#plugins-dev-chat
1 messages · Page 93 of 1
YES i know
PlayerEvents.PlayerJumped += ...
IsJumping?
If you know how you can do both, with and without reflection then im all open ears
IsJumping works even when you are in the AIR
so its useless asf
When you need to foreach Type in an assembly
lmao
Im really curious how player fully attach on the head perfectly ://
or body parts
idk who is the mastermind who thought about isJumping making Jump + !IsGrounded
No way, dude
time
position offset
@celest thorn and what are you trying to do
Yeah but it didnt attach to the Head gameobject directly so you need to set ur schematic not static i guess
you can just add an "empty" object and follow the model's head with it
parent the sunglasses
you cant parent the head directly as what i saw
Im trying to do
Player jumps removes the effect LightWeight and doubles the gravity
Once in the ground everything comes back to how it was at the start of the effect
I use it like
["MyCustomRoleName"] = [typeof(MyCustomDataStore)];
in that case how would you solve adding player into there without knowing who is it
as you can see from here
So you want to do a big jump with fast descent
i mean when Reflection is needed when you do operations with attributes or Type checking or Assembly checking
Yes
gravity + effect i guess
Whats the issue of using the OnJumpedEvent then 😭
I need as an effect 😭
subscribe to the event
Then change the state of the effect with the event
because then how do i detect when a player is falling
literally
in the effect
I know but not what i asked 
Or you can use player's velocity
for this
Well humm actually i have a brain issue to understand
no because that would still create the problem
when FbxToy 
and which one
because the player is able to jump and like do this small jumps
No plans of supporting custom meshes as of now
because you didn't set gravity back to normal?
that a joke i really like the creative side of making only with primitives
I do set it to normal the intensity rn is 1
so its normal
im not testing with higher
it was just to see the perfect one
Dw, what u want probably is inside x3rt's PR
Check labapi #77
you just need to have correct Reflection caching and invoking
I need reflection for my thing so
Bc i using like 20 DataStore and each has other things to do
And each of them used by a custom role
Same, that's fun, and it's more interesting when it's optimized
Still wish we could use more prefabs :p
Such as
Ye i been waiting for x3rt pr merge 
Prefabs ?
I was thinking of raw parts of the game, like instead of clutters, we could have the crates, the forklift, the small portable light individually
Even simple things like walls
I feel like you could replace this whole thing a single Interface
As of?
How
literally just add the prefab to NetworkManager.prefabs
We can add the prefab of the boxes in the NetworkClient.prefabs ? tbh i dont think so
You mean, we can do this by ourselves ?
yeah NW has to add it
@modern lark Or you can do it XD
Plz add many prefabs as possible
as level design you surely have access to unity

Oh damm
Knew it
Oh they are static functions
Really sad being Level Designer but didnt have unity
Yeah if they weren't static, all of these could be replaced with interface
Kinda weird that Level Design doesnt have access to Unity but okay..
but I think we had the discussion in the past, where dotnet48 doesn't support static interface functions
I mean, I only need blender to make the level design, though, cannot test it manually
Ye they don't
its easy todo, issue is that we need aproval first
Yea but u need a buddy to test ur .fbx ???
Sucks to be net4
I use Blender walk navigation
approved to exist
Hope unity gonna use CoreCLR as soon as possible
HAHAHA
They postponed higher .net version again
apparently
Have you seen Unity's code? Is more m3ss than NW code
mess?
yeh
m_
everywhere
@modern lark Bro you know one of my friends ??? lmao
Ofc, not like they ever make it
no worries coreCLR is coming 2030
Not even surprised they need years
With that shit build system and stuff
We will have SL 2 before CoreCLR
SL remade in unreal
Or custom engine
I would never ask you to do things if I could improve things myself :p
Lmao
Fair
@celest thorn btw to solve this issue you need to account for ping
so you're kinda cooked
I know
I don't want to bother anyone, so, I would try to accelerate things for others
but idk at the end of the day the best i can
Approval by
himself?
You gonna make the suggestion in the staff ?
im testing now with the Event+
You're our greatest hope for us :3
dont think so
The Duo @unique crane X @modern lark to try to implement that stuff as fast as possible
Then who?!
Need names to send my beautiful letter and a bunch of cat pictures to it
yup, I mean, this isn't a bad practice, this brings discussions about the subject to change or improve, and this leads to provide a better idea
Beryl
most likely
🦆
@celest thorn why can't you set the gravity & lightweight effect permanently
Because i need to make the player do a parabola
that's the default...
I dont think anyone in NW team gonna say no if you do it by urself. It didnt break anythings. It didnt need anyone to work more hard. And that bring mores possibilities
I worked on the Cola shader as well to help implement it (first time I touch a shader thing)
It was hard ?
they will notice the change in git
so
I need to double it
still needs approval
like HEAVIER
More liquid ?
I guess that a PR too so they need an approval but i think the approval will be fast to get
Yep, the shader only takes the camera rotation as input, the "wobbling" effect with the algorithm wasn't great, that's why it doesn't move much
it can take 1y or 6 months whatever if we know that it would be implemented that such a great news
Head Bobbing ? it use informations from that script ? i dont really know how shaders works in unity that a completely different world
@celest thorn is this enough
Well even if pr'd to this version don't think it will be released like 2 month
is this high enough
i have really precise numbers lol
i don't mess with grounded or jump events or velocity
what you were doing was keep the ascent default while speeding up the descent by a lot
@upper vapor when PR approval 
what pr
and yea thats what i wanted
lol
Mk
well i don't really have a solution for that
It can be annoying to each features compile a client and a server and make versionning so i can understand them
i guess you could check the distance to the ground
apply some ping calculation magic
Even that easily more issue is on unity
Oh ok
Seem really interesting the shader part
(i just like blaming unity for many things)
player is like getting still affected because for one frame it applies the gravity the other it just sets it back to *2.7
gg
let me test this
no it still doesn't work
yep
me when wsl refuses to start
perfect quote for that channel i guess
I know SL works like SL
because its unique
i still think this game is coded by SCP-079 and updates randomly
because its so goofy
and thats why we love it
@upper vapor you jump 20 times higher so yea no its not what i wanted
Same code as you did
He, just open GitHub in web
.
Press "i approov"
WSL my beloved
Why you need wsl to appric a pr
cuz i wanna delete dependencies
Huh
Nothing better than a wsl —unregister Debian
wsl --uninstall
Unregister work too iirc
wsl rm -rf --no-preserve-root
Lmao
Uninstall that shit let make a git pull on a raspberry pi 🤡
Lmao
i love removing the french language
Dont do that anymore
Btw anyone know why French language on SCPSL are German at the same time ?
Hows waypointtoy work
LMAO
What and how
The name of the setting is german and the value are french iirc
History
lol
lmao
das ist schlecht
yea yea all the same
(i didnt understand)
you create a waypoint with the wrapper and set the scale
for 1 scale the waypoint is a 256x cube
so to get a 1x1x1 waypoint you need Vector3.one / 256 * 1
if you move the waypoint, players & items will move with it if they're in the bounds
set VisualizeBounds to true to see the bounds
you can parent the waypoint to something else that has other objects and move the parent
you know german?
just a tiny bit
waypoint scale is for the precision ?
mein Deutsch ist nicht so gut
no, for the area
you can't scale it above one, it'll break
yea but i mean that for the client and have a float ?
je ne parles pas français très bien 
bc if my localpos is 0.2f. With the waypoint it would be 0 or 1
scheiße
idk what you wrote
i was checking the accent on tres
wdym
I wrote
I don't speak french really well
right
because that's the default range of a waypoint
128 in all directions
so left+right = 256
default maximum
Whats wrong
@unique crane while your at it, can you move the SingleBulletHitScan's TargetRay to public?
Or even add some parameters on OnShot, like idk hitresult or whatever
That issue will be so fast
fortnite
btw small note for anyone never do gravity * float.maxvalue
i still didn't fix it
i cannot find a way to fix it
can we expect the hotfix soon* :3333
-# *in a week
sobbing
Sob

Saf
can you set the target that the player should spectate and set it also to null?
no
Whoops
Look like there a NRE spamming
@celest thorn
It was my plugin
Was it nre ?
Minor skill issue
Yippe
Can't open its too big
I love when this happens
Skill issue
cat command
I fixed it already
so don't worry i understand you
or just open it in a JetBrains IDE 
cuz you know what it's like
and btw i found the solution for that problem
its quite funny
the solution shows how janky this game is
My file when the server got ddossed daily
Also yes it was this
obv it was
forgetting to cancel coroutines? 
WHERE IS THE D_ROCK EMOJI
my life is over
no :d_rock:
nop
why is this 3MB
oh
it's 3 KB
xd
3GB
3TB

do you ever feel like a seal
Sealed up
public sealed class
public sealed abstract class

honestly im impressed that the c# devs managed to restrain themselves from adding "sealed abstract" as an alias for static

pai
what do you think of GUIDs for unique tags
instead of custom equality checks
i thought of using guids but i decided against them for a couple reasons
- performance
firstly guids are just weird to use
like
1 se
c
u can do new Guid() which is a bit confusing
it's hard to convert a string to a guid
etc etc
well that'd be unnecessary alloc
ya
fair
can you add an IsUnique property then?
returns true if the given tag is not null
maybe people will see it and be like "oh so tags are cooler than i thought"
i mean u can just do tag.Id == null
im not sure what that would achieve

can someone explain this black magic?
Server is saying 64 but my client is saying 134
one might be recording the time it takes for a response to go from the client to server
the other the time from client to server to client or server to client to server
server sees exactly half your ping
64 * 2 = 128
Yea
clsoe to 134
Thats the same theory we have
The screenshot was took a second later so
yeah client shows RTT
Wtf is RTT
round-trip time
Oh
Rotatable Transformers Truck
XDDD
Is there a way to tell clients to slowly apply the fade status effect with increasing intensity or does the server need to send a new fade level over and over for each new value?
I've never messed around with animators n stuff but if this is possible I'd assume it would have something to do with those
yeah the server has to send it
i think the only thing the server can tell the client to animate is the AnimationCurveHintParameter
damn. Thanks though
np
i never done mirror related things so this might be a stupid question
why is the player assigned netId different than the netId here? is there a way to know who sent the network message .w.
[HarmonyPatch(typeof(ChaosKeycardItem), "ClientProcessCustomRpcTemplate")]
public class ChaosKeycardItemPatch {
public static bool Prefix(NetworkReader reader, ushort serial) {
var marker = reader.ReadByte();
reader.Position--;
if (marker != 0) return true;
Logger.Info($"marker: {marker}");
Logger.Info($"serial: {serial}");
if (!NetworkServer.spawned.TryGetValue(serial, out var identity)) return true; // i could do this but the netId here is the same as serial
Logger.Info($"got network identity, netId: {identity.netId}");
if (!Player.TryGet(identity.netId, out var player)) return true; // this doesn't work because the player's netId is different than the one that was given
Logger.Info($"got player, {player.DisplayName}");
return true;
}
}
or am i looking at the completely wrong place
serial is for items/pickups
ah okay
trying to get the SnakeNetworkMessage sent from the client from the server
First of all you are patching client method, it wont run on the server
Patch ChaosKeycardItem::ServerProcessCustomCmd(NetworkReader reader)
that, too
how can i get who sent it though
wha where
ah okay thanks i will do that
It didn't used to right? like, 6 or 7 years ago? I just remember seeing 80ms when its now 160 minimum on the same server 
Not that anyone who doesnt live as far from all the servers as me would have noticed
technology https://medal.tv/games/scp-secret-laboratory/clips/kQMji2eReAKeqtVVf?invite=cr-MSwxdlYsNDE2OTY2MjUz
Watch Untitled by rr1111 and millions of other SCP Secret Laboratory videos on Medal. Tags: #scpsecretlaboratory
Meet the engineer
np
reál
rue inc. llc.
well
that would make my life a lot easier but also
i did just spend months working on this
oh my, you did it
hell yea
im not the first person to get it to automatically adjust based on the resolution but this works for the right edge + all resolutions
🔥
now make it work for left
Watch Untitled by rr1111 and millions of other SCP Secret Laboratory videos on Medal. Tags: #scpsecretlaboratory
insane hope it release soon :3
me2
Apparently Unity is way faster at loading scenes than prefabs (who knew?).
LMAo okay thanks unity
what
guh
Unity moment
this is true
especially in the editor
Hold on... (busy for 30s)
Prefabs.MergePrefabs
you guys think it will be ever possible to have a profiler on the server?
like if i make it as a suggestion
not very likely
i wanna read stats for the server so i can understand what im doing wrong
or what could be optimized
better put Stopwatch.GetTimestamp everywhere 
can't find the message about not releasing debug builds, gimme a bit
No
yea i remember that
but i mean if SL has ONE inside
it could be useful
FOR EVERYONE
what
the rest requires dev build
profiler
but they won't give it to you
obv but i mean a bit Of something to check performance on the sever
tps aren't enough lol
and we can all agree on that
the thing is unity doesnt handle profiling unless dev build so nw will have to write an entire custom profiler thing that can be toggled and wont cause hurt performance unless its turned on
unity doesnt handle profiling

re read it
it does for memory since they handle their memory
but
other than that afaik it wont really
dev build is still better than no profiler
at least you can look at where your own code is slow
yea i think its fine unity did that
you wanna know what idea i have
MonoBehaviour::Update()
Tattical patch there and a prefix
and work is done

did you know that that's not patchable
;(
idk an idea
i didn't check anything
why
no?
no?
MonoBehaviour itself doesn't have that
yeah
you have to patch every subclass
yeah
death to all
oh yeah
unity uses a thing where it suggests methods that it supports
and then when its added uses that
rather than a built in override
idk how it binds to the C++ runtime
instead of 1000 unused methods
it will just have the 5 you do use
trueing
it saves class space on empty methods
idk about actual performance
yea when a type is accessed the first time
cache the methods
ez
well for non modded that could work
you get what i mean
thats some shit unity would do
Ok does anyone know why I can hear decon CASSIE as a client when decon is disabled?
bug
Known
david whyd u do this
Can't believe david would do us like that smh
Slipped past QA
lumi moment
💀
that would be pretty difficult
oh
OH.
facepalm emoji
What could be an efficent way to do a per player collider?
Yea
fake sync
like making a collider / multiple collider that only a specific player can interact
I mean like walking inside or just staying
triggers
literally just do a player equality check?
it could be inefficent?
my brain is scared of calling those functions
inside unity performance hit sometimes
well there isn't another way really
unless you wanna mess with layers
(pro tip, don't)
you COULD Vector3.Distance but that depends what u want
but thats impossible
Nah in this case no
ig thats the best way then
Or you can do bounds and check foreach player I guess
yeeeaaaaa
isn't this too expensive???
like this are temp colliders
well, bounds checks aren't really expensive
More than collider probably yea XD
once a player dies exploded
literally just a box
Writing it in C and letting compiler optimize would be the fastest
rewrite it in rust
or zoom
and yeah it's called dithering
not the biggest friend of scaling/antialiasing
yea
😭
do you want to render every player in a separate pass and blend it with the background with the correct alpha multipler
Yes.
anyway it was more the fact discord buggin out w it
i mean happens if u do it anywhere else too but
i noticed it on disc
oh yeah
@unique crane what was the reason on this being unlikely?
the player hiding
that was long ago and it was regarding hiding in the player list
yea
IF we were to add it, it would have to at least ignore overwatch
wdym
maybe
also i feel like you asked that several times
idk
i dont remember well
guys if you do this please don't make it an admin toy
that you need to attach to a player

nameless you aren't updated
this was used 2000000 years ago
you are old (like me)
what
the rose
i think ur going crazy
yes
hi slejm
hi eve
yes im going crazy
hi
hi zero
you know spending more than 90% of your days inside unity making maps or developing
makes you go crazy
yes
i opened unity once and caused my mental health to go low by atleast 60%
@upper vapor can back me up
yea that looks a lot nicer
Mental health decline step numero uno:
add an event for uhhh
like so you can make a player not be a grenade target
Branch switching without separate projects
There is literally Hurting
honestly you wanna know whats worst?
what about flashbangs
Takes me like 5 seconds
i don't use vs
Honestly, vs boots faster than unity xd
you don't have big code base
thats true but unity 6k is a bit faster
Even for a small unity project
Sometimes yes, sometimes not
but even maro saw the difference
Was immediately some stupid response in my mind with this
Probably is inappropriate
yea uh
oh
.
anyway yea prefix/transpiler
Yeah sadly
u make sl plugins
You too
no..
i make sl better in performance
ruei isn't a plugin. it's a way of looking at the world (explodes)
next is yesterday
@hearty shard test out ruei v3!!!
i need to update all my stuff at some point to be way better
However
I have lost all motivation
kinda real
!status
i make sl masterpiece
is it stable
if u avoid using some of the more novel features yeah
basically just dont use animation curve parameters in tags and u should be okay i think
this release lets u play around with this :3
set Element.ResolutionBasedAlign to true and then use an align tag
wdym
Uhhh
In Exiled there was an event WaitingForPlayers
its like
when the server has just started and the round is waiting for players to join
im pretty sure theres an event with the same name in labapi
I wasn't able to find it?

Shit there is
God damn it
Its becuase I was being an idiot and doing WaitingForPlayersEventArgs
like that would exist
LOOKS ITS LATE
yeah makes sense, i make that mistake myself alot
its actually named standingbyforusers
im fucking with u sorry
@craggy mountain get out of here
what did i do
lurking
nah i think this is bullying
How do I set the role name that you see when hovering over a player? Like what Chaos Theory does?
player.CustomInfo
Not that
its player.InfoArea
Hello chat
Am I able to post questions here for assistance?
Why i disable show badge on player infoarea but there are still badge on playyer
Does it display Badgename (Hidden)
Are you referring to the player list, or the player information area by hovering over the user's name?
yea
But I would need them :(
@rugged laurel so apparently my own system started breaking but worked the first 2 day.
What I tried yesterday:
Patched with yours , applying my own Appearance change.
When a custom role gains its role , it sends a "SendRole" with himself and all other players with a wanted appearance.
I also added a SendRole after OnChangedRole with 0.3 , then .4 then 2 but still somehow not works as expected? Still showing the ClassD Spy as classd instead of scientist
do you handle the new role sync stuff
Yes I did the patch
I even see when those getting called and should be good.
Maybe the issue is syncing the fake role to itself?
can i ask a server config issue here?
can i eat the server configs?
You are starting to eve-ify
please no
Haiii
you must say "Dobrý den"
ne
Did u do the patch the exact same just with ur own appearance change
I didnt have to do anything on changed role
I just put it where i originally apply it and the patch
Ah, so you just apply with regular "balabla.SendRole(AllPlayers, Owner, FakeRoleId)"?
And yes, I exactly do the same patch just my own Appearance
maybe your appearance is the problem 
No it worked before
Even with my coroutine system when i set player as other role
[2025-08-08 18:11:00.276 +02:00] [STDOUT] Unknown message id: 46055. This can happen if no handler was registered for this message.
[2025-08-08 18:11:00.276 +02:00] [STDOUT] NetworkClient: failed to unpack and invoke message. Disconnecting.
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-08 18:11:00.279 +02:00] [STDOUT] HandleData Unknown connectionId:0
Did anyone encounter this?
The server soft-crashed after this
You are sending something to dedicated player
(host)
The problem is there are about 30 players online since I just launched the server so I have no clue what's being sent
is there a way to tell by the ID?
that's the type hash
I guess I'm gonna run the entire assembly typespace and check
do you use Player.List anywhere?
don't use it at all
you should be using Player.ReadyList
NW please obsolete Player.List so people stop breaking things
yeaa
Probably
Most likely yea
or just rename it to Player.EveryoneIsHerePleaseOnlyUseItIfYouKnowWhatYouAreDoing
erm
breaking change
NW no likey
you mean unbreaking change
-# i can't make breaking changes, they can
since the reference breaks things by default 

good morning plugin devs
Hi
well i think they work for most tags
just not line height
oh
Sorry, Big text when you changing role saying "You are a <Role>" is client side?
which will come first, scp prox chat or ruei v3
Yes
well, ruei v2 overrides hints, so rn player.ShowHint disappears after a bit
So, no way to disable this?
Nope
Yyyyeeeaaaaa
Anyone knows where is the thing for removing the walls around HCZ breakable door
I dont know how its even named
so I cant find it
the what
i need people to test it!!
Huh
Can you remove that
I think you can?
In older versions there wasn't a wall but you can't really modify the prefab I don't think
is it ready to be tested?
I have a question what does nw use the toes for the human characters?
No, it's a broken release 
I'm trolling
screams
What
I was watching the rig
for the ClassD and SAW THAT THE TOES
Have a fucking armature
lol
Does anyone know if there is a way to increase a speaker's volume above 1? I use them for SCP speech and players are painfully quiet.
Make the volume of the audio itself higher
with decibels
so go on audacity for example
and put it +10
Omw to put player voice packets into audacity while they're speaking to increase their volume
decode it
and then make the decibels higher
same concept but just idk how you can manage to do that
Anyone know of a good way to disable 079 button from being destroyed/pressed?
Just replace people's voice chat with a morse code translation
its glass
I have a gun that can shoot through walls but don't want players to just kill 079 with it
Just make a script that saves 079's current level and xp and respawn him after its broken
why not
just
prevent it

yeah preventing is the idea rn lol
also that still causes issue where you cant kill them then
079 becomes immortal except for all scps dying
soo
esp we have custom roles so respawning is not on the table
Well im presuming you can just prevent the overcharge from happening through an event right?
Unless you want the overcharge for later during the round
just PlayerDamagingWindowEventArgs
Yeah got it working
idk why the glass isn't invincible before all gens are active in the first place but who am I to question it lol
thx @hearty shard !
lol that quite confusing to not using Player.List
Considering the amount of times people used it
Seems like it is
seems that i wasn't surprised
when i did see it
i am not sure now but i think i did said that Player.List should not contain Dedicated Server or not fully connected player
Ye been there for atleast 4 times now that i remember talking about this
Does anyone here have a super smart solution for custom keycards in 914 without me killing myself?
labapi has custom 914 processor support
not sure on how to deal with pickups' details though
huh good to know
Creating custom keycards from another item?
nope upgrading a custom keycard to the next tier
You could save the details to a dictionary when you create it and check the serial
When upgrading
Irrc server dosent save details once created
Thanks for the idea. I'm stupid.
quick quesiton is there a documentation for all item value names? like
Scp207
AntiScp207
Keycards etc.
id?
ItemType enum
Hi! Is it a known bug that if I upgrade a MicroHID in 914 in my hand, then I can't use it anymore. (I removed every plugin and still happening)
Yes
Is there a patch for it?
Maybe a harmony patch but i havnt seen one
That's sad
Then I will try do do it myself 😄
(If anyone has one please send it to me)
Check your local admin logs and player log
No error
known bug
if a person leaves and rejoins the server, will a new Player instance get made or will the existing one get modified
is there rules against selling paid plugins?
no
Youre also to make money off your own plugins
thanks
I just realized
did u have ur repo open by accident
i was on my repos
Might as well click it when im already there instead of finding NWs
Theyre the same unless nw did a breaking change
Give me item ideas for my SCP SL plugin
Is there a way to get player alive time and shot accuracy?
Player.RoleBase.ActiveTime for time alive as a specific class. If you need to track how long they've been alive if they've changed roles during one life, you'll need to handle it yourself
And shot accuracy isn't tracked afaik, you'll want to do your own via PlayerPlacedDecal and PlayerHurt events, probably. Might need some patching for custom more reliable events.
awesome, tysm
WallableRoomConnector has a syncVar bitmask
are there any good examples of how to handle Server Specific keybinds?
have a look at the SSSS examples
EI EI O
interesting bio
i think you know what i'm talking about
uhhh no
Wait, so we can remove room connector walls?
Yes
well Faking roles even with trouble's stuff doesnt work
Wait what wall are we talking about
The black planes around doors?
I had to clip my doors into walls to stop them from showing 😭
Why isn't this more well known

Why do I do this to myself
what is this even?
what the fuck
python
it's python
anyway... is it possible to track if a person is getting flashbanged? or do i have to watch the effect?
some effect event
then patch 
nah










