbow braces for c# unless u pay money LMFAOO???
im installing rider at this point
can confirm
holy shit my pc is about to explode
okay gay braces
NOTE: If you need C# or C++ support in Rider IDE, these features are only available in the paid version. The Lite version does not include them. Upgrade to the paid version for full functionality.
unbelievable
who made that plugin
your telling me i gotta pay now
๐
zhihao zhang
that's a plugin
no its just a plugin
oh thank god
but its free and built-in in vs

my favorite
well there are those lines that help
still no rainbow braces though
vsc has them too ๐
some people love installing visual studio bloatware instead of using something lightweight
YES RIDER INSTALLED
yup !
okay, okay, JetBrains has a separate IDE for many programming languages
BUT
IJ Professional can do web dev, python as well
same for Rider
i dont do webdev
we should all be using arch and basic text editor
neovim
lightweight

right
that's your level-up message
lmao
WHAT THE FUCK WHY ARE THERE SO MANY IDES
they're IDEs
not a text editor with extensions
vsc be like
specially crafted for a given programming language
it feels so much nicer than vs because i dont have to instal so much
ok sir
or ma'am
idk
they don't even have one for haskell
my condolences
let me just apply at JB and make HaskellWhatever
haskellkeller
๐ญ
can someone help me get rid of the errors 
right click the red things
"show context actions"
"import missing references in file"
got one of them, the labapi properties, but not this one
if you want to use an object type you have to make sure you explicitly say that you want to use the object type, usually when you type it out you can choose to automatically import it by pressing tab (ex: type Player, it should show a pop up menu and you can select which Player type you want to import. the IDE will add the import statement automatically once you select it)
also i would not suggest you name your project "demo", xd
that was just so i could make the video
ill change it soon enough
now i got this problem following the tutorial
on the video theres no problem, but here it is
whenever you see the error line
right click it and see the context actions it shows
it already is ushort
https://github.com/northwood-studios/LabAPI/tree/master/LabApi.Examples use these examples instead theyre easier to understand if you dont know what youre doing
ok
can also look at the source for some plugins in #1336031121699377213 if you want to know how to accomplish some tasks
i call dibs on not explaining basegame
uhh no idea what that is yet
you'll definitely need to import some dlls from (SL Dedicated Server location)\SCPSL_Data\Managed at some point, Assembly-CSharp.dll is an important part, you'll absolutely have to import, publicize, and decompile it at some point
its deceptively simple but i dont feel like explaining it
northwood loves making this so complicated im still lost ๐
i just want to like say hi on spawn
broadcast a message
and the amount of redlines is insane
you're not to the point where bad northwood code would be giving you problems yet
i would suggest you watch a few tutorials on c# so you can get a feel for project structure and the language in general
i can code in c# but i can't put in a folder into a folder
like i have made simple code before and for example 5 way rps, or making tables, or text input games
but this
no
these are errors in Class1.cs
go to EventsHandler
and show what Problems say
events handler is already deleted thats gone
i was following a video on trying to broadcast a message when you join
technically you can
if I understand you correctly
writing simple console apps is very different from what youre doing rn yea
Is there any news on this issue?
it doens't help that english is my 3rd language bro help me
Idk, i filed a bug report about it...
sadness
I kinda need more replication steps
This means as did before player.Scale
i fixed it by adding this in the event handler
public override void OnPlayerJoined(PlayerJoinedEventArgs ev)
{
if (SCP999.Player999 != null) {
ev.Player.SpawnNetworkIdentity(SCP999.Player999.ReferenceHub.netIdentity);
}
}```
In JetBrains Rider 2023.2.3, Iโm encountering an issue where I canโt open a .dll assembly file located at a specific location, as indicated by a red arrow on the screen, and Iโm seeking assistance from someone experienced with JetBrains Rider 2023.2.3 to help me resolve this problem. Specifically, Iโm attempting to open an extension file...
Search engine is on your side
๐
change type 0 to broadcastflags. something
he didnt added the ACS as a reference
at some point I just went with manually adding references to csproj
i still do that
because when you do this, afaik it does the path and not $(REFERENCES)\Dependency.dll
yeah
Though my reason was Visual Studio saying "This reference is invalid" or some other similiar crap, yet it would work perfectly fine when forced into the csproj file
sorry for the silly question guys, how would I replace smth like this with a different number in IL?
like ive matched it but ive never needed to replace a value like this with a new value
it does
but its easier to understand for someone thats new and it still works
nvm codematcher has SetOperand lol
just make sure its the right type btw
if you set the operand to 5 as an int it won't work for example
ldc.r4 is a float
that's my code
lol
should work fine hopefully?
maybe i should add a check for 25f as well
and it crashes?
well doesnt work cause lkke
its a type mismatch
but it always gives u a super cryptic error
i cant believe the f just is basically a type cast for float lol
i meannnn
calling it is a type cast is
Does anyone know how I can find a given Dummy's actions? And how I can find its keyboard/mouse emulator?
I found a class that might be relevant, but idk
one sec
DummyKeyEmulator
I noticed that the actions dont consistently populate which worries me.
Nice
now i gotta figure out how to test it...
"a working plugin (it compiled)"
you have to put the built dll into the plugins folder
check the "installing plugins" article
it works
already
if it compiles
its already a massive win
compile complete (654 warnings)
are you sรถr about that
lmfao
yes... bugs are features
that was 100% intended behavior
๐ฅ๐ฅ
whenever i try to run my plugin i get ts what the heck man
im sorry if im missing something stupid
OHHHHH
ofc that will throw
ok ty
:DDDD
I've tried digging around, how do I get a dummy to fire a gun?
what is that, i use some lemehost instead of that and i saw people use it, WHERE
anywhere
its panel
which need install local
but problem stay
what
it dont wanna load the server
?
like where do i find that
Pterodactyl is an open-source game server management panel built with PHP, React, and Go. Designed with security in mind, Pterodactyl runs all game servers in isolated Docker containers while exposing a beautiful and intuitive UI to end users.
thank you
load the server take 2 minutes 
its must start faster
maybe
please does anybody know this ๐
check how the dummy action to shoot a gun does it
That relies on whether the server populates the actions correctly
anyhow, a good place to investigate would probably be PopulateDummyActions on FpcModule, and ItemBase
but im kinda clueless on how that works
but its a good starting point i think
give it more cpu to use
or your servers io is slow
if your cpu is low clockspeed itl take longer to start if you limit it to X threads
is there any place where all the libs are in their source code form, or is that kept obfuscate by NW?
You don't have source code access no
but you can decompile the assemblies in the game
Your IDE probably has a way to do so, otherwise there's ILSpy or dotPeek
I'm using VS community, so nothing crazy, but it seems to expose some of the dlls, just not sure how much it can't decompile
You will never have source code (unless you need a specific piece you can ask a nw dev to give source)
However
You can use tools to decompile the assembly
reminder to only do this on server files
Client files are intended to be less visible
and harder to read
that makes sense, and to be fair, writing plugins I don't see what need I would have for how the client interacts, no?
yeah
Well
Sometimes its nige
Nice
Because it provides how client handles stuff that server sends and can explain bugs sometimes
But for that, just ask here and you'll try and be helped
most new stuff has less code stripping
only core elements needed to be a client (or older code) are stripped
why was this done ? for modding ?
i assume so
that's a fair perspective
Or easier
mostly cuz there isnt really a reason to, outside of core things
makes sense
is there a way to determine how a player became a spectator
i.e. just connected, suicide, killed by a player etc
Role change reason
its stored in the role
But
what about suicides/killed by another player
It doesnt have much detail
dying event 
Store detains
Details
I guess yeah
Other than that idk
that'd work
it already have 2
3.7
nw moment
I can make a Dummy follow me, but is it possible to make a Dummy follow someone else?
With just the RA panel?
Sometimes this grenade explodes at the player instead of shooting off like it's supposed to
Use the command and specify a playerID
Anyone got any ideas?
oh
i tried
dummy follow 3 4
but both dummies 3 and 4 followed me
so it should instead be
dummy follow 3. 4 ?
Ohh I see nvm ignore what I said, I misread your question
The base-game implementation only allows you to toggle it for yourself afaik
anyone know how to track when an item is given to a player via admin panel?
like what the event is
perfect, thanks!
Np
Check what classes implement the IDummyActionProvider interface
@teal junco curious about your demo system
Did you handle ticks having different delta times (server lag)?
Fair enough
Writing my own atm heh
Probably just gonna store the delta time and play ticks until I run out of budget for the frame or something
id like to see yours at some point
idk if I'll be able to show code, just a video of it working maybe
maybe i could store Time.DeltaTime at the end of frame snapshot, and then just wait that long when I come across one.
it would cause the demo files to be a good portion bigger though, from storing delta time for every single frame
Maybe yeah
so, I'm trying to mess with the behaviour of what happens when the rubber ball is thrown.
I've figured out that the PlayerEvents.DroppedItem works for triggering when the ball is dropped, but PlayerEvents.ThrewItem doesn't work for when the ball is thrown, any ideas?
There's a Projectile version
ThrewProjectile iirc
I'll take a look, ty!
"Writing my own ATM" ๐ญ

check the class, KeyEmulator if I remember correctly
If you already have the dummy saved just get Inventory, the gun itself, and fire
mhmm, i think is that
i didnt find such a method, or i missed it
with DummyActionCollector you can get all action from a dummy, check the DummyAction.Name for find the good weapon est invoke the action with, DummyAction.Action.Invoke()
I meant like a normal player
Hey so uhh, quick question, what changes it back, and by that I mean why does showting/hiding your tags (via commands or code), change you back into your original group, and how do I make it not do that?
ServerStatic.PermissionsHandler.Members[userId] = groupName;
Will that make it so doing those commands or refreshing tag through code and stuff like that won't reset the player's usergroup back to default?
yep
Thank you very much
One last thing, again, thank you so much for helping, I dont think this is a plugin thing, like at all, but when you hide your own badge, should you not be able to see it with the hidden attached on the end, or does the player need the ViewHiddenBadges permissions (but doesnt that permissions let them see all hidden badges)?
me when i just found out that System.Text.Json exists inside of the game's dependencies... i can finally get rid of newtonsoft ๐ญ
Default
idk
can u check !!
nw moment
all i know is that it's atleast 1 tps
i am NOT Logger.Debug it 
well look at the code

cuz thats what i would need to do
its serialized 
see david gets it
Okay
i will NOT
Too bad
hehe
youre the only person in the world that talks about stopwatch david
wow ok
@hearty shard How many times could you print it already
im going to break you
How so
taking a long time for a couple srs smh
@hearty shard Its 1 second
thats so fire
whats the multipliers
i forgot
i dont have the original damage values anymore
YUCK
ok anyway whats the post processing handling now im just curious
hows it work* i mean
I guess its the intensity of the post processing effect?
like what else do you think it is
hows it work though
Opacity maybe
What kind of problems?
well im the server owner and i dont have perms for usiong mer commandsa
jesus my typos
you need to give yourself perms in the permission file
yeah found it
if ur group is called "owner" should be default all perms
wait is project mer or MER
and r u using cedmod
no
not using cedmod
ive been migrating all plugins from nw api to labapi
i gtg il be back in a bit
but this is how it looks like
default:
inherited_groups: []
permissions: []
owner:
inherited_groups: []
permissions:
- .*
Is this a plugin error [2025-06-23 17:09:46.327 +02:00] [STDOUT] ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds Parameter name: destinationArray at System.Array.Copy (System.Array sourceArray, System.Int32 sourceIndex, System.Array destinationArray, System.Int32 destinationIndex, System.Int32 length) [0x000cb] in <069d7b80a3914a08b6825aa362b07f5e>:0 at System.Array.Copy (System.Array sourceArray, System.Array destinationArray, System.Int32 length) [0x0002c] in <069d7b80a3914a08b6825aa362b07f5e>:0 at InventorySystem.Items.Autosync.AutosyncMessage..ctor (Mirror.NetworkWriter writer, InventorySystem.Items.ItemIdentifier itemId) [0x0004e] in <d9731e675e55453197cf28cd60eed3f2>:0 at InventorySystem.Items.Autosync.AutosyncWriterBase.Send () [0x00010] in <d9731e675e55453197cf28cd60eed3f2>:0 [2025-06-23 17:09:46.327 +02:00] [STDOUT] at InventorySystem.Items.Autosync.AutosyncWriterBase.Dispose () [0x00000] in <d9731e675e55453197cf28cd60eed3f2>:0 [2025-06-23 17:09:46.327 +02:00] [STDOUT] at InventorySystem.Items.Autosync.AutosyncItem.ServerSendTargetRpc (ReferenceHub receiver, System.Action`1[T] extraData) [0x00020] in <d9731e675e55453197cf28cd60eed3f2>:0 [2025-06-23 17:09:46.327 +02:00] [STDOUT] at InventorySystem.Items.Keycards.ChaosKeycardItem.ServerOnNewPlayerConnected (ReferenceHub hub) [0x00007] in <d9731e675e55453197cf28cd60eed3f2>:0 [2025-06-23 17:09:46.327 +02:00] [STDOUT] at InventorySystem.Items.Keycards.KeycardItem.<OnTemplateReloaded>b__46_0 (ReferenceHub hub) [0x00008] in <d9731e675e55453197cf28cd60eed3f2>:0 [2025-06-23 17:09:46.327 +02:00] [STDOUT] at (wrapper delegate-invoke) System.Action`1[ReferenceHub].invoke_void_T(ReferenceHub) [2025-06-23 17:09:46.327 +02:00] [STDOUT] at (wrapper dynamic-method) ReferenceHub.ReferenceHub.Start_Patch2(ReferenceHub)
[2025-06-23 17:09:53.348 +02:00] [STDOUT] Parameter name: key
[2025-06-23 17:09:53.348 +02:00] [STDOUT] at System.Collections.Concurrent.ConcurrentDictionary`2[TKey,TValue].ThrowKeyNullException () [0x00000] in <069d7b80a3914a08b6825aa362b07f5e>:0
[2025-06-23 17:09:53.348 +02:00] [STDOUT] at System.Collections.Concurrent.ConcurrentDictionary`2[TKey,TValue].TryRemove (TKey key, TValue& value) [0x00008] in <069d7b80a3914a08b6825aa362b07f5e>:0
[2025-06-23 17:09:53.348 +02:00] [STDOUT] at RemoteAdmin.QueryProcessor.OnDestroy () [0x00018] in <d9731e675e55453197cf28cd60eed3f2>:0```
```[2025-06-23 17:11:25.426 +02:00] [STDOUT] NullReferenceException: Object reference not set to an instance of an object
[2025-06-23 17:11:25.426 +02:00] [STDOUT] at InventorySystem.Items.Firearms.Modules.EventManagerModule.LateUpdate () [0x00006] in <d9731e675e55453197cf28cd60eed3f2>:0```
It just happened
No previous error
After round restart
Northwood
not from what ive read
anyone can tell me how to use mer for a few stuff like changing door perms
and spawning items
you dont need MER to do that
nah, somebody played snake for too long
is it possible to use MER
and it does not have this functionality
Existing doors or doors spawned?
spawned doors
i fugured it out tho
i just need helkp with having it spawn in on round start
il have a lok
@unique crane do you know what width and height for canvas that i can make a hint in unity for easier posing in plugins?
Eee ill look later
okk
i already have one
gimme a sec
๐
although if u do have the up to date hint display
mine is off by a little bit
it might be the font idk
i think it might be a unity version thing
because i remember the line height being 40.665 when i tried it out with unity like a year ago
but now its 39.9
but the base game still has it as 40.665
yes i actually need my model to be that precise
Anyone else get a bug with players sometimes not getting the Pocket Corroding effect in the PD
They just stay in there with no damage over time
Dunno if it's us or a NW bug
that happens if u dcreplace i think
if you dcreplace and then escape it sends you back to the pocket dimension w/o corroding (at least it used to do that)
i thought i fixed it but maybe i didnt teehee
Huh, interesting
I'll try that out ty
Did rewrite the whole player cloner stuff and I do remember setting up the PocketCorroded stuff so I'll chdck
no QA says they tried that and it's not dcreplace
public override void OnTick()
{
if (!NetworkServer.active)
return;
RoomIdentifier room;
if (this.Hub.TryGetLastKnownRoom(out room) && room.Name == RoomName.Pocket)
{
this.Hub.playerStats.DealDamage((DamageHandlerBase) new UniversalDamageHandler(this._damagePerTick, DeathTranslations.PocketDecay));
this._damagePerTick += 0.1f;
}
else
this.ServerDisable();
}
this is PocketCorroding's tick so I wonder if it just disables itself because for some reason you're not marked as being in the PD
np
the viewhiddenbadges is required to see others' hidden badges

what if you just set the last known room
I'm just gonna patch it to get the current room of the player if last known room isn't correct

not like it's expensive to do
actualy, it does
not sure if it works tho, it did for me the last time I tested it
@heady turret @true cedar
ban who?
mr david can you leak the top secret NTF card perm color? #plugins-dev-chat message
david can you fix the game
can u show me the font settings
release 16.0 already
of roboto light
can we please bring back roboto mono into the font asset list or whatever
๐
the david wish list grows even larger
real
i was gonna make a bug report on labapi
and then i forgot
the bug
that was yesterday and i still dunno what bug it was lol
Dementia
Must be exiled
How can i give a player an item when a bool has success like how do palce it into thier inventory, whats the command if i have for ex
if (success)
response = "The Coin has spawned!";
else
response = "Failed to spawn your coin :(";
return true;```
for the Item.Dictionary.Add how do i make it to give a coin?
player.AddItem
pretty please :3
@true cedar this?
the thig that shows like
point size and what ot
u have to click on the font file i think
YOU didnt
i know
this is a big ask but is it possible for u to send the font file
i will forever be indebted to u
Its not like its changed or whatever

i hate me too
yeah
i checked unsafe code in the project settings
are you gonna invade hungary before i invade denmark?

was that an 018 bouncing in the background
Maybe
Yea
if you pronounce it, you get kuszkusz
Prob not the right channel but can anyone tell me the character limit a cmdbind command can have?
What
You're missing out ๐ญ
primitive 
contains "Dboy"
probably not the same case
Has anyone been able to compile plugins that use C#12 on linux? It would almost be less of a headache to just code with C#9 and not use a windows vm, if I wasn't coding for someone else's repo.
Like I've got the newest dotnet things and mono, but they don't talk to each other
no
Install latest .net
Net8 and net9 probably
and u can use newer c# versions but some features wont work
For me its either "12 doesnt exist" or "idk how to compile to net4.8"
obv run that in console
I've got 8.0.117
Also you might need to upgrade your csproj to the new style
Are you sure you compile with dotnet and not mono?
Mono is the first screenshot
Will try that, thanks
You can try building this since this tested on my manjaro vm.
https://github.com/SlejmUr/CustomItemsAPI
(Don't forget to set SL_REFERENCES Environment Var for your references)
why its called before spawn but its show same?
what
because size is reset on role change
also localScale isnt synced
but for StartRound it works
?
thats synced...
its for legs of the target toy
oh
you have to adjust the entire thing
Admin toys are synced with their scale yeah
But it doesnt do that with every bit of it, its all or nothing
then how i can remove legs?
i dont think you can
@unique crane ^
Right
You cant delete a specific part of a d boy target
No this is all under a single netidentity
Thought so
bruh
What is difference between RoleBase.Team and .Team
In Labapi Exist something similar in exiled call Role Side?
.Faction
Basegame
Foundation is NTF and stuff
Enemy is chaos etc
i dont rememeber what Faction has specifially
ok I think I've spent long enough fumbling about to ask for help ๐
Where? I've tried a few different places and tried REFERENCES_PATH too with no luck (missing every assembly that is in the Managed folder). I'm new to both rider and this version of .csproj stuff now so I don't know where much is lol
I'm sure theres a file I could directly modify outside Rider to set it but at this point I'm 
Pff are you sure there SL_References point inside, so the end of it is /Managed?
yep, although its the home directory with a name that will doxx me, not sure if that should be a different/generic path instead somehow?
/home/basically my full name because I make poor decisions/.local/share/Steam/steamapps..../Managed
thanks for indulging me btw 
clearly I didn't set them hard enough
Is the start position of elevators based on map seed
Is there any way to override the default value for things like health of an scp in a plugin
theres approximately 9326 different enums that represent the roles in some way or another
its crazy
there was a team enum that represented MTF (and guards), D class, Scientists, and chaos
and there is faction
I think spawnable faction
and leading team iirc
How come when hiding my badge i am unable to see it with the hidden part on the end?
Lel, linux issue or something idk
you can set properties in the csproj
create a ProejctName.csproj.user file
(in the same dir as the main csproj)
Or make something like this.
https://github.com/SlejmUr/SCPSL_PluginCollection/blob/master/ReferencePaths.props.user.template
(Except remove the .template end of the file)
And will be easier tbh my wrong doing that
Also, it's not a plugin issue, because I don't have any plugins in the server
What
Oh
Its not plugin issue
If you remove your tag it will remove for you
So you locally it will not display
Yeah but is the tag not meant to be the tag, greyed out and have (hidden) on the end
The env vars in Rider only applies for the program env, not for your terminal
for the terminal to work, you need to explicit set in your environment

Linux issue 
export SL_REFERENCES=/path/to/SL/SL_Data/Manager
Probably
depends on the distro, that works only for that sessioin
To make it permanent, you need to put it in ~/.bashrc or the shell equivalent
that is system wide
Not really used linux for these
Personally I love linux and hate windows with a burning passion, but that is me
Not like anyone will change it
I hate both
Something easier on linux something easier on win
I have vm for Linux for reason
me when that only works until you restart/shut down
Me when just don't
me when your pc will degrade
degree deez nuts
*only works until you close the terminal
I'm going crazy
I've spent the last 20 minutes trying to figure out why causing an explosion is damaging no one
Gonna crash out istg
Event? IsAllowed = false? Not a real grenade?
is it spawned from Projectile, or thrown by a player
Okay nvm I was wrong I didn't know the problem
I thought maybe the problem was some bullshit I read earlier
So I did
But that didn't fix it
This sucks
I assume the Friendly Fire does not work, right?
Yeah none of this works
Does the explosion work for non friendly role?
They're a tutorial
I'm a zombie
It just doesn't work
Lmao
Oh
Am I stupid
Lemme check
Yeah no
They're not spawn protected
I assume not god mod either
Nope
does a ClassD die?
No
i have a thought
I love thoughts
nv,m
Damn
I'm very confused why that doesn't work
ExplosionSpawningEventArgs check this
Wait, can spectators even damage people?
if you make a footprint of them, yes
Okay I discovered something
The person that kills me takes no damage
Everyone else does

can you show the damage handler, what its values are
Like which values
wait
๐๐ผ
onplayerdeath is called after the zombie dies
Yes
so the footprint's role is spectator but that shouldn't be an issue i don't think
how about you store the footprint in Dying and retrieve it in Death
Well the thing is
^
If the footprint was the issue, wouldn't it mean no one gets damaged?
The explosion itself seemingly works for everyone except for the person who kills me
It damages, doors, other players
Just not that one person
how is a dead zombie supposed to be damaged
I spawned two dummies
The one who killed me no die
The one who didn't kill me died
Both were tutorial
Both were right next to me

what
aight








