#plugins-dev-chat
1 messages Β· Page 76 of 1
@icy knoll @slender lynx
https://ratcentral.is-a-good.site/π/q4a3zw24.png
im not kidding
time to fork and fix it
HAHAHAHHAA
SO I WASN'T CRAZY
they wonβt merge smth for v2 smh
idc
im doing mine
with just this fix
i cannot believe i spent 30 minutes
not understand
checking up indent tag
i see this
so you are telling me for 2 years none has ever used indents
im amazed
Ye
like indents are cool
Honestly im having more problems with hints than anything else
they are obsolete
someone knows why they are so separated between eachothers
The default line separation is that value duh
ynui
@true cedar was there any issue with line spacing in v2 if you remember nvm we just gotta calculate line height ourselves
oh
u shouldnt havr to
but i do wanna figure out what the size spacing issue was
@hearty shard grrr help me
get to work!!!!
No!!
Does anyone know what a good way to get a pinged player would be - like if 079 pings a player they can damage them?
Can't see anything in the event args for pinged player but I guess you could get if the ping type is a human, then find the closest human to the ping location
Patch 
@celest thorn how'd you fix the issue with the out of bounds
Just do that yeah
Closest player, you can even use the normal to find the closest player in the direction of the ping
holy fucking shit i figured it out fuck my life
ONE EM
ISN'T EQUAL TO 34.7 PIXELS
WHAT THE FUCK??
if you do a size tag, ig it changes what an em is
which is insanely fucking dumb
and because i do everything in ems to not go over the hint size limit
mystery solved now to figure out wtf causes that flashing
and what causes the offset issue
zero is asleep so now im tryna do this myself
still looking for different fixes regarding LineHeight, seems to be 18px minimum
wdym
between each new line
its always 18 px
and ive been trying for like 4 hours to get it closer together
and yeah changing the em fixed this issue as well

it seems to be around 12.xyz
boutta get BANNED
set the line height tag?
trying DEFAULTHEIGHT as 10f and EMSTOPIXELS as 16f
huh
well specifically im talking about not the size of an em but also like
the size of an em changes if there's a size tag
but that's not the case with pixels
could probably update the em with just checking the hintsize
uhhh
youd prob have to have anything that uses it reference back to a method
but like
that would break everything for any current users
nah
i just have to change how the tags are added
im glad its easily fixable thank god
Mag.ServerModifyAmmo(1)
Crying and shittimg and coping and malding
nah rn
i fully migrated to v2
BUt
there's a force coded line-height
hint framework for scp:sl. Contribute to pawslee/RueI development by creating an account on GitHub.
Impossible
i neeed to find a way to just combat it and make it so that elements are normal in the UI and not like always with this stupid line-height
Pain and suffering
Fixed what
this problem of having small text like separated for thousands of line
https://github.com/LumiFae/TextChat/blob/main/TextChat.RueI/HintManager.cs#L54
Like for example Lumi does this
but how does this even help?
it moves the text to the left or the right
lol
or the center ig
ah
im trying so hard
to fix this
float line = (Size / 34.7f) * 40.6640648767f;
StringBuilder sb = StringBuilderPool.Shared.Rent()
.SetIndent(Position.x)
.SetLineHeight(line)
.SetAlignment(Align)
.SetSize(Size);
OnRender(display.Hub, sb);
sb.CloseIndent();
sb.CloseLineHeight();
sb.CloseAlign();
sb.CloseSize();
return StringBuilderPool.Shared.ToStringReturn(sb);
that it does work
but sometimes snaps
for idk what reason
Oh my god
i figured it out
im going to cry in a corner
what are you even tryna do
Im trying to fix that line problem if you have multiple line it forces 40.70
i fixed it
but but
but
Chat still likes to make it snap
like whenever there is a new message, the messages move?
No
when it gets deleted
show a video or smth
yea give me a sec
because im so near rn
that i could cry
its from yesterday that im trying to fix this
idk what i did
but its fixed
like
don't ask me
ok i wonβt
OH
i figured it out
there was a \n and a space in each one of Placeholders for the messages
and it bugged out the ui
bruh
because it was adding in some of them
BRUH
im going to shoot myself
Meow didn't had the issue probably sanitized
and instead ruei being more raw
didn't
and so yippe
im going to cry
i can rest in peace
im going to bed

btw the hardest wasn't this
but making temp registered UI elements
i needed to save a screen and everything
like it was hell
but modifying it its simple the logic behind it is complicated but scalable
i just cannot believe it works
https://ratcentral.is-a-good.site/π/dgdza62o.png
Someone knows how can i go outside of this Bound for the hint?
i need to do it tho for multiple lines
not only for one
?
Apply it to every line
why are people in exiled always requesting the most evil ass plugins
ive seen people asking for p2w plugins
and now the ability to blacklist certain steamids from scp
whats wrong with a blacklist
its actually a valid request
wish I was permitted to implement one for some of the idiots i had to deal with lol

i dont trust the kind of person asking for free plugins on exiled to use that responsibly
never said it was, i just find the possibilities funny
its kinda like, i only get one piece of the puzzle and i get to invent the rest in my mind
Is it possible to <font=NotoSans-RegularDynamic>TextFont</font> ?
Wonder if anyone tried this already
you can use a different font, yes, but it has to be packaged with the game
Still waiting for RobotoMono to be added back...
Welp, I have no idea which font are in the scene 
There are many in the game files but some aren't added to the font store or whatever
Like RobotoMono
Wait you can use font?
fake receipt.ttf
LiberationSans.ttf
NotoEmoji-Regular.ttf
NotoSansArabic-Regular.ttf
NotoSansArmenian-Regular.ttf
NotoSansEthiopic-Regular.ttf
NotoSansGeorgian-Regular.ttf
NotoSansHebrew-Regular.ttf
NotoSansSymbols-Regular.ttf
NotoSansThai-Regular.ttf
olivers barney.ttf
PerfectDOSVGA437.ttf
Roboto-Black.ttf
Roboto-BlackItalic.ttf
Roboto-Bold.ttf
Roboto-BoldItalic.ttf
Roboto-Italic.ttf
Roboto-Light.ttf
Roboto-Medium.ttf
Roboto-MediumItalic.ttf
Roboto-Regular.ttf
Roboto-Thin.ttf
Roboto-ThinItalic.ttf
Roboto-Thin_0.ttf
RobotoCondensed-Bold.ttf
RobotoMono-Bold.ttf
RobotoMono-BoldItalic.ttf
RobotoMono-Italic.ttf
RobotoMono-Light.ttf
RobotoMono-LightItalic.ttf
RobotoMono-Medium.ttf
RobotoMono-MediumItalic.ttf
RobotoMono-Regular.ttf
RobotoMono-Thin.ttf
RobotoMono-ThinItalic.ttf
Teko-Light.ttf
Teko-Medium.ttf
Teko-Regular.ttf
Teko-SemiBold.ttf
VCR_OSD_MONO.ttf
idk
Wait you can change to use this fonts??
i don't think
Thanks, I'll try them
last time i tried it didn't
even the impossible
Changing stuff are server sided
xd
im trying ""
what are you on about
Editing tmproc setting directly
nope
what
wot
F
let me check with another one
Comic sans
100% blame NW
It's my fault π
not with the name of the file
at some point i could have robotomono in the RA
and as i was updating the plugin
they fucking broke it
but like how you do in Css
darn unity
nope
Tag lumi
tag everyone
Real
<font="amogus>
why can TMPro parse this
So she can reply with "not my department"
"just give me 1 second to transfer your call"
your call has been transfered
have you considered using win+shift+s so the image can actually be seen and it's not 50% embed
Try spawn ushort.maxValue obj
?
i don't think thats going to save the server
UInt128.MaxValue
only 65535
byte.maxvalue
I would say a joke
Can i?
do what?
A joke
Heavy from tf2
Like yo ass
CRAZY
honestly
i wasn't expecting and i giggled
so
yea its funny
"<font=\"LiberationSans SDF\" material=\"LiberationSans SDF - Drop Shadow\">Meow</font>" this worked for me
you will have to find the material
Ig you can search for it with AssetRipper or something
omg
works for me
because you escaped it
let me test
this might be the issue
no way, I'll try too, been testing for hours lmao
does it not work with hints
probably
...
will try with this list
tried already, no l,uck
This is bugging me
bring this to NW's attention
the have the fonts directory named "_Fonts"
I beg nw
even then, doing "_Fonts/Roboto" doesn't work
so we can do whatever we want
lΓ©eak the font assets
not my department
she's department?

hi department
wtf
axe
π© πͺ πͺπ¨
cuz you said it
axewabo
off-brand fragrance
The Shining?
yes.
nodders
What the fuck
in one second
Does anyone know why ExplosionUtils.ServerExplode just doesn't damage anyone?
which one
can u show ur actual code
public static void ServerExplode(Vector3 position, Footprint footprint, ExplosionType explosionType)
it should be fine
I'll do in a second
do you deny ExplosionSpawningEventArgs ?
No
public void ExplodeOnDeath(PlayerDeathEventArgs ev)
{
if (ev.OldRole != PlayerRoles.RoleTypeId.Scp173)
return;
Footprint scp173Foot = new Footprint(ev.Player.ReferenceHub);
ExplosionUtils.ServerExplode(ev.OldPosition, scp173Foot, ExplosionType.Grenade);
}
purely labapi
i dont know then 
maybe its because of the players role
since theyre dead
but that should still work
I tried changing the footprint's role but it still didn't do damage
you could always spawn the grenade urself 
Or do the effect
are they spectator at this point
And apply the damage
Yes
they should be
since death event
and spectators should be able to kill everyone and everything
peanut fucking explodes
I tried recording it to show you and it suddenly did damage
lmao
bruh
I know the feeling
Same this morning
Not working
Video works
Magic
wait wait
weren't there someone with the same problem
and you needed to do it 1 frame later
yeah i rember
like literally just putting in a
Timing.RunDelayed(0f, () => {
ExplosionUtils.ServerExplode(ev.OldPosition, scp173Foot, ExplosionType.Grenade);
});
but ur dead
the issue isnt being invincible to ur own grenade
its everyone being immune to it

apparently its fixed
fixed what
the grenade not doing damage ?
Well that fix is not going to be out for a while lol
14.1.2
In 2025 08 30
they made it do damage, theres no basegame bug for grenade damage afaik
nah it was realted to 49-2
Why do normal thrown grenades work though
Like you'll die shooting if you stand on a nade
because they don't explode while someone's shooting
it doesn't happen during the processing of a shot
ohh
i should make a "hall of fame" site for these quirky little things that people sometimes come across
like "this happens"
[short explanataion]
[fix]
[long explanation]
how can i get a room on what elevator located?
Does anyone know how to disable the decontamination gas after it has already started?
restart round 
Disable decontamination
Wdym
elevator have two rooms - gateb and surface
how can i get current room?
Oh
Elevator.LastDestination
If it doesn't exist, it's elevator.Base._lastDestination
Or lastKnownDestination
same
i dont can get room
from that
what does it return
ElevatorDoor
try door.Rooms.First()
well that return first every room, gateb
can i see the code
elevator.Base._lastArrivedDestination.Rooms.First();
Should be good if the elevator is stationary
elevator.CurrentDestination.Rooms.First() should also work
If elevatorMoving
wait
Run check again
Btw i saw on exiled someone playing with elevators saying thereβs a prefab for them like iβve never seen it and its usable?
console war: 
framework war: 
Labapi is better and the numbers are just saying it
Exiled is dead asf
And i was the first one glazing exiled but nw really did a good job
Labapi and SSSS are still probably the best things they did
In a long time
what does SSSS stand for?
no they just teleported them from heavy
server specific settings sync
I see
you can teleport elevators?
no else culling was active
elevators have culling
Because he didn't do the parent correctly
elevators from 13.0 have something called Elevator Group
and is settable because nw wanted something scalable for the future
(which was heavy elevators)
Server-specific settings system
Wait, is that the server room elevator?
@hearty shard said sync
how would this work though?
Cuz she's dumb
its system ig
alr
it's the same, thing, It could be named Special Sardine Swimming Session 
The sync thing is just a class
yea
making suggestion rn
Sprint, snatch, snuggle, sleep
was the whole thing teleported or like only the lower part?
you can just do it in 30s
no like generally how do elevators work in SL
with Groups
elevators have an Enum
telling them
yo
group
see
I find it interesting, that is not just a two vector destination implementation
I meant like how does it know where to move?
is it dynamically on position?
By the group
Yes, its interpolation is based on an animation curve
what if elevator refactor, have an array of ElevatorDestnation NetworkHBehaviour, and the elevator can rotate between them
Sad when not scalable
ElevatorToy
Network HB
ZΓΌrich HB
I assume the refactoring to be expandible is not neglegible
so could you theoretically move only down or up part of elevator?
Imagine
Everything Toy
NoMoreToy
Great, so it is always delayed by 30 minutes
NotEnoughToys
We minecraft now?
Yes
XDD
i was thinking the same
Aren't we always was?
atleast you got the reference
well duh
I was there when it was written 
WHAT
Yeah
interesting
so why the fuck is not used?
FR
But not really do anything bc its limited, no?
WAIT YOU CAN MAKE A CAROUSSEL THEN?
Cant really sync that to client right
Because Northwood
you can recreate London with London Eye
If only you could add new destinations to groups
NW have the whole time chance to make 3 floor elevator and they just not 
does sl need multiple floor elevators?
but i don't think
No
But they coded it in a way that would make it super easy to implement
meanwhile servers already strugging with ppl camping elevators
what would be the most great epic spot to move elevator to on surface?
Tutorial tower
We also need a VoidToy to remove geometry
imo the more 3 directional movement there is, the better
We also need SkyToy
OutsideSkyToy
VoidToy?
BreakableToy
also a MeleeWeaponItem so we can play minecraft
Bro why don't they make system where we can make our own toys?
NpcToy
Woah woH
That sounds so wrong
Secret elevator to pocket dimention XD
Yey
that's not that needed tbh
That is called a modding framework
We need mekee
i can do it
#makeModsToSLBeLegal
We are slowly getting there
Slowly
firstly check if elevators are networked
Yes they are
I wonder if CS surf can be reimplemented
Frozen in the time and space
isn't the elvator group enum?
Thats for animation
the game checks for a Door in a list
R u sure
yes
if you figure how to spawn elevator you must share the amount of things that can be made through this would be insane
yea
No, you can't add new groups
"personal elevator" type shit
Real
Isnt the elevator inside the Client prefabs? Or server prefabs?
are elevator moves handled by server only and sent to clients?
@celest thorn
then you can just remake the system to not use ElevatorGroup with patches
and they move it on the server
@spare zodiac no personal elevator then
ElevatorGroup is just an animation
Hello!
Quick issue
I want to spawn an explosion when a player dies
Currently, the explosion I spawn doesn't do damage, even if I set ForceFullFriendlyFire to true in the PlayerHurtingEvent
I've tried both TimedGrenadeProjectile.SpawnActive and ExplosionUtils.ServerExplode
I suspect this means the problem is the player footprint, but I would be unsure why as I did a method of storing the footprint in the ChangingRole, and then grabbing that footprint in the ChangedRole
and its synced
make grenade explode, trust the process
I did
My whole thing is it doesn't work
Wait 1 frame
the grenade doesn't do damage?
try this
Wait one frame to serverexplode?
Read the messages there
.
Elemao
welcome to SL
he's @ hubert
I made it up
Good luck using those though
I love how I had a whole conversation about this problem last month and then completely forgot
I was rewriting my code from the ground up for the classes so I needed to re-figure out the solution
The problem is so mind-blowingly stupid to me that it never crossed my mind that it would happen
I'd cry if it worked
Not because of happiness
But because I haven't been able to figure it out myself
You have to admit it's pretty crazy that they just disable hit reg when a player is shooting
@upper vapor you're the GOAT
meoweditor
So meoweditor is like MER but with hyper-optimization?
yes
20k prim 150 fps
:3
What
It checks for the elevator group
Patch
Its alot
of work
and not even worth it
one update and everything is gone
150 fps until 500k
crazy
tested it with rhets cube of doom
crazy see optimization
when
case 4 code happens in changedrole event
Which calls CreateZombie which runs the enable effect after a 1 second delay
should be fine
I did the 1 second delay to make sure role initialization wasn't fucking up the effect
Then why no work?
afaik it works
I'm telling you it doesn't
I have the game launched and plugin on with it actively not working
if (statusEffectBase is Ghostly)
{
if (!statusEffectBase.IsEnabled)
continue;
statusEffectBase.Intensity = 0;
Timing.CallDelayed(0, () => statusEffectBase.Intensity = 1);
}
this is my code and it works
although that implies you already had it before escaping
you sure u remembered to compile it
Yes
Awwww what the hell
What the fuck
I know the problem
I'm just stupid as hell
RIP Bozo
GUH
Nothing makes me feel more inferior than making these kinds of mistakes in front of people
wtf π
I was being stupid
omw to forget a ! in front of an Any statement and wonder for 10 minutes why my event won't execute
How much does the radio battery drain normally?
DeltaTime * range * somearbitraryNumber
Why are you delaying it's useless
its not
its required there
i tried without
you need the frame delay to let client disable ghostly properly so you can enable it
That stupid
Ong bro
Then I come in here and ask "Why isn't my code working" and then wait an hour for some guy smarter than me to look at my code and go "Haha idiot"
And it's totally deserved cause I'm stupid
Like literally bro
Why do I do this to myself
Sitting here like "Why isn't my code working :("
For context I know the problem
I'm just laughing at myself because it's really obvious in retrospect
.ToArray() 
π€«
No u should be using
ToFrozenCollection
Are you being fr?
Real
I don't have .ToFrozenCollection
.ToList() is faster in .net framework 
Dont remember the exact name
use toarray and dont care 
HashSet
I trolling you
someone knows why tf C# doesn't love me enough to remove this
.Replace("\\n", Environment.NewLine);
and instead leaves \ + new line
idk if array or list is better in performance
hashset isnt needed in this case at all
Just use \n
Idk why the fuck its generated like this
π
Its inside a component
and its written on unity
probably for some reason unity decided to add this
but this bugs out the hint system
also nw somewhere uses array
i think its in ClearItems()
so just go array, nw knows best
I don't doubt this for a second 
Preference
If they both have the same system performance, you could argue .ToList(); is more efficient because it's one less character, and thus saves you time in development
i think hashset is slower here even
yes
they are not same performance afaik
theyre slightly different
theres also listpool 
I'll kill you
idk!
.AsReadOnly();
.ToFrozenSet();
.ToImmutableList();
oh apparently array takes slightly extra 
| Method | Size | Mean | Error | StdDev | Gen0 | Gen1 | Gen2 | Allocated |
|-------- |------- |--------------:|-------------:|-------------:|---------:|---------:|---------:|----------:|
| ToArray | 10 | 166.31 ns | 1.013 ns | 0.947 ns | 0.0484 | - | - | 305 B |
| ToList | 10 | 193.17 ns | 1.248 ns | 1.168 ns | 0.0446 | - | - | 281 B |
| ToArray | 100 | 965.26 ns | 8.436 ns | 7.479 ns | 0.2594 | - | - | 1637 B |
| ToList | 100 | 1,032.99 ns | 4.144 ns | 3.876 ns | 0.1984 | - | - | 1252 B |
| ToArray | 1000 | 8,377.61 ns | 39.382 ns | 36.838 ns | 1.9836 | - | - | 12509 B |
| ToList | 1000 | 8,665.62 ns | 57.777 ns | 54.045 ns | 1.3428 | 0.0153 | - | 8514 B |
| ToArray | 10000 | 81,576.33 ns | 923.478 ns | 863.822 ns | 26.9775 | 5.3711 | - | 171755 B |
| ToList | 10000 | 83,476.64 ns | 410.694 ns | 342.948 ns | 20.7520 | 4.0283 | - | 131606 B |
| ToArray | 100000 | 830,624.20 ns | 4,536.991 ns | 4,021.924 ns | 399.4141 | 399.4141 | 399.4141 | 1452144 B |
| ToList | 100000 | 945,017.84 ns | 7,921.731 ns | 6,615.004 ns | 285.1563 | 285.1563 | 285.1563 | 1051184 B |
use this and determine it 
array like a few extgra bytes but list is a few extra ns mean whatever that means:
The ToArray method is, on average, 10% faster than ToList in .NET Framework 4.8.
Cool graph how you made it?
btw someone at unity should be shot
why use \\n for new line when you can just do \n
WHY
WHY
its so unpredictable unity
Probably because some text Field are escaping the \ character?
oh i didn't think about that
but still why
just not directly serialize it like \n
Better would be &
Or like
%0x45
and with this the hint system should not bug out and jitter
(when zero realize it's still bugging out and jittering)
I offer you my shoulder
AND IT DOESN't
every hint
everything
every possible
all of them
so it works
if like there's not the secret shit that destroys everything and i don't know
unknown until now
thats not a problem my future self will solve it
Game secretly update removing hints
for now it works fine with every use vase
π

So the backlash would be so massive
that they need to replace it
With UI system
and everyone is happy
Your wait time varies between 0-float.MaxValue
Use vase
the goat is here
oh ur not dead
Haii
Anyone know how I can get/set 079's power?
yes!!
if (Scp079Role && replacer.RoleBase is Scp079Role scp079Role)
{
if (scp079Role.SubroutineModule.TryGetSubroutine(out Scp079TierManager tierManager))
tierManager.TotalExp = xp;
}

Scp079TierManager
Literally in the name
Peak
I'm tweaking out lmao
ty!

yw
Helo
Im trying to change a weapons ammo type to a non-ammo item type.
But since non-ammo is stored in the main inventory, yet the reloading checks the ammo inventory, is it possible to allow weapon to start the reloading process, even if its desired ammo isnt in the ammo inventory? So that i can do my own main inventory check afterwards?
Or is it limited to clientside, and the client doesnt even try to reload if it doesnt have ammo present?
This check is client side
Aw :(
Try giving them 1 ammo
For that type
So they can always try reloading and you can just deny it
yes ofc that works, but it feels weird for players always having 1 phantom ammo in their inventory xd
or i could only give and remove it while the weapon is out 
What you can do is bind the reload to SSS
hmmm
put them ammo in the firearm
unequip and reequip
that will at least trigger the cocking animation
Oh true
But i try to avoid SSS binds when possible x3
yea
they suck
Because most of the people are stupid and don't setup correctly
yeah
Wish we could bind SSS per code to the actual game bindings, like the "Reload weapon" keybind. Or "Inspect item" keybind. So we could run our code with those bindings without needing players to bind them again, or even worry about other language keyboards
I mean
what you want to do is pretty easy
PlayerEvents.Keybindings.ReloadWeapon
NW when pls
I think with reload and patience
you can perfect it
just block the reload and do it manually
thats what i did for alot of stuff like this
but... but... animation....
and for non-ammo just patch it out ig
You can trigger them
I think I had to edit client code for you to trigger reload anim?
What you need to do
With header being ReloaderMessageHeader
in ReloaderModuleBase or its subtypes
@plain gazelle
Sadly im not familiar with sending rpcs inside SL so im unsure where exactly this would need to take place?

you can see it by the code decompile the assembly
and you can copy and paste it
(obv tho you need the module)
Yes
so you need the gun
-# <-- feels very stupid rn
i think ill just leave it at "Its not possible" for me .w.
but thank you two anyway xd
try doing it
you can do it
its possible
will is power
:3
(i know im schizo)
whz do zou need random<
https://ratcentral.is-a-good.site/π/6jif8oj6.png
Sl multithreading 
SL has multithreading o.O
no bc unity is only 1 threaded
aw
this is for the query system
query deez
Yooo I haven't even checked cause I'm laying in bed but anyone know off-hand if you can modify jump height/velocity?
adjust player.Gravity
OHHH you right you right
My bad I'm a little uh
What do you call it
Slow
I knew about the gravity controller I just never made the correlation in my mind that jump = gravity
new ThreadStart
bruh
with the unitysynchronizationcontext...
idk if i want to
do anything long-running xd
also, awaitables
are very cool
Very epic indeed
As long as you don't do something stupid it won't matter
We do it fine for long running TCP sockets
MER uses this
for server monitoring
do you await
what
Yes
uh
and it still stays in the background task



