#plugins-dev-chat
1 messages ยท Page 85 of 1
bruh
Make git issue about it if you want it to be added
Thank you for notifying me
:3
Already recreated it
lol
before you guys added it

you mean that thing that desynced u
and both effects recreated before
xddd
it quite literally did
because i know how to do my job
Desync was for another reason
that i fixed
when you tested it we still relied to the Facility
- Enhanced dummy network connections.
i wanna see how dummies consume now
@unique crane how does fade effect work?
is it like you are just like transparent
and if you are fully transparent?
Yea
yoo they added all the events i had to patch in myself
or what?
Your the most transparent
Its basically
Your transparent
but everything still works
sound
hover tags
info
^
fade effect is the same as when 106 captures a player or scp939 amnesia
dude you got your thingy now
WAIT
WHAT
YOU CAN CREATE MOVING PLATFORM
yea
thats what I meant by the moving platform XD
I can finally die
in peace
I quite like some of these events
KNOWING I DON'T HAVE TO DEAL WITH FUCKING STUTTERING
I LOVE YOU
NW is cooking
i have nothing to say
i need to test each feature
once the client comes out
and btw fuck you for changing the primitives CollectionID?
like who tf had the idea
btw how does this work?
do i need to decompile the server to check it out
you create a collider or what?
Its bounds I guess
Im going to kiss riptide
like elevator waypoint style
yeah hubert coded that in the vc with us
No he didnt
he did the Culling thing
i asked for that
But then he left
He did like 5%
and then left
cause I sent him message
that we already did it
XD
MARO ITS TIME TO COOK
just look at the stream
wait a second
SPINNERS
now that primitives dont kill the player
FINALLY SPINNING
ELEVATOR FINALLY BEING AN ELEVATOR
NO?
NO
BECAUSE I WILL IMPLEMENT IT
DIRECTLY
no modification
How can I make this, I made a custom elevator in ProjectMER but the items are falling out and if the elevator goes too fast the players falling out of it,
wait so would spinners work like this now
hubert did the culling toy, didnt have todo the waypoint as it already existed internally
cols is SO BACK
my life is so back
its time to make this game go 30000000 fps
if we already hit 300 fps
@unique crane we appreciate everythin yall have been doin
i want to see with culling
fr
im going to cry
yeah if we're hitting 300 atm then we can prob break 500
Now its a challenge
oh and btw
meow is broken
Added CollectionId property to client-saved setting values.
im not suprised
oh thats actually kinda an issue
hm
nah
its time to decompile SL again
and check out
the diff and everything
enjoy
Seems Like a painting will be strangling us in the next Update. (SCP-3314 /= SCP-3114 lol)
bruh
Really? Lol
completely unrelated to sl but what cal you shoot
3114 is the skeleton
oh my god so many new events
Yea.
Thats what confused me in the document
(In the end the function is called 3314 and everyone is freaking out because their Code doesn't Work)
this is actually intentional and northwood's gonna add that scp and this is a teaser trust ๐
Would be funny to see how they add it.
(they just copy paste the posters from dclass room lmao)
Does the Fade effect mean model invisibility? Like 100% the player is invisible? But can still talk and stuff?
whats the issue?
Would make sense imo
yeah
Yes
Can i ask you what does it means BoundsPosition, BoundsSize?
is it local?
or what?
BoundsPosition is center of the bounds world space
size is...
size of the bounds
xd
bruh this is so complicated
like a fucking box wasn't enough
lol
Exiled developers- [jk]
Its just Position and Scale basically
WHAT
fun
its now effect
And you can see it as spectator
like an icon
next to the talking person
dotnethttp
Why is this here?
tf is that
like its not meant for the client?
HeavyFooted finally being fat effect
this is meant for bypassing the RU
im like 50% sure thats client side stuff
Where did you get that
ups
Happens lmao
from server build
fixed
Server.SendAdminChatMessage() finally i can spam my admins
btw david
how does the Waypoint work?
like how do i make fake elevators?
Wait wait wait
Added a reload plugin configs command.
And Open 60+ new ones
It is okay for it to be included as it doesn't contain any confidential information
@worthy rune my love, how tf can i make elevators
Lmao i already added that in my own way lol
i don't see anything to do that
Teleport the players position +1 with a loop
no
labapi command should show the commands
Ill edit that later
???
what the heck
create a waypoint, scale it to size, set priority to a high value e.g. 255 move it/rotate it, thats it
oh you are talking about the waypoint toys
SCALE IT is it THAT EASY?
ARE YOU SERIOUS
i will love to spam my players with the same 127 voice line
I LOVE YOU
Remember meeeeeeeeeeeeeeeeeee
holy shit they listened ๐ฅน
also related issue for the devs to close it #155
objectives are for the spawn waves right?
I'm just gonna add an rick roll everytime the weapon levels up๐
Im slowly closing all resolved issues
๐
btw
i love all of the guys at nw
<3
after this update i think i have nothing else to ask
because all of my problems are solved in life
btw who wrote the changelog did a mistake
CollectionId doesn't exist
its nowhere to be seen
@worthy rune
OH its for SSSS
it is clientside
oh, was wondering why you said primitives before lol
that explains it
I was confused too
i saw the only thing changing on the decomp
With this I can make ais/bots?
it is meant to be there
because why should it not be?
like for calling Centrals without error?
would you want servers to not be able to make webrequests
Its not called anywhere
its possible the class wasnt entirely ifdef'ed out
It finds path from Room A to room B
not any obstructions or anything
likely to avoid some kind of error
we have multiple classes that are empty on the server
This means finally baking?
of navmesh 
huh
someone really wanted an excuse to use dijkstra
I just though it was nice addition ):
Honestly i don't find any way to shit on this update
i have to say just peak
once in my life im saying this
NW actually cooked
i don't think there's anyone here complaning
everything added was features asked by the community for a long time and mostly all related to how Waypoints worked
and this got added
i think who shits on this really needs to be thinking how this game looked 2 years ago
lol
i can sleep at night now
WTF IS THIS DOMAIN
a cool one
smart fella
i didn't know the existence
because you shouldnt touch it
well, im not sure why you would want to patch that
you cant use custom central servers as prohibited by the eula
like its not that one ok?
Why should it be Weak?
Russia bypass
because russia blocks tls 1.3
Crazy
They were 1984'd
i mean UK too

is SL going to check my id to play the game?
(not mine im not from the land of the TEA)
well the UK isnt blocking ECDH and tls 1.3 yet because it makes it so they cant check what domain you are connecting to

Why the update always happens when im not home or toxicated with alcohol
face id verification
Bro this is a cool update
don't drink
ez
LOL
you have 46 hours
btw 2006 game bypasses it
For those who were asking about the fade effect
if you drink more the alcohol overflows back to 0
epic image fail
Wtf thats nice update I gonnna read it
LEAVE BRO ALONE
Is that the promised 14.1.2?
he is about to disappear
i assume at 255 footsteps can still be heard
Yes
ghosts are now real
My suggestion was added 
Thanks for this update LabApi & SL team, the update GOATED for labapi
Still missing some thing but probably be added in 14 or 15
Liek micro ?
Didnt make it in

i have a feeling like the update after this will be even better for labapi
:( sadge but i can wait
Every update is better for long term
You are lucky since you can check the QA channel
That helps modding
exactly

i wish i could check the internal git tho...
david committed gdezoi6ew3ths36hd to labapi-test
Hello guys, i'm newbie-newbie in coding, where do I get information from, how and what can I use? For example, how can I find out how to change the role of a player with a RoleTypeId.Spectator on RoleTypeId.SCP939? Is there any source where different events are scheduled there and blah blah? (I just don't understand how and where to get the information)
The people who make the guide on YouTube know what their code is responsible for, but it's not clear to me how I can know what I don't know at all, a person is doing something, but where did he get it from - it's not clear yet
finally the mcdonalds update is here
if (player.Role == RoleTypeId.Spectator)
player.SetRole(RoleTypeId.Scp939)
Are you a "just a happy meal" or a "6 hamburger, 2 big fries and 2 mcflurry" guy?
ofc the 12 hamburger, 4 big fries and 4 mcflurry one
Nice Heavy footed effect you have

YES
So next update is 14.1.4 or 15.0 
/// <summary>
/// Gets or sets whether the warhead should be enabled.
/// </summary>
public bool Enabled { get; }
It's only get
where is this?
LabApi/Events/Arguments/PlayerEvents/PlayerInteractingWarheadLeverEventArgs.cs
base game uses it, so setting it should be fine
yeah ik
Why isn't this working?
Can someone explain it to me?
you can pr the change, or ill do it
I'm in bed and toxicated but if u wish
Also
LabApi/Events/Arguments/PlayerEvents/PlayerZoneChangedEventArgs.cs
Gets the new rom.
Will you add Waypoints to ProjectMER?
probably
This is goated
public static List<Room> FindPath(Room start, Room end, Func<Room, int> weightFunction)

Thank you whoever did that!!
that was davids doing
Do you have Assembly-CSharp.dll refrenced
Thx
Btw do you still want the pr or you doing it?
up to you, i can always do it later if i dont forget
Does the room null bug fixed so the fog will be the wrong type? (If a player have a primitive under and over)
dont think so
LabApi/Events/Arguments/PlayerEvents/PlayerZoneChangedEventArgs.cs
the github issue tracker should be up to date now, so if theres an issue you need to know about if its fixed or not you should be able to check that
Okay, I know this issue is up there bc when I created it, it was duplicate
In here
LabApi/Events/Arguments/Scp127Events/Scp127LevellingUpEventArgs.cs
Should have setters to what Tier it goes to?
Okey this done 
I bet meow will abuse this
๐ฅ
Okay time to be eepy
Uh oh
Not good!
@worthy rune the change for client to reject voice message if client validation is None how would that impact stuff?
this might break my proximity system lol
im not sure what that change is tbh
how come you don't use the Proximity channel?
which change log was that in anyway
i do but wouldnt it validate it to None on client?
labapi one
If scp to human
hmm I'll check
oh probably @harsh thorn knows
oh yeah I was looking at that one 
moment
proximity would work
define how your proximity system works
scp proximity chat?
well it should work i think
well validatereceive runs on the server
oh okay
oh.
it also runs on the client
Yea thats what i thought from changelog
uh
Whats the check proximity
it checks the proximity of the player to the receiver
whats the distance
dynamic
guh?
depends on what the visabilitycontroller says
can you show
well it can be lower too
like if someone is using 268 they are invisible
etc
classes have their own visabilitycontrollers they inherit
well i just needed to know if scps speaking in proximity would get denied
i think it works
But if it just does a distance check like basegame itd be fine
if it doesnt you can probably ask the labapi team to do something special for it
cuz we had to modify voicechat to make it work well with fakesync and not cause ghost voices
so its possible it might break some things we didnt account for
would be nice to remove client validation all together, although that might require some changes to VC to make it work.
no
we added the client validation on purpose
with the new change yeah I see now
no
would fake sync be fixed later, the current method to validate on the client is a bodge way to go about it
if we dont validate on the client then we will cause you to hear ghost voices
flip
its not fixable
vc sends before position updates (and therefore fakesync)
its just how unity works
and in cases of mirror being stupid it could be more packets out of sync
Guh
so we need to check on the client that it doesnt make you hear everyone
like we had in the first test
it's a feature
so instead of lobotomizing the system to be able to remove client validation that exists to prevent bugs
why not just add a specific case for people to use if you're gonna touch it anyway
give access

become northwood
so true
btw the validation im talking about it for the channels, not the fix you recently added
yeah if the role isnt synced i dont think it should default to global
yeah so thats why i changed how validation works
specifically this in the global handler
if the channel traffic is only used by alive players but the speaker is a spectator we ignore it
and we cant rely on using the servers internal list for what roles it synced
because voice chat should be classified as unreliable network messages
which may arrive before the reliable rolesync message
so if people are having issues due to it, while i dont see how proximity chat wouldnt work as it doesnt restrict that specifically
then we should add a dedicated channel
was that a recent change, before i think is was reliable ordered
it might not be changed yet
but it was brought up
technically vc shouldnt be reliable messagetype
yeah, thats good
yall are evil at nw
cuz this is the best solution to prevent introducing desync bugs
and itl give people a simple way that works without relying on things that are technically not supported
although im not sure how scps would behave with Proximity messages even if the validation passes
cuz they dont have a proximity playback
lol
Oh yea it shows as global chat for humans
yeah thats the changes i was referring too
yeah i see it
its not perfect but its how i like it
scp voicemodule inherits global module
yeaa ...
which just writes whateverit gets to globalplayback
Surely theres a way to change this
you'd need to convince someone to add and get approval for giving scps a proximity playback
idek if its smth id want though, i kinda like it differentiating
or attach a speakertoy to the scps gameobject and send their voicechat as speaker message
and i dont think ive seen a single person complain
speakers dont rly do what i want
Afaik:
Too quiet
You cant mute a player without muting the entire game
pretty sure i have seen people have complain about it
idk not my server
well we didnt change playback
ppl dont care that scps get shown on the side
no here
i mean, its not possible to prevent ghost voices when removing the validation
especially if we make vc unreliable
yea but a specific validation for plugins
im not refering to that
Right, riptide
well, the easy way to do that is add specific channels for plugins to use
Anyway!!!
Yea
and just always validate it
yeah
probably the best solution tbh
Whens my suggestion for speakers getting approved
Noticeable performance improvement?
hi jesus
I would need to spawn more shit
hey
These for big maps should be awesome
!!!
When it comes out i will test it with a big map
Do F3
I already made a working build for meow i just need to optimize it more
Mr. Hubert give me more RoomNames please 
make a custom one

Ig if you make 104 fps we can probably get 400fps on the server
If rn we get 300
my fps are capped btw
Oh
too many freddys
or maybe they aren't? idk
would be cool if you'd share how to do it
also there probably a point where culling might be more expensive than just rendering the primitive if theres not many primitives parented. would be cool to find the number where it becomes worth it. it would probably be a different number depending on whether the childern are static or not
although I'm getting 150 FPS with no primitives
Rn we have 20k
Primitives and the client goes 300fps
Of me and maro
So its probably going to be better now
how many FPS without primitives?
how does that make sense
It caps
Yea
And it works fine
Its like super counter intuitive but it works
You can see screenshots
.
I mean tea
But you need whitelist
Because only qa can play it
w map removed tho
afaik
so remove the facility and check fps idk
Map in that screenshot is not removed
In most of the screenshot we sent the map wasnโt removed
We removed it like 3 days ago
And fps got a little better like 60/70 more
But still too inconsistent
Like it spikes them
it still doesn't make sense that adding stuff makes your game run faster
Thats the same thing i still wonder
But it works
And none has an explanation
So
But we do other things in the background to optimize
So thats probably why
such as?
Culling
We had a semi good system of culling
But thanks to this that entire system will be scraped for this
i am so burned out jfc
is there a way to give a player a bleeding effect that damages 1 hp per second, instead of the default, or do I have to patch some kind of method?
just make ur own effect
Would hosting a headless server on a Raspberry Pi 4B work?
Mainly just for testing a server before buying one from a provider
-# Would have like 4 players max
Wow, thatโs a godsend!
What i could recommend is search up if you can install pterodactyl and then setup a sever usually sl requires min of 4GB
depends on what model but generally yes
- Enhanced dummy network connections.
What does that entail?
The dummy network connection wasn't properly finished
Missing override of some methods such as UpdatePing
which basically werent important at all but they were properly overriden now
is it possible to have the visual part of the effect on a player?
what all can I patch? Can I like patch Linq methods?
why are you trying to do this
events for items being added into list
yes why
to use in my plugin
๐
How can I make custom death translations?
like when you die and says something that killed you, and when you look at a ragdoll and see what killed it

CustomReasonDamageHandler
rn i would pay gold for the client build
even joining nw
i want to see how much optimized now everything is
You already reworked it?
I can join theoretically
yea obv
but idk if ANYTHING work
now in theory schematics are doubled
like the problem is that there are commands to do and see if it works
Hey david i think you should look into this
https://ratcentral.is-a-good.site/๐/puz2p9pa.png
Skill issue ig
OMG
This is absolutely huge
What collection id
and making it work
It was for SSSS
If it isn't affected by rotation...
Is it a toy ๐
no
Culling is a network behavior object
yes
Skull issue
public static Bounds GetBoundingBox(this MeowEditorPrimitive primitive)
{
if (primitive == null)
return default;
if (primitive.ObjectCollider != null)
return primitive.ObjectCollider.bounds;
if (primitive.ObjectRenderer != null)
return primitive.ObjectRenderer.bounds;
if (primitive.ObjectFilter != null && primitive.ObjectFilter.sharedMesh != null)
{
Bounds meshBounds = primitive.ObjectFilter.sharedMesh.bounds;
Vector3 center = primitive.transform.TransformPoint(meshBounds.center);
Vector3 size = Vector3.Scale(meshBounds.size, primitive.transform.lossyScale);
return new Bounds(center, size);
}
return new Bounds(primitive.transform.position, primitive.transform.lossyScale);
}
Like this is my solution
Do not patch linq
Find the delegate passed to the LINQ method
It's a compiler-generated class
Sobbing

Do NOT make it per primitive holy fuck
That's gonna freeze the game more
i was trying that
Since your enabling/disabling gameobject
Yea i was thinking that
but then i said lets try it
lol
else its like useless asf
for me
Anyways gonna go make breakfast
Nice
Then I can try your server if you want
I mean
you already said it will freeze
so most likely it will
Meow doesn't know anything
other than spawning
so i was planning to make it work with just like wall everything next to it
you'll have to do the grouping in the editor
I could do that
but at the same time i need to do an automatic system
you now how hard it is to make all of that
I mean even if i don't
that works fine
like rn im going crazy
because it say there aren't any Culling
but i see them spawn
amazing
ig everything is fine
Nope it works
I see it because hub is 20k prim and now its 40k
now its time to wait
๐
Wanna know something super funny
lmao
I will sleep 2 more hours and join to you to tell or ask stupid questions @celest thorn
i mean as of rn im waiting for mr david
I ate him
chat
im so exhausted!!!!
Same
F
rahhhhh
Me resisting the urge the name the property "Markiplier"
multiplier
reference
april fools
market flier
Everyone plugin broken for Markplier
let's break every plugin :3
Shuffle the name of everything
guys help me markiplier touched me
randomizer
no
:((((
#define true (rand() % 2)

217TierManager.SyncCandy(RoomType.Coal);
Who did this event PlayerRequestedRaPlayerListEventArgs
PLEASE
I WANNA GIVE A MASSIVE KISS
I'm here
idk this update becomes better and better
lets see the client vs 40k objects
who wins
but they haven't added me in yet
i think the objects
so is it really that good
wild guess
riptide
or better david's computer vs 20k Primitive and 20k Culling Toys
wrong gif
AHHAHAHAHA
now more roomnames and im giving my house to hubert
Lool
this one is better
i will wait for you
and your pc
what is this
(Inverse)TransformPoint is affected by scale
you could simplify the whole method to the static branch
nvm
we need snake events need to make a top10 
are you serious
just patch
lol
i dont want to patch every single thing to make funny time.
but actually... yeah i will
just summon him
i copied the code from it and it doesn't make sense
the green line is the returned distance
the target is the red capsule
with static it's correct
without, no
@worthy rune
non-static breaks it
if you join we can happily everyone test it
I would wait for him then
Im in vc someone
after they finish
so crazy sad
So then why tf giving out the server
if at the end of the day
everything could be broken
but we don't know
i know for sure that would never happen
this has been the same for like years
i remember megapatch 1 and from now always the same
scale is taken into account when non-static
also rotation
Balls
but why isn't it accounted for when it is static
one min
hi
static balls?
does LabAPI support Target in PlayerShotWeaponEventArgs?
no
does playerhurtingeventargs support Hitbox?
it's in AttackerDamageHandler
^
What is waypoint
PlayerHurtingEventArgs::DamageHandler
if(DamageHandler is AttackerDamageHandler handler)
then get it from handler
ev.Player.Position ?
get player pos + Vector up
thats not the specific spot that was shot
but yeah maybe Shot event has it
RaycastHit maybe has it
hello, anyone had an issue with the new labapi version ?
like what issue
[2025-08-02 15:30:51.281 +02:00] [STDOUT] at LabApi.Loader.PluginLoader.Initialize () [0x00013] in <bd83d6009c394d05b0e4e2080b3f314d>:0
[2025-08-02 15:30:51.281 +02:00] [STDOUT] at ServerStatic.Awake () [0x00085] in <d9731e675e55453197cf28cd60eed3f2>:0```
I've got this with the new version, idk why
you downloaded the newest labapi but didnt update your server to newest sl
dont update labapi version manually
just update server which comes with the labapi
I didn't think it was updated with each labapi update, I thought it had to be done manually ><
yep thanks
but now my game seems to be outdated
very weird thing
yeah the latest server build is a pre release
no client is released for it
you cannot join a server with it
ye
thanks
Payday 4 release
n
Guys, where is method that don't allow player to join server if he is banned?
I want change kick reason text
you have to disconnect them with a custom rejection reason in the Preauth event
oh wait
you can also change the ban/kick text while keeping the translation
how can i prevent collider from eating bullets?
make their layermask glass
private void Awake()
{
var col = GetComponent<Collider>();
col.isTrigger = true;
gameObject.layer = 14;
}
still eats bullets ๐ญ
because thats not how you do it
private void Awake()
{
var col = GetComponent<Collider>();
col.isTrigger = true;
gameObject.layer = LayerMask.NameToLayer("Glass");
}
still eats them
try Fence
public static readonly CachedLayerMask HitregMask = new CachedLayerMask("Default", "Hitbox", "Glass", "CCTV", "Door");
this are the cached one
Yea use Fence
finally it works, thank you
no problem
@unique crane whats the default grenade _playerDamageOverDistance for ExplosionGrenade ?
and the scp multiplier
What does SL use to encoding/decoding voice messages?
Opus
3
Idk
Some curve
can i see itt...
mmmm
ok!
๐ญ
whys there a bool variable if its never used except for a single method 
aw, seems like its a real pain to try and get an SL server running on arm64, bummer
What is this?
Also quick question
Can I add my own attachment to a firearm
So I can change different attributes
Except for like max ammo... none of it syncs to the client
Shit
So @unique crane is there any way to change a gun's bullet inaccuracy?
Also, what is the best way to do max ammo?
Okay
So would the best way to do it be to add my own attachment to a firearm or like what should I do
I want to avoid editing existing attachments because players might change attachments and I don't wanna have to handle that
Player can't be null
Yeah
Is it possible that in the event it's assigning null?
however
gotta love devs ignoring nullable warnings
It's Player.Get
yea
Player.Get can sometimes return null
if ref hub is null
Doesn't matter why
it shoulnt show me a user a warning though
Just matters that Player.Get() can return null
It's showing you a warning because it's a point of failure
but the property isn't nullable
Correct


doesn't matter, the property on the class isn't nullable
yep
What are we talking about
why does IPlayerEvent have it as nullable nayway lol



