#plugins-dev-chat
1 messages Β· Page 88 of 1
sorting through spaghetti code to take parts i need is my specialty
No comment , prob worst rhan before
I have to write docs
Have a video I need to make before that
I didn't think I'd get drafted to grandparents today
Because that's how waypoints work
If you're in its area your relative position is... relative to it
For admin toy waypoints it's a local space bounds check
That's what I didn't understand and riptide explained
Wtf do you mean local space bounds check
because i understood until now
that if the big red cross is on top of my head works
waypoints toys are bounding boxes right
else fuck you im not working
256x256x256 scaled, positioned and rotated
for waypoints does the entire player need to be in it or does only a little bit need to be in it?
i would 90% assume touching any part counts
when i even slightly touch an elevator in noclip i get sweeped up
yeah thats fair
The position does
I see I see
i wonder what happens if the waypoint is rotated horizontally
rotating players gonna be fire
dude waypoints have me so excited
Im confused asf
this is not ok
for the game
if i jump disconnected
if i just go outside of the center nothing
Xdd
like this it works
bruh this is massive
what if someone is doing magic parkour and they get killed by this fucker
What's that
Tbh i would make like the up like 4 m and side +1 of the thing
it doesn't work
I don't know how or why
and its for sure the same on the server / client
Embrace server side stuff
ITS SERVER SIDE
Are you fucking sure?

My tps don't like that
YES
Skill issue
Skill issue then
Do +2 m for the side
Are you sure that bounding box doesnt rotate as well? 
Or +1
My issue with waypoints is the OnMoved thing
The player isn't patented to the waypoint
So I can't create waypoints with ridiculous speeds
0 clue how it works making guesses
Imagine you see a player looking above from the ceiling
What's the max speed?
Idk
like you can see
But when testing in Unity myself with this approach (applying position delta) it shat itself at like 20 km/h already
Did you parented the object to the waypoint or should it be other way around? 
Cool desync wtf
wait so it only works at reasonable speeds?
I don't parent it
nor in the server nor in the client
Maybe that's why not moving on sync
parenting just breakes everything
arent you supposed to parent prim to waypoint
I assume so
Because your system doesn't support it

yeah lol
you should be able to, teleportation should work although you have to test that

i will test stuff with waypoints tomorrow i think

waypoint toy works very similarly to elevator waypoints
well one cool thing this means is that you can have seamless teleports
elevators teleport at multiple points right
so sad that i sadly don't have a gizmo to compare
Maybe it was only shit for me cuz I used colliders
Ever since 14.1.3 dropped I've been having this weird issue
and elevator waypoints teleport halfway thought their animation
I will tell you a funny thing
I have zero clue how even those works so I just

Sobbing
Me too bro
Works on my machine
would like to know if it works
works fine for me
I'll test when I get home
-# ETA: undefined
"SCP 173 contained succesfully. Containment unit Audi R8 GT" π
Meant to reply to this fucking discord
What if I parent a cullingtoy to player and I add lightsource to it? 
so scp sl uppsies?
what are culling toys
Culling parent or smth
14.1.3 addition
Thing became invisible or smth when not seen
Can't parent those
of course speed is enought
Sobbing, crying and
something that lets you make a primitive get culled if you put the primitive as a child under it or sumn
So let me understand something because im going to shoot myself soon enough
It needs to be bigger always more than the one thing its trying to speed
when can we finally edit the chaos car route and make terrorist attacks with it...

So question for you
i think this works on a cube normally
I'm inexperienced with these
but not on other shape
How often do you update the position of the waypoint toy?
Ball
i like balls
Clipped

I just use animation
with pmer
holy tuff
Fun
I have no fucking clue how to use Unity so I'm just gonna chalk that up to something I'll never do lmao
it sounds really good in theory but isnt that good in practice tbh from what ive seen
imagine shoulder carrying your teammate and you both instantly beam the first enemy you find with the full might of two rifles
So i am the only fucker in this entire fucking community that this thing doesn't work?
damn
π€
even tho im doing everything 100% fine
why did u jumpscare me with the 173 sound π
wait i have a money idea
I watch videos with no sound so lel
Seems like a skill issue to me 
yeah but you are weird 
No movement smoothing? 
that isnt weird
Nope it doesn't work still
π₯
what am i doing wrong now
Have you made it server side already
ITS NOT CLIENT SIDE
Make the waypoint little bit expanded
Like +1 meter
i made it 2
I'm gonna remake meow editor from scratch 
just to be sure
Ahhahaha
Have fun
After helping you with these stuff thats probably can be done lol
Or I'm gonna remake map forge and optimize it
honestly meow took me so long
Finally
WHY?
I mean you can potentially make it inside Godot since some of the stuff on it easier tbh and you just need to do some very basic stuff and also export to your own custom format
kinda weird 173 fell out
always the fucking problem
I can make slocExporter for godot
in theory it shouldnt
NW moment
did you parent the waypoint to the schematic
YES
its parented to everything
Are you sure
no im talking to @ashen hornet
Good luck
wait so do i parent schem to waypoint or waypoint to schematic?
or i guess it doesnt fully matter?
Shouldn't be that difficult
I don't know Godot yet
Doesn't matter really
To avoid having to rescale everything put the waypoint in the parent that you're moving
Then you can scale the waypoint freely
shouldnt, but i didnt test both ways
i forgot which way i did it
its what im doing
but honestly if it doesn't support edges
that much im fucked
its useless for me
I've done this, and I get an assembly error saying it's inaccessible from my method even though the assembly is publicized
wdym by support edges?
Enable unsafe code
Unsafe code true
maybe set the priority to 255
Yeah
let me test
UInt256.MaxValue
lmao
IT WORKS
cus i had to place my map on top of an existing roomπ
Was it still issue
you should really read the docs we write on the wrappers even if you dont use them yourself xD
to just say oh set it to 255
Finally
Btw what was the reason adding the getting the closest route from room to room?
@teal junco Laying the player on his back will not work
I entirely forgot about that, crazy. thank you both
I ain't complaining since would be ducking goated with my own AI
What
i love this
to be expected
but still sad
but i do wonder something
can you make mario galaxy with this 
(i know its not but i want to dream ;( )
He asked if we rotate the waypoint, would the player rotate as well, and the answer was no. (for x rotattion)
yeah i didnt know what todo there so decided to keep it the same as elevators
this is so sad
i know this cus i observed npcs doing it
was worried rotation would mess with the CC
Np
CC?
Can you for the funny do elevator from surface to LCZ?
character controller
Give player gravity in that way
aw u scared of a tiny bit of massive glitches
Aint you collide with objects?
Oh dammit there is collider around surface
i messed with that so many times i now everyway to destroy it
bro that has existed from like when i started playing lol
you can teleport
i forg
When tutorial were green
i think i need to update them manually
because they desync with primitives
by a bit
primitives update every 0.1
i could use syncinterval ig
Bring back update on 0

AdminToy.SyncInterval
im very worried
Zero your capable of anything
Xd
we are very worried
i know the snipers are going to kill me soon enough
NW when zero quits SL development
fr
i mean im developing something cool
and not something boring
so fuck all of you
@mods
so sad
honestly if i get banned i wouldn't care that much i would be more mad for the ban reason if its just something random
lol
Well well the PR for some bugfix is on git
I mean on the role sync
Also
For me the DropAllAmmos is throwing an error
Someone succefully deleted some collider of the surface
Yeah for me too
I'm crying, have you not tested it?π
now they don't have a network identity
so
No shot
Actually?
no most likely
Probably some do have them
The real question is does it sync with client
What
Wdym?
You mean faking the role syncing?
Like fake appearance?
I would love to do that more easily if you tell me where to look around
I reminded him saying it's was smooth so probably client delete too
I know you can deleted player list
I seen method for it exists but, zero clue how would i impl it yet
Delete other client
The one i did on exiled is the easiet for my opinion
No just the player list info
Like it's no more open anything
In the same way you can delete escape menu lol
Idk if it's still the case
There a lot of things than you can delete
Waiting for players UI
Just that it's not very well know
is networked too
yea
yes
But now it's look shitty
i think you need to set the priority to 255
https://ratcentral.is-a-good.site/π/wpn6oa25.png
Do you guys think this is too laggy? (networkserver.sendspawnmessage)
That would be cool
if its working, im pretty sure it should look buttery smooth
I did float.MaxValue
cause priority is a float
Horrible for performance
for some reaaon
hmmm, that could break it but idk
how tf i could prevent from sending then the spawn message
You talk of that to fix mtf fake role right ?
it gets squared float.MaxValue * float.MaxValue would that by inf or NaN
but if you can please try 255, and see if it works better
It's float'infinity
My players sent this video and said that it happened after the 14.1.3 update. What could be the cause?
Maybe they updated something related to the light?
they are going to heaven
Wrong color room change
thats why
Ahahah
Lmao
You easier put light to 255,255,255 instead of 1,1,1
Look your plugin related to light
But i love 255 light
After the warhead, the color changes to 1,1,1. I don't think that's why everything is so bright
hmm and how would i prevent the spawn message to be even sent
Instead of #FFFFFF it's #ZZZZZZ π
Set isSpawn: false
Oh i forgot that exist lol
Going to take 20% of your income 
so 0
because for the government i have a net of -10k and for income i don't have anything
if i don't spawn it on the network it doesn't work
it doesn't update for the client
Im using what mirror uses to send spawn messages
but it doesn't update and this is the only toy i've seen doing it
Bro you can just send the isSpawn with the check you done before
do you mean the patch^
i don't know where you are getting isSpawn
Yea i do the same thing as the wrapper
it just doesn't spawn it on the NetworkServer
same thing im doing rn
and it doesn't spin for the client
its static
And what the patch for?
You guys make me feel so dumb sometimes
That's usually happens
idk i think best way is the patch
because not using NetworkServer.Spawn makes it static
for no apparent reason
i think its something doing with netid and checks on the client?
Try spawn and destroy ig
im trying to manually do the Spawn
and then spawn it inside the dictionary
Because you don't set up the net identity
no i do
So if you use NetworkServer.Spawn, it works, right?
yes
Then why can't you just do that
because for example if i have multiple schematics i don't want doors or other stuff to spawn when that schematic isn't loaded to the client
it does not
Why would doors or other stuff spawn if you only spawn the waypoint
bruh its an example
the waypoint does the same thing
why would i want to spawn something that you see if i have multiple schematic in the same place that creates alot of problems
Multiple schematics in the same place
yea
weird

Or else i can use that patch and not worrying
.
waypoint.NetworkPriority = byte.MaxValue;
which is strange cause this works
Then you're gonna murder the spawning performance of every other networked object
Just send a destroy message
im thinking it might be a third person only problem
I know but this would create so many problem
because every loading and unloading i don't know if the player sees it or not
Wdym you don't know π
Is it so hard to understand or am i stupid
You load a certain area when the player goes there
yes
Then you send a destroy message for every other area's waypoints
If you send a destroy message for everything except the one they see initially
thats going to be so fucking hard to do
I don't understand how your patch solves it though
because it doesn't send the spawnmessage
at the start when the player joins
Right
But then you don't have anything
And still need to send them manually
When it's loaded
thats fine
That means you know what to spawn
Third person seems okay even if I look 173
what if i patch ShowForConnection
That's not called natively, is it
interesting, thanks for testing it
Yeah that's for initial spawning
then thats perfect
@ashen hornet are you doing anything in the code for your cage thing
because i need to prevent initial spawn
Yea that is done automatically
i just need to prevent the client from seeing it
No, it's a schematic
when they load in the server
Okay
I only do this in code
private GameObject CreateWaypoint()
{
WaypointToy waypoint = GameObject.Instantiate(PrefabManager.Waypoint);
waypoint.NetworkVisualizeBounds = true;
waypoint.NetworkPriority = byte.MaxValue;
return waypoint.gameObject;
}
So keep your patch
i guess it does look weird that 173 stops rotating when you look at him
Which one the SendSpawnMessage?
or the ShowForConnection?
but maybe thats fine since thats how 173 works
Maybe ShowForConnection
How do you do Waypoint
it's not in PMER yet, what did you use?
Yea i think its best because SendSpawnMessage i use it for spawning stuff
Can you just create a set of waypoints and check if the set contains the identity
HashSet<NetworkIdentity> waypoints
Ya
im using dummy primitive for position on schematic and spawn with code
is waypoint parented to the schematic?
can you show me the code
yes
Now i will log it after 0.5f
so lets see
it gets assigned
Why don't you parent the waypoint before spawning it
Normally it is not animated so it is not a problem but if I do what you said yes I do not need to correct the position
I meant you should create a set for waypoints' network identities so it's easier to check whether to skip spawning the object
im just totally switching to NetworkServer.Spawn
at the end i use the same for everyone that is server side
Ah
ShowForConnection is not even called
hmmm, maybe its some server sided thing. it could be that the tool gun is moving the schematic at an unideal time. one way it could be fixed is calling waypoint.UpdateWaypointChildren() for all waypoints in the schematic after each move
this is so strange i cannot patch Add from WaypointToy it tells me it doesn't exist
but if i go decompile it, it does
What
Bruh
im sleepy
Yeah there are two objects
Then sleep
You can sleep, wake up and work
or something like that
i think if i patch the AdminToyWaypoint.Add it should desync or anything? because the client nor the server attach it i think?
@hearty shard Can you send me replication steps for the 106 proximity chat disconnect?
Or whole plugin preferrably 
Working on a fix
Change 106 proximity message channel to Proximity
is the new item wiki field translation bound & scp item bound?
monolith moment
Okay
at least looked like it
im in bed rn but if you need a replication i can probably make one?
Because 106 role was the only role where the fields are not set as client
for some reason
so I removed it
Ced says its not needed
because uhhh
ya
If you have any other role sync related exceptions
I know of one regarding faking MTF dc
I pinged her in labapi dev chat
ah
as she told us about the mtf one
Life is so sad
why are you depressed now
Because spinner might desync visually
So sad
If a player does have it and the other doesnβt the client assumes the other does
And so it starts spinning
does anyone know? π
I patched the add and i think it works?
Its a interface like ItemName
Or something like that
Items.txt
43~SCP-2176~Your very own Ghostlight! Caution: Fragile. Disrupts electronics when broken.~Ghostlightβ’
ItemTranslationReader._cachedTranslations[result] = new ItemTranslationReader.NameDescriptionPair()
{
Name = str1,
Nickname = str3,
Description = str2
};
yeah i think i found it.
Nickname is it i guess
ye
(I was behind that change, otherwise I'd have no idea how translation works, lol)
lol
Btw yes i tested it
and it seems that if add doesn't add it
then even the client doesn't
and it syncs correctly
Go sleep when u wake up you probably found the solution while sleeping
It happen this morning lol
Joke on you i solve code issues on sleep
how you spawn and correct size? I spawn and set parent, but size is insane
I think the normal form is 256 times larger than a primitive, so divide the size you want by 256
π£οΈπ£οΈπ£οΈ
yeah it's that simple
thx
public const float ScaleMultiplier = 1 / 256f;
waypoint.transform.localScale = Scale * ScaleMultiplier;
Am I doing smth wrong?
am i dumb or when im trying to change the scale of a player in RoleChangedEvent its not working 
need to make a coroutine ?
Known bug related to role sync
If you change it outside of player view it doesn't sync properly
There is hotfix we are working on
oh okay nice thx
Hi! Some times I crash when the round ends and I'm getting this:
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
PlayerRoles.Spectating.<>c:<Init>b__0_1()
PlayerRoles.Spectating.SpectatorTargetTracker:set_CurrentTarget(SpectatableModuleBase)
PlayerRoles.Spectating.SpectatorTargetTracker:OnDisable()
PlayerRoles.Spectating.SpectatorTargetTracker:OnRoleChanged(ReferenceHub, PlayerRoleBase, PlayerRoleBase)
PlayerRoles.PlayerRoleManager:InitializeNewRole(RoleTypeId, RoleChangeReason, RoleSpawnFlags, NetworkReader)
PlayerRoles.PlayerRoleManager:OnStopClient()
Mirror.NetworkIdentity:OnStopClient()
Mirror.NetworkClient:DestroyAllClientObjects()
Mirror.NetworkClient:Shutdown()
Mirror.NetworkManager:OnClientDisconnectInternal()
RoundRestarting.RoundRestart:OnMessageReceived(RoundRestartMessage)
Mirror.<>c__DisplayClass56_0`1:<ReplaceHandler>b__0(NetworkConnection, T)
Mirror.<>c__DisplayClass9_0`2:<WrapHandler>g__Wrapped|0(C, T, Int32)
Mirror.<>c__DisplayClass8_0`2:<WrapHandler>b__0(NetworkConnection, NetworkReader, Int32)
Mirror.NetworkClient:UnpackAndInvoke(NetworkReader, Int32)
Mirror.NetworkClient:OnTransportData(ArraySegment`1, Int32)
Mirror.LiteNetLib4Mirror.LiteNetLib4MirrorClient:OnNetworkReceive(NetPeer, NetPacketReader, Byte, DeliveryMethod)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()```
How can I fix it or what could be the problem?
What are you doing
I don't know
Btw you probably using Player.List instead of Player.ReadyList
Exiled 
Then exiled we don't use cedmod
After "NW moment"
Phew
or that xd
Or this
Yeah how tf does the shutdown message get to the host
It's my game log
And my game crashes
Ah
Solution: remove the client
New Player:Crash method
Lmfao
Then I have to check every plugin 1 by 1
how i can realize it
yes
i dont actually know whats happening there
all you can rly go off is that its spectator related it seems

That's something I can use to locate it π
well from what i see its trying to send to server its spectate target maybe?
[2025-08-04 14:41:08.652 +02:00] [ERROR] [LabApi] 'NullReferenceException' occured while invoking 'OnRoundStarted' on 'Site66.Features.CustomCharacters.CharacterPickerDummy': 'Object reference not set to an instance of an object', stack trace:
at ServerRoles.SetGroup (UserGroup group, System.Boolean byAdmin, System.Boolean disp) [0x000a2] in <f46d4d7de96941168027ebdae2c598a5>:0
at LabApi.Features.Wrappers.Player.set_UserGroup (UserGroup value) [0x00006] in <bd83d6009c394d05b0e4e2080b3f314d>:0
at Site.Features.CustomCharacters.CharacterPickerDummy.SpawnDummy (UnityEngine.Vector3 position, UnityEngine.Vector3 lookForward) [0x00026] in C:\Users\ender\source\betterRepos\Site\Features\CustomCharacters\CharacterPickerDummy.cs:45
at Site.Features.CustomCharacters.CharacterPickerDummy.OnRoundStarted () [0x00001] in C:\Users\ender\source\betterRepos\Site\Features\CustomCharacters\CharacterPickerDummy.cs:25
at LabApi.Events.EventManager.InvokeEvent (LabApi.Events.LabEventHandler eventHandler) [0x0001d] in <bd83d6009c394d05b0e4e2080b3f314d>:0
I copied the UserGroup setting from Exiled's Dummy spawner
Line 43 works correctly and spawns the dummy as a tutorial
Works! Thank youuu
Btw someone knows PlayerRaPlayerListAddingPlayerEventArgs removes players from the "N player list"
π€¨
I was just about to ask about how i could hide a Dummy from the player and/or RA list, fitting
dont make a dummy
do custom npc spawn code
isnt NPC stuff from Exiled
Removes only one specific player from the list if IsAllowed = false
yea but from the N list thats RA only or not?
RA Player list isnt N
like thats my question
Ra only
the N list
Yea i wanna test something
yeah, the ServerRoles component only assigns the hub in Start
you can hub.serverRoles.Start() befoire assigning the group
can some skibidi toilet in nw fix auth servers please :3
Ban forever
i dont want to be global banned again
at least let me finish my project first
we will make it happen
YOUR project 

yea its maro's project
ive spent more time in unity than my actual job bro
but this is a crazy project

what are your plans for the next sprint
Suicide
same
xd
on surface
can we just remove those top colliders above the outer area of gate a
like
why tf are they there
That's not tilted
its close enough
I building my shit testing with GitHub actions and just not works on max
Its like
Everything telling me to not push into mac
Whoever choosen it should pay 1000 for everything
mac & cheese
you don't understand
it's
Apple Mathβ’ 

Like it checks for it but after it doesnt??
Apple finally reveals how they price things.
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'Escape the...
Like somehow my thing got garbage collected??
wait what are you talking about
I writing a C# wrapper on a hooking library for my own Overlay for games and stuff.
And this shit works on linux and win but not on mac
is it dx11
how can you delete a player from the N list because setting their lovely PlayerAuthenticationManager.NetworkSyncedUserId says nuh uh
Currently only writing the wrapper
you have to do that before they join
not while they are in the server
so sad
ObjectDestroyMessage
yes

Thats going to cause so many issues
yes
Where are default spawn positions saved?
Like the Tutorial spawn position?
don't send it to the original player
the role spawn point handler
get the role template
yeah
IFpcRole.SpawnpointHandler
RoleSpawnpointManager.SetPosition(player.ReferenceHub, player.RoleBase);
should set them back to the/a spawn point if i understand it correctly?
How could i do the RoleTypeId -> IFpcRole myself?
PlayerRoleLoader
Hi! If I scale a waypoint and throw a gun into it, the gun's scale changes, how can I fix that
wtf xd
yeh mme to
solution
don't scale the waypoint

did NW parent pickups to the waypoints but used SetParent(false)
what do i do with that :x
still no idea how to get to IFpcRole ,_,
Isn't there a method in it?
PlayerRoleLoader.TryGetRoleTemplate<PlayerRoleBase>(player.Role, out var roleTemplate);
ohhh
would
PlayerRoleLoader.TryGetRoleTemplate<IFpcRole>(Dummy.Role, out var fpcRole);
work?
Am i the only one or the server lags when trying to connect to central
Because im getting desynced randomly but its not lag from the machine or plugin
Everytime it tries to connect
Tps drop
Yesterday we noticed stuttering our server which was happening to everyone at the same time
I do not know cause of Central, but it was happening same time
and as in stuttering I mean it was a literal pause
Yea its like explodes and then comes back
And its like player lag
But its not its server lag
like the main thread is occupied with the request
Yep
Okay I been poking at this for a while, does anyone know how TryReload works?
Ignore the weird commenting, I was trying a few things, I just couldnt get it to work for me. Does TryReload check for ammo or does it just do the animation, etc
So only nw can fix it?
Idk ask David to look into it
Cant wait for 14.1.4 
@davidsebesta
I hope to be able one day to use elevators prefabs
I have 2 waypoints 1 in the elevator and 1 in the room, the hallway have no waypoints
I mean
Look up
there is a video of someone making elevator from the waypoint toy
Ye
this one ?
Yea
Yeah, but I meant, using the elevator prefab instead of a schematic :p
Though, will try this waypointtoy
It needs little adjustments but yea we can add it
Sounds like a fun way to create dynamic rooms
Since you can also move players with it
Maybe the waterfall room elevator will be real
That's the thing I love with those elevators

Hopefully one day π
Me on my way to add net identity to the bridge part just so you can delete it and replace it with your own networked bridge
Please network everything 
PLEASE
Just add the waterfall room to the prefabs and let people manually spawn it 
At that point, just make it networked so it's possible to change its position, no need to try deleting it
Me on your way to remove the boundingbox in surface upper side
Hmmm yea
BridgeToy
At this point add every room to network
Please I wanna create random hallucinated rooms
If all room were networked, everyone could create their own layout without much work
HCZ backrooms
Infinite candy room

This would be funny ngl
A player think they are done passing all those servers rooms, only to find an infinite corridor of tesla
make teslas networked
@unique crane Could you please fix it?
First thing regarding custom maps is to allow custom layouts
If its gonna be easy fix
but
@worthy rune could you look at it if you have time?
Here your fix
Idk not on pc
Somewhere pickup, somewhere waypoint somewhere where you see that exact same method
I thought you know it
Ye let me guess with my 8ball
How can I remove the micro speed limit in code?
I believe this is both client and server side
so you cannot do it as it will cause desync
ya
Wdym david said you are causing desync
I wanted to do something but it would cause detox he said gotta go
You have no idea how long I've been wanting that.
Btw, this was the moment I tried recreating SCP:SL on Unreal, and this lead to me asking Hubert to remove teleportation from elevators and make them move instead
I love being unable to join my localhost server
How can i make it so this new NPC is
npc.IsDummy is true?
Npc is exiled
Its not from labapis either
That code is indeed npc and not from labapi
Yeah and i copied it into my code and it works
I have a player spawned in that isnt appearing on the N list or RA list
You probably should do is check how it determine it is a dummy
ah
Probably bc it using the DummyNetworkConnection
It is being spawned in with
refHub.authManager.InstanceMode = ClientInstanceMode.DedicatedServer;
But IsDummy checks if the InstanceMode is .Dummy
Replace to that or something i gave no clue
Well then make a list of the Npc's and use that
oke
Or
wait am i fucking trippin or wasnt there something to change player model in this labapi update?
make a new getter to it
its a custom thing i made
its literally Npcs.Npc 
Fade effect
dont mean fade
Fade 255 makes player model invisible
i think im trippin
Ye something
if you need the player out of the N list you cannot make them dummy there
okii, had a feeling
I will make a custom npc check thingy
i ususally do player.IsNpc && !player.IsDummy
Or you can do is
Npc : Player
public new bool IsDummy => MyDummyList.Contains(this);
Ill try my hand at a Player extension
this will only use the IsDummy here if you Npc.Get().IsDummy
no ?
Then make a new Get too
You can also do is
Player p = (Npc) alreadyCreatedNpc;
unless you save the npc and not the basegame player
idek why u need dummies to be NOT seen in N but then also count as a dummy
why not ust .IsNpc
I mean I guessed you save it bc of the custom list
Is there isnpc
ya
Lel
That not considered as bug
-# shh I directed that to david
Its a feature wdym
I don't see at what moment it's a feature
To not fading the weapon and instead modifying it's scale
I mean clearly as a bug
maybe because of parenting
If it had remained full size, I think it would have been a feature.
Ir's because they can't fade the item they said
I don't want them anyway, just keep them full size
But yeah technically it's would make it bigger but it's not possible
No it's will be kept as getting size reduced
Isn't fade between 0 and 1 how will this happen?
Fade is between 0 and 255
And 255 == invisible similar to 106
They use a similar mechanisms
Just call the function
How ?
im talking about the model's fading, not the effect.
Idk
Oh its ah

Fuck
Our only way to interact is fade effect
holy shit its double jump real
Double jump that makes you take damage
ghost lol
im kidding
yes?
which ignores grounded
nooo tf2 scout
I always hate how dithering looks in games lol
even if you want to do it how would you know if a player is in mid air and presses again the space bar?
best way would be with SSSS

