#plugins-dev-chat

1 messages ยท Page 78 of 1

restive turret
#

Cyn has one iirc

celest thorn
#

.

slate flume
#

Ong bro

#

Yeah I patched it

#

Lemme check this

celest thorn
#

this should be the fix

#

with the original code and added

#

so i think pretty much they are the same with caching

#

and this should be the heaviest method of them all

hearty shard
#

if the receiver is a dummy could you not hide it all the time

#

return;

#

idk if it does that

upper vapor
#

Yep

celest thorn
#

ok its time to do a prefix and test

#

then i will rewrite it as a Transpiler

upper vapor
#

Also
You should do
if (!TryGet())
pos = Dictionary[key] = new()

slate flume
#

Uh

#

Do you clear the dictionary

celest thorn
#

Oh wait no

#

there's need

slate flume
#

Yeah

#

:)

celest thorn
#

i should clear it here

#

at the start of writeall

slate flume
#

Honestly I just attach to the LateUpdate call

upper vapor
slate flume
#

And that works for me

celest thorn
#

don't scream at me ;(

slate flume
slate flume
#

You're cracking me up bro

celest thorn
#

wait

upper vapor
#

Lazy 50% code

#

partial toomuchtrolling

celest thorn
#

i don't even understand why

#

its the same thin

upper vapor
#

You don't have to set the value if it's already set

upper vapor
celest thorn
#

oh yea

upper vapor
#

Think, people, think

celest thorn
#

;(

#

you are mean

upper vapor
#

I hate seeing people do

if (dictionary.ContainsKey(key))
{
    dictionary.Remove(key);
}
celest thorn
upper vapor
#

Zero...

celest thorn
#

ig this should be fine

celest thorn
#

????

upper vapor
#

You're still doing an extra lookup

slate flume
#

My compiler autocorrected me and I learned the beauty of it

upper vapor
slate flume
#

Fucking

#

Shut up

upper vapor
#

I'd be surprised if the compiler did that

slate flume
#

I'm high leave me alone

upper vapor
#

Though it might be smarter than smart

slate flume
#

You're evil

#

Actually satan

upper vapor
slate flume
#

๐Ÿ‘ฟ <- you

upper vapor
slate flume
celest thorn
#

like this?

#

i don't understand what are you trying to say

slate flume
#

Axwabo is saying when you get var position with the TryGet, you can avoid the GetPrevSyncData and return early

hearty shard
hearty shard
#

you are doing 2x look ups

upper vapor
#

This is me

slate flume
#

At least

#

If I'm understanding

upper vapor
#

Almost

hearty shard
#

if (!TryGetValue())
.Add or wtv
at the start

upper vapor
#

Cuz I didn't type it out

#

If you can't get the value, create the value and set it

celest thorn
#

i did understand

#

lol

#

oh wait

restive turret
#

[x] = y
Add both to dic if key not exist

upper vapor
upper vapor
# celest thorn

You can just set it after the if and not introduce a variable though...

slate flume
#

Let me

#

Illustrate what I mean

#

Because I entirely realized I stumbled into the wrong thing

#

But I wanna play it out

upper vapor
#

If not tryget(out value)
value = dictionary[key] = create();

celest thorn
upper vapor
celest thorn
#

i guess like this

celest thorn
#

fucking hell

upper vapor
#

Though you could've saved that add line

celest thorn
#

20 minutes for this shit

#

OH my god

upper vapor
celest thorn
upper vapor
celest thorn
#

take your 1 saved line

slate flume
#

You could get out early too but it doesn't really matter much

slate flume
#

Bad code

#

But you get my line of thinking

#

I could also be wrong lmao

#

๐Ÿคท๐Ÿผ

#

I'm here for the ride man

upper vapor
#

This way you're using the first cached data anyway

upper vapor
#

If the player is invisible you send the previous data
Which might have been a visible data

slate flume
#

Is the GetPrevSyncData

upper vapor
#

But then you override it

slate flume
#

It only avoids GetPrevSyncData

upper vapor
#

What am I looking at

celest thorn
#

if it works im making it a separate plugin

#

its so stupid that this is not in base game

slate flume
celest thorn
#

oh i forgot the clear cache

#

lol

upper vapor
slate flume
#

Which doesn't use prevSyncData

upper vapor
#

You confused me with the second invisible check

#

Yeah that should work

hearty shard
#

live color change

#

ax ur one of us

upper vapor
#

Also at this point move the uh

upper vapor
upper vapor
celest thorn
#

nah you became gray

hearty shard
#

!rank

#

oh yeah

celest thorn
#

red forever

slate flume
upper vapor
celest thorn
#

Sl crashed....

#

in the main menu

#

in the main menu

slate flume
hearty shard
#

lvl 48 so close to 50

celest thorn
#

NOT EVEN INGAME

upper vapor
slate flume
#

SL moment

celest thorn
#

what?

#

lol

#

if it was unreal?

upper vapor
#

It updated for the message k sent after

restive turret
#

Gray message people

hearty shard
#

wait is lvl 50 max

restive turret
#

Yes

hearty shard
#

or is there just no lvl role between 50 and 90

#

oh

#

okay

#

i thought it was 100

restive turret
#

There is level redacted

hearty shard
#

which i thought was 100

celest thorn
#

100??

restive turret
#

Can be 0

celest thorn
#

love cedmod

#

Oh woah

#

i see performance much better

#

wtf

upper vapor
celest thorn
#

Wait

slate flume
#

Anyone know how terminated SCPs is calculated

celest thorn
#

26 npcs is 45 tps

slate flume
#

I can check later when I'm sober but Im curious why this happens

hearty shard
upper vapor
hearty shard
#

and then its death of ANY scp

upper vapor
hearty shard
#

so zombies count for kills, but doesnt count for spawned scps

celest thorn
#

Nope

#

this made it worst

#

46 player is 30 tps

#

lol

slate flume
upper vapor
#

dark rose maybe

slate flume
upper vapor
celest thorn
#

am i going insane

upper vapor
#

then forget that you commented it out and debug it for 3h

slate flume
celest thorn
hearty shard
celest thorn
#

nothing should be

hearty shard
celest thorn
#

that heavy anymore

hearty shard
celest thorn
#

lets see any changes

slate flume
hearty shard
#

wait

#

thats not whats happening

restive turret
slate flume
hearty shard
#
ublic void OnServerRoleSet(ReferenceHub userHub, RoleTypeId newRole, RoleChangeReason reason)
  {
    switch (reason)
    {
      case RoleChangeReason.RoundStart:
      case RoleChangeReason.LateJoin:
        this.ModifySpawnedTeam(userHub.GetTeam(), -1);
        this.ModifySpawnedTeam(newRole.GetTeam(), 1);
        break;
      case RoleChangeReason.Escaped:
        if (userHub.inventory.IsDisarmed())
          break;
        switch (newRole.GetTeam())
        {
          case Team.FoundationForces:
            ++RoundSummary.EscapedScientists;
            return;
          case Team.ChaosInsurgency:
            ++RoundSummary.EscapedClassD;
            return;
          default:
            return;
        }
      case RoleChangeReason.Revived:
        if (newRole == RoleTypeId.Flamingo)
          break;
        ++RoundSummary.ChangedIntoZombies;
        ++this.classlistStart.zombies;
        break;
    }
  }
upper vapor
#

ublic

hearty shard
#

sh

upper vapor
#

bash

hearty shard
restive turret
#

.\

celest thorn
hearty shard
#

oh diffent method

#

so yeah

slate flume
hearty shard
#

it was differnet method

celest thorn
#

Oh no

#

its better

upper vapor
hearty shard
#

RoundStart or LateJoin change to SCP = +1 spawned
Died = +1 died

celest thorn
#

46 player im doing 27 now

slate flume
restive turret
celest thorn
#

like its 2 tps more

hearty shard
#

uh but yeah

slate flume
#

Same

hearty shard
#

zombies dying counts

#

zombies spawning doesnt count

slate flume
#

Okay so you were always right and never should have doubted yourself?

#

Sounds about right

hearty shard
#

yes

restive turret
#

Zombie revive count

hearty shard
#

i didnt see the death method

slate flume
#

๐Ÿ˜

celest thorn
#

@upper vapor are you sure this should change something?

hearty shard
#

server list

celest thorn
#

im starting to feel like it doesn't change

upper vapor
#

add round robin

#

did you remove calls to validatedvisibility

#

maybe do that first

celest thorn
#

i don't think

#

im now using fucking DataStore

#

so

upper vapor
#

but did you remove the labapi event call

celest thorn
upper vapor
#

bru

celest thorn
#

in both test

#

i need it

#

so

#

i cannot remove it

upper vapor
#

why not

#

if you can add your own less-allocating call

celest thorn
#

its the exact same

#

46 player is 20 tps

#

i don't understand

upper vapor
#

did you

#

upload the plugin toomuchtrolling

celest thorn
#

yes

#

am i going insane

upper vapor
#

remove the map

celest thorn
#

the map isn't even loaded for the npcs

#

nothing is loaded for them

upper vapor
#

the base-game map

celest thorn
upper vapor
#

ah

celest thorn
#

hints are optimized too

#

and they don't call for npcs 100%

#

i do not understand what it is

#

cosmetics aren't

upper vapor
#

are they client-side

slate flume
#

Can you make the cause of death multiple lines?

celest thorn
#

obv

slate flume
#

I tried \n but it didn't work

upper vapor
upper vapor
slate flume
#

What is <br>?

upper vapor
#

line break

slate flume
#

I know it's a tag

celest thorn
slate flume
#

Why is it

#

Like that

celest thorn
#

Coroutines there are like 8

#

which none of them is impacting

upper vapor
slate flume
#

But

#

\n

#

:)

upper vapor
celest thorn
upper vapor
#

unsubscribe them if possible

#

or

#

destroy the component toomuchtrolling

#

and break some stuff

celest thorn
#

idk

#

like i don't see stuff that i use

#

in there

#

other than movement Trolley

upper vapor
#

not you

#

the game

#

oh

#

OHHHHH

#

yeah

#

yep

celest thorn
#

the only thing i do

#

with that is checking if anything is updated

#

on Meow

#

lol

#

(schematics)

#

so other than base game stuff nothing else

#

the only check i do and i don't think its that important or laggy is this

#
if ((Tower == null || Tower.Players.Count == 0) && (Hubs == null || Hubs.Players.Count == 0))
#

for some components

upper vapor
#

how can Hubs be null

celest thorn
#

this is done in the component

#

to check if it can do the action and if it makes sense

#

to like spin

#

or do other actions

#

because if none is in that tower / hub why doing it?

#

this is done in Update and FixedUpdate in one

upper vapor
slate flume
#

@upper vapor ty you're my hero

celest thorn
#

components like spinners etc...

upper vapor
upper vapor
#

the uh server component may be in the hub or a tower but not both

celest thorn
#

yes

#

obv

#

like how tf does a primitive be in both

#

at the same time

upper vapor
#

it wasn't clear what you meant by component ๐Ÿ˜ญ

celest thorn
#

Monobehavior

#

I don't think either this is the reason

upper vapor
celest thorn
#

like i don't think its nothing else

#

idk

#

i just think in general

#

npcs are

#

laggy

upper vapor
#

how about you

#

remove position sync

celest thorn
#

And how tf do i sync player?

upper vapor
#

no need to see other players

celest thorn
#

yes i do need to see other player

#

wtf

#

are you on

upper vapor
#

deathium

celest thorn
#

let me get the rat squad

#

and see if fucking npcs are worst than players

upper vapor
#

just run 40 clients on your machine

celest thorn
#

yea sure

#

i can

#

100%

upper vapor
#

no need for fps

celest thorn
#

60/60

#

now that i found out about data storage i think alot of old code with Dictionary will do BOOM

upper vapor
#

what if the dictionary is faster

#

benchmark it

hearty shard
#

well

#

data store does cast afaik

#

so yeah itd be slower

slate flume
#

I <3 distributor patch

upper vapor
#

@celest thorn take some inspiration toomuchtrolling

celest thorn
#

Bro

#

i did it

#

BUt

#

but

#

with npcs

upper vapor
#

huhhh

celest thorn
#

it lags

#

but with player doesn't

upper vapor
#

ohhh

celest thorn
upper vapor
#

it makes sense

celest thorn
#

sl being sl

upper vapor
#

cuz

#

yes

celest thorn
#

i tested with the rat squad

#

5 people moving around and doing random shit

#

60/60

upper vapor
#

steal that guy's players

icy knoll
#

i doubt those are players

#

lol

upper vapor
#

bruh

celest thorn
icy knoll
#

the voices!

celest thorn
upper vapor
icy knoll
upper vapor
#

i dunno who that is

upper vapor
#

uh

#

not familiar

hearty shard
#

me when 3x scp kills (but im scp)

upper vapor
hearty shard
#

i threw a ball, got converted to zombie
and then doctor + 2 other zombies died

upper vapor
#

lmfao

hearty shard
#

luckily round was over but

#

thats still insane ๐Ÿ˜ญ

icy knoll
random scaffold
#

why game so stupid

#

lol

upper vapor
random scaffold
#

cool game

#

Room.Get contains null rooms

upper vapor
#

you're not checking if the room is destroyed

#

i know it's stupid but

random scaffold
upper vapor
#

eh

random scaffold
#

server doesnt do anything with rooms

random scaffold
#

this fucking shit dont must contains a destroyed room

#

very hard for fix from nw in GET

upper vapor
#

they should've used TryGet in Generator

#

@celest thorn i wanted to figure out "client-side" NPCs at one point
as in just spawning a player with a specific role, nothing fancy
i realized i don't wanna do that xd

#

maybe i'll look back at it some day

hearty shard
#

@random scaffold i think fixed in next update no need to complain more

hearty shard
#

i THINK

celest thorn
#

i did spawn a npc client side

hearty shard
#

but at least its arleady known bug

upper vapor
celest thorn
#

and made it with a name

upper vapor
celest thorn
#

no i deleted

#

it

upper vapor
#

XDD

celest thorn
#

because it required nasa level of experties

#

only god knew how it worked

#

at that point

#

but if you want we can try

#

lol

#

even doing more complex stuff

#

i don't have any problem

upper vapor
#

now that you put it like that, i might not wanna see it

celest thorn
#

and it fucking sucked

#

so thats why

upper vapor
#

i assume you took the component order on the refhub and wrote all syncobjects & vars in that order

#

to the player prefab payload

#

and then sent a rolesyncinfo

celest thorn
#

i don't even remember what i did

#

i just know it worked

#

and i spawned a player with a name

#

and i stopped there

#

btw

#

i need to understand if you can hide people from the "N" list

#

i just hope they do it

#

because it would be cool asf

upper vapor
upper vapor
#

with synceduserid

#

make them appear as dedicated servefr

#

ID_Dedicated

#

i believe

celest thorn
#

but normal players

#

like random dudes

#

not an npc

upper vapor
#

yea try it

celest thorn
#

but that will not send it to the central

#

which goes against

upper vapor
#

not on the server

#

but the one that gets sent to the clients

celest thorn
#

Oh i didn't think about sending fake syncvars

upper vapor
#

i don't think you need a syncvar

#

there's UserId and SyncedUserId

#

check the usages of the latter one

celest thorn
#

Because i need to do it just to a specific player

#

so for example

upper vapor
#

ah

#

fair

celest thorn
#

PlayerA Doesn't see B

#

But PlayerB sees C and A

hearty shard
#

what r yall trying to do

celest thorn
#

in sl

#

nah im joking

#

im just trying to figure it out how to hide player in the "N" list without breaking CSG

hearty shard
#

well

#

kind of

#

you need the player to never ever

#

become verified

#

or dummy

#

InstanceMode need to never ever change away from Host / DedicatedServer or idk what the last was

upper vapor
#

she wants to hide a real player

hearty shard
#

uh

#

ObjectDestroyMessage kek

unique crane
#

Its on todo list

#

to make it easier

hearty shard
#

at some point

#

and so has 200 other ppl

upper vapor
celest thorn
hearty shard
upper vapor
#

no way

hearty shard
#

from RA/PlayerList/Spectator

#

well thats the suggestion at least

upper vapor
#

PlayerListFlags

hearty shard
#

idk what nw devs will do

upper vapor
#

i'm scared

hearty shard
#

be scared

celest thorn
#

im scared of nw and eve

unique crane
hearty shard
#

david !!!!!!!!!!!!!!

#

can u fix

#

scp sl

#

!!!

unique crane
#

Still waiting for you to fix Eve

hearty shard
#

also can u take a look at RoundSummary and possibly fix the thing where zombies count for scp deaths but doesnt count for scps spawned

upper vapor
celest thorn
#

ask her gf

unique crane
#

Where in that message is your name zero

celest thorn
#

idk

#

Bro context is zero

hearty shard
#

zero cant read its okay

hearty shard
celest thorn
#

i read it totally the opposite

#

im totally an idiot

hearty shard
#

yes

celest thorn
#

yes... i know

#

im going insane for this game

#

its a full year, no loa, no nothing coding all days and studying

unique crane
#

Im visiting a friend next week again

#

cause why not

#

Its chill there

hearty shard
#

hmmm

unique crane
#

I can still do coding but he knows SL

hearty shard
#

anyway david FIX!

unique crane
#

so Im rather not

#

doing anything

#

XD

unique crane
#

Thats like

celest thorn
#

imagine you bring your pc

#

and your friend steals the source code

unique crane
#

Priority 9999999 bug

celest thorn
#

and leaks it

hearty shard
#

its 1 line fix !!!

#

so u can do it today!!!

unique crane
#

He wouldnt do that

hearty shard
celest thorn
hearty shard
#

so give me ur pc instead

unique crane
#

Great that Im not going to your house

hearty shard
celest thorn
#

no??

#

im not stealing stuff around

hearty shard
#

im not either kek

unique crane
#

Eve's yapping session is here

celest thorn
#
  1. i don't want a lawsuit by Mr Motzcha
unique crane
#

just ignore her

celest thorn
#
  1. what the fuck am i going to do with it? Fix the game?
hearty shard
#

i meant asshole

#

because thats what i responded to

celest thorn
hearty shard
#

idek what ur replying to there

celest thorn
#

to you

hearty shard
#

ur replying . to ur own msg

#

but idk what the msg is

celest thorn
#

nah you are ragebaiting

#

like

#

its impossibl

hearty shard
#

yes its rage bait

#

ur replying to a msg that i cant see contents of kek

celest thorn
#

YOU IGNORED ME

#

SO THATS OBV

#

WHY

hearty shard
#

why not

heady turret
#

@sinful bronze hacker

celest thorn
#

๐Ÿค“

restive turret
hearty shard
#

hi slejm

unique crane
celest thorn
restive turret
#

That is urgent bug

unique crane
#

Wdym 1st

sinful bronze
#

what is roblox

hearty shard
#

what is account

heady turret
heady turret
sinful bronze
#

hack me clean hecker

heady turret
#

Shen is a pro hacker

hearty shard
#

guh?

upper vapor
#

trolley emoji

#

๐ŸšŽ

hearty shard
hearty shard
#

turns out basegame on role changed is called before the labapi event

#

so sad

unique crane
#

Hm?

hearty shard
#

its called before labapi : PlayerChangedRoleEventArgs

celest thorn
hearty shard
#

well i assumed so

celest thorn
#

thats used for changing the SubRoutine

hearty shard
#

but i didnt rly

#

process it when

celest thorn
#

so its done instantly

#

when you switch

hearty shard
#

yes........

#

and ChangedRole is called like immediately after

#

almost

hexed girder
celest thorn
hearty shard
#

basegame event -> spawn protection -> labapi event

#

but also

private void OnResettingMaxHealth(PlayerResettingMaxHealthEventArgs ev)
        {
            if (!Check(ev.Player))
                return;

            ev.IsAllowed = false;
        }
#

๐Ÿ’”

#

i gotta use ChangingRole to remove custom role

#

even if the event can be denied

#

so sad

#

i miss exiled having ChangedRole -> Spawned

#

actualy

#

it didnt

#

i lied

celest thorn
#

YOu miss exiled

hearty shard
#

oh well

#

i could use basegame event but i feel like

#

thats a bad idea

upper vapor
hearty shard
#

cuz it can happen slightly after smth else anyway

upper vapor
hearty shard
#

so i just gotta disable on ChangingRole and hope i dont deny it kek

hearty shard
#

before everything else

upper vapor
#

Bruh

upper vapor
#

You're cooked

#

Just patch it toomuchtrolling

hearty shard
#

yeah

#

patch in my own event

#

that triggers before basegame kek

upper vapor
#

Also isn't the spawning event called before case game rule change event

celest thorn
#

just use john exiled

hearty shard
celest thorn
#

Guys

#

idea

#

Big idea brain moment

#

Cheating on Server side

hearty shard
celest thorn
#

gun with aimbot

upper vapor
#

Yes

upper vapor
hearty shard
#

wait

#

it is before

#
RoleSpawnpointManager.SetPosition(this.Hub, this.CurrentRole);
      roleBase.SetupPoolObject();
      if (this.CurrentRole is ISpawnDataReader currentRole && data != null && targetId != RoleTypeId.Spectator && !this.isLocalPlayer)
        currentRole.ReadSpawnData(data);
      if (flag)
      {
        PlayerRoleManager.RoleChanged onRoleChanged = PlayerRoleManager.OnRoleChanged;
        if (onRoleChanged != null)
          onRoleChanged(this.Hub, prevRole, this.CurrentRole);
      }
#

wtf ๐Ÿ˜ญ

#

isnt called for 079, spec or if spawn handler is null

#

ok so its ChangingRole -> Spawned -> Basegame event -> Spawned

#

im stupid

obtuse spruce
#

CustomDataStore are added to the Dedicated Server player ?

hearty shard
#

which it shouldnt but ig it prevents null ref

#

or maybe it should cuz it could be used

#

who knows

unique crane
#

But I wonder if you could gaslight global mod with it

celest thorn
#

100%

#

if you don't say to them it is a custom item

#

yes

#

exiled has a a thing in custom items that tells if its something that could lead to global ban

#

and they set like Name (CustomItemName)

unique crane
celest thorn
#

Honestly i don't want a gban so you can test Trolley

#

dev cheating on the game that he is developing

obtuse spruce
celest thorn
#

David strange question how can i bug the model of the player so much to be strange like tpose etc...

restive turret
#

And how can even do such a thing

celest thorn
#

because a gmod came in my server and got warnings about it

#

when he saw the custom item tag he disappeared

restive turret
#

Skull

tulip kiln
# hearty shard i gotta use ChangingRole to remove custom role

I deal with this by destryoing a customrole on ChangingRole, and then allowing it to execute if the player hasn't rolled a custom role OR the custom role hasn't been fully "initialized", which is after the player is given a role.

Basically if a player should receive a role, it would look like this:

ChangingRole -> Destroy CustomRole if initialized, otherwise stop execution -> roll for CustomRole -> If the player rolled a CustomRole, deny the event and invoke GrantCustomRole, otherwise stop execution -> CustomRole instance triggers another ChangingRole, which is returned due to not being initialized yet -> Set CustomRole as initialized.

#

This approach lets me use standard LabAPI events regarding role changes without issue

hearty shard
celest thorn
#

is this normal?

#

why?

hearty shard
#

why

limber scarab
#

where can i find libs like PlayerRoles, MEC(idk what is this) and others?

hearty shard
#

Assembly-CSharp

#
<Reference Include="Assembly-CSharp" HintPath="$(SL_REFERENCES)\Assembly-CSharp.dll" Publicize="true" />
        <Reference Include="LabAPI" HintPath="$(SL_REFERENCES)\LabAPI.dll" />
        <Reference Include="Assembly-CSharp-firstpass" HintPath="$(SL_REFERENCES)\Assembly-CSharp-firstpass.dll" />
        <Reference Include="CommandSystem.Core" HintPath="$(SL_REFERENCES)\CommandSystem.Core.dll" />
        <Reference Include="Mirror" HintPath="$(SL_REFERENCES)\Mirror.dll" Publicize="true"/>
        <Reference Include="NorthwoodLib" HintPath="$(SL_REFERENCES)\NorthwoodLib.dll" />
        <Reference Include="Pooling" HintPath="$(SL_REFERENCES)\Pooling.dll" />
        <Reference Include="UnityEngine.CoreModule" HintPath="$(SL_REFERENCES)\UnityEngine.CoreModule.dll" />
        <Reference Include="UnityEngine.PhysicsModule" HintPath="$(SL_REFERENCES)\UnityEngine.PhysicsModule.dll" />
        <Reference Include="UnityEngine.AudioModule" HintPath="$(SL_REFERENCES)\UnityEngine.AudioModule.dll" />
        <Reference Include="mscorlib" HintPath="$(SL_REFERENCES)\mscorlib.dll" />
        <Reference Include="System" HintPath="$(SL_REFERENCES)\System.dll" />
        <Reference Include="System.Core" HintPath="$(SL_REFERENCES)\System.Core.dll" />
#

these are the references usually used

restive turret
#

Why include drawing

hearty shard
#

System.Drawing ?

#

for ruei

restive turret
#

Bleh

hearty shard
#

i copied by accident

#

ruei wont use system color in the future

restive turret
#

Use unity colors

hearty shard
celest thorn
#

random exist on Unity

unique crane
#

What why?

hearty shard
#

DAVID

hearty shard
#

always

#

which unity random kind of prevents afaik guh

unique crane
hearty shard
#

yeah

unique crane
#

System.Random is deterministic by seed

restive turret
#

Seed deez

hearty shard
#

client and server need to have same thing

#

so they need same seed

unique crane
#

Unity Random needs to run Random.InitState(seed);

true cedar
#

me mention

restive turret
#

Think

unique crane
#

at which points its the same every single round

hearty shard
limber scarab
unique crane
#

so you could theoretically predict something,

restive turret
limber scarab
hearty shard
hearty shard
#

this is in rider tho

limber scarab
#

well, that's what I meant. I might have said it wrong because my VS is in a different language

hearty shard
#

but u need to add a reference with the path being to the server files

#

aka this one on steam

#

Itll be in (GAMEFOLDER)/SCPSL_Data/Managed or smth

limber scarab
#

ok, I did it.

#

thank u

barren pasture
#

How do I telepor the player?

hearty shard
craggy mountain
#

;

hearty shard
barren pasture
#

ExplosionSpawningEventArgs gives the player that caused the explosion, how can I get the serial of the item that caused the explosion?

#

Is it even possible?

hearty shard
barren pasture
#

Doesn't exist

hearty shard
#

updated

barren pasture
#

Oh I might need to update labapi

#

Hold on

hearty shard
#

this is sl

barren pasture
#

Oh

hearty shard
#

Info is part of ItemPickupBase

#

i mean you do have this right

barren pasture
#

Yes

#

idk if I need to update my sl server, i might

hearty shard
#

what is missing

barren pasture
#

Serial

hearty shard
barren pasture
#

Ah I'm just an idiot

#

I didn't see Info

hearty shard
#

misspelling?

#

oh

#

๐Ÿ˜ญ

#

oh i just realized this is new

#

@unique crane heyy bestie

#
public ExplosionDamageHandler(
      Footprint attacker,
      Vector3 force,
      float damage,
      int armorPenetration,
      ExplosionType explosionType)
    {
      if (armorPenetration == 0)
        return;
      this.Attacker = attacker;
      this.ExplosionType = explosionType;
      this._force = force;
      this._serverLogsText = DeathTranslations.Explosion.LogLabel + " caused by " + attacker.Nickname;
      BodyArmor bodyArmor;
      this.Damage = BodyArmorUtils.ProcessDamage(!(attacker.Hub != (ReferenceHub) null) || !attacker.Hub.inventory.TryGetBodyArmor(out bodyArmor) ? 0 : bodyArmor.VestEfficacy, damage, armorPenetration);
    }
#

whys the return; there

#

wouldnt it be before the Damage setter

limber scarab
#

where can i find list of all types of items? like candies & other

limber scarab
#

am im dumb or pink candy is not here

hearty shard
#

Candy uses Scp330

#

but the bag itself contains CandyKindID

limber scarab
#

i must use this func?

hearty shard
#

player.ReferenceHub..GrantCandy(CandyKindID.Pink, ItemAddReason.AdminCommand)

barren pasture
#

How do I make a grenade explode on impact?

limber scarab
hearty shard
hearty shard
#

smth like that

#

component:
OnCollisionEnter
check if it is EffectGrenade
set its time rly low
destroy component

limber scarab
hearty shard
#

@true cedar idk if ur awake but

#

would u happen to know about unions in C#

#

cuz i cant figure out how to implement properly

limber scarab
hearty shard
true cedar
#

use fieldoffset

barren pasture
hearty shard
hearty shard
true cedar
#

it lets you put two fields at the same memory position

hearty shard
#

GUH

#

wait come to dms

limber scarab
barren pasture
hearty shard
#

idk specifics rly

barren pasture
#

Thanks

limber scarab
hearty shard
#

PlayerChangedRoleEventArgs ev

limber scarab
hearty shard
#

OH

#

its cuz ur using PlayerEvents.Spawned

limber scarab
hearty shard
limber scarab
#

add using LabApi.Events.Arguments.PlayerEvents; and boom

hearty shard
#

ev.Player.Role == RoleTypeId

#

Role is RoleTypeId
RoleBase is PlayerRoleBase

limber scarab
#

ok, fixed that

#

still got a problem with grantcandy

hearty shard
#

GrantCandy is an extension, hover over it

#

It should tell you what reference to import

limber scarab
#

oh

hearty shard
#

Whats erorr

limber scarab
#

im dumb

#

one sec

limber scarab
limber scarab
hearty shard
#

Same place as assembly csharpn and labapi

barren pasture
#

Where do I post videos of what I've done?

#

Made?

hearty shard
#

or TikTok

#

Or here

barren pasture
hearty shard
barren pasture
#

Alr

limber scarab
hearty shard
limber scarab
#

finally

#

thank you

barren pasture
limber scarab
barren pasture
#

My average is like 15

limber scarab
#

have u tried to set low graphics?

limber scarab
limber scarab
#

i think i can help u

barren pasture
limber scarab
#

please

barren pasture
#

It's normal for me

limber scarab
hearty shard
#

And tbf if ur not using it to play but rather to code i think its fine

limber scarab
hearty shard
limber scarab
barren pasture
limber scarab
#

on nvidia gpu u can use nvidia inspector

#

to modify game

#

and get potato graphics

limber scarab
#

i dont get pink candy

#

maybe i should first give a bag

hearty shard
#

should work

#

Did you compile and put on server

#

Did it load

limber scarab
#

with no errors

limber scarab
hearty shard
#

Dunno

limber scarab
#

i have no choise

#

nuh uh

#

didint work

limber scarab
#

tf is that

#

and it dont give me the bag

#

idk how to fix that

static meteor
#

Are you changing the role with the RA console or spawning when the round starts?

limber scarab
static meteor
#

Try PlayerSpawnedEventArgs irrc

hearty shard
static meteor
#

Oh

hearty shard
#

ya

limber scarab
#

but

static meteor
#

i dont mess with roles im the customitem guy ยฏ_(ใƒ„)_/ยฏ

limber scarab
#

im forcing it

#

to start round with RA

#

just not change the class

#

just start round

hearty shard
#

should work

#

i do stuff in changed role and it works

limber scarab
#

fuck

#

how i should fix that

hearty shard
#

Dunno

languid temple
#

You know everything

hearty shard
#

Idk how nw keeps getting away with smelly code!!

languid temple
hearty shard
pine parcel
#

is there any way to manually trigger respawn waves? I remember with the old moderator menu there was a way

hearty shard
#

in ra text based

pine parcel
#

ty!!

limber scarab
#

thats all

#

why its doesnt work

#

i just have to wait for the coding guru

#

ok, I saw a 0.1 sec delay in someone else's code. could it be done so that the inventory has time to be initialized?

hearty shard
limber scarab
#

hm

hearty shard
#

Add Logger.Debug statements to figure out if ur code is running

static meteor
hearty shard
limber scarab
#

ok

#

ok

#

i have

#

a pink candy

#

if i manually change role

#

but

#

if i start the round

#

there is nothin

#

maybe it conflicts with some plugins

hearty shard
#

what plugins

#

if ur using smth that clears inventory it wont work yea

limber scarab
hearty shard
#

idk tf that does so

limber scarab
#

ill test it

#

without inventory control

#

and yep

#

it worked

#

maybe i should put some more delay

#

after inventory clean

hearty shard
#

Avoid delays when possible

#

so youd probably wanna fix inventory controls or make ur own thing

limber scarab
#

or

#

just delete the inventory control

pine parcel
#

is there a list somewhere of spawn locations? Like when an MTF spawn wave happens?

hearty shard
#

You want the spawn points of ntf ?

#
        public static bool GetRandomSpawnPosition(this RoleTypeId role, out Vector3 position, out float horizontalRot)
        {
            if (TryGetRoleBase(role, out IFpcRole? fpc))
                return fpc.SpawnpointHandler.TryGetSpawnpoint(out position, out horizontalRot);

            position = Vector3.zero;
            horizontalRot = 0f;
            return false;
        }
pine parcel
#

damn, how did you find that so fast

hearty shard