#plugins-dev-chat

1 messages · Page 93 of 1

upper vapor
#

you know youcan

celest thorn
#

YES i know

upper vapor
#

PlayerEvents.PlayerJumped += ...

unique crane
#

IsJumping?

restive turret
#

If you know how you can do both, with and without reflection then im all open ears

celest thorn
#

IsJumping works even when you are in the AIR

grave eagle
celest thorn
#

so its useless asf

obtuse spruce
#

When you need to foreach Type in an assembly

upper vapor
obtuse spruce
# grave eagle

Im really curious how player fully attach on the head perfectly ://

#

or body parts

celest thorn
#

idk who is the mastermind who thought about isJumping making Jump + !IsGrounded

restive turret
unique crane
#

@celest thorn and what are you trying to do

obtuse spruce
upper vapor
#

you can just add an "empty" object and follow the model's head with it
parent the sunglasses

obtuse spruce
#

you cant parent the head directly as what i saw

celest thorn
restive turret
celest thorn
#

as you can see from here

unique crane
#

So you want to do a big jump with fast descent

obtuse spruce
obtuse spruce
unique crane
#

Whats the issue of using the OnJumpedEvent then 😭

celest thorn
upper vapor
#

subscribe to the event

unique crane
#

Then change the state of the effect with the event

celest thorn
#

because then how do i detect when a player is falling

unique crane
#

literally

upper vapor
#

in the effect

celest thorn
#

but if you think about it

#

no wait its stupid

#

nvm

unique crane
#

Or you can use player's velocity

obtuse spruce
unique crane
#

if(velocity.y < 0)
player.Gravity = 19.8*2;

#

or whatever is the default one

celest thorn
#

no because that would still create the problem

obtuse spruce
#

when FbxToy NERD

unique crane
#

and which one

celest thorn
#

because the player is able to jump and like do this small jumps

unique crane
upper vapor
obtuse spruce
celest thorn
#

so its normal

#

im not testing with higher

#

it was just to see the perfect one

restive turret
#

Check labapi #77

royal mica
#

you just need to have correct Reflection caching and invoking

restive turret
#

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

unique crane
#

Oh wait I forgot we have data stores

#

fuck XD

modern lark
restive turret
modern lark
# unique crane Such as

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

royal mica
#

I feel like you could replace this whole thing a single Interface

upper vapor
obtuse spruce
#

We can add the prefab of the boxes in the NetworkClient.prefabs ? tbh i dont think so

modern lark
unique crane
#

no

#

he means me to do it

restive turret
#

Meant by nw

#

Ye

upper vapor
#

yeah NW has to add it

unique crane
#

@modern lark Or you can do it XD

restive turret
#

Plz add many prefabs as possible

unique crane
#

as level design you surely have access to unity

modern lark
#

I wish

unique crane
#

Oh damm

restive turret
#

Knew it

royal mica
obtuse spruce
#

Really sad being Level Designer but didnt have unity

royal mica
#

Yeah if they weren't static, all of these could be replaced with interface

unique crane
#

Kinda weird that Level Design doesnt have access to Unity but okay..

royal mica
#

but I think we had the discussion in the past, where dotnet48 doesn't support static interface functions

modern lark
unique crane
#

Oh

#

Sad

worthy rune
obtuse spruce
restive turret
#

Sucks to be net4

modern lark
celest thorn
obtuse spruce
restive turret
unique crane
#

They postponed higher .net version again

unique crane
#

apparently

restive turret
#

Have you seen Unity's code? Is more m3ss than NW code

upper vapor
#

yeh

#

m_

#

everywhere

obtuse spruce
#

@modern lark Bro you know one of my friends ??? lmao

restive turret
worthy rune
#

no worries coreCLR is coming 2030

restive turret
#

Not even surprised they need years

restive turret
#

With that shit build system and stuff

unique crane
#

We will have SL 2 before CoreCLR

restive turret
#

Or custom engine

modern lark
obtuse spruce
upper vapor
#

@celest thorn btw to solve this issue you need to account for ping

#

so you're kinda cooked

celest thorn
modern lark
#

I don't want to bother anyone, so, I would try to accelerate things for others

celest thorn
#

but idk at the end of the day the best i can

restive turret
obtuse spruce
celest thorn
modern lark
worthy rune
obtuse spruce
#

The Duo @unique crane X @modern lark to try to implement that stuff as fast as possible

restive turret
modern lark
restive turret
#

🦆

upper vapor
#

@celest thorn why can't you set the gravity & lightweight effect permanently

celest thorn
upper vapor
#

that's the default...

obtuse spruce
modern lark
modern lark
#

Yeah, but today, it looks simple

#

And I still would like an improvement

upper vapor
#

so

celest thorn
upper vapor
#

still needs approval

celest thorn
#

like HEAVIER

obtuse spruce
obtuse spruce
restive turret
#

Haha

#

Nw and merging stuff fast ClassDClueless

modern lark
# obtuse spruce More liquid ?

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

obtuse spruce
obtuse spruce
modern lark
#

nope

#

just camera quaternion and that's all

upper vapor
restive turret
celest thorn
#

i think so idk?

upper vapor
#

is this high enough

celest thorn
#

i have really precise numbers lol

upper vapor
#

literally just

celest thorn
#

Wait is it?

#

wtf

#

let me go check something

upper vapor
#

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

restive turret
#

@upper vapor when PR approval PeepoStab

upper vapor
#

what pr

celest thorn
#

lol

restive turret
#

Mk

upper vapor
obtuse spruce
upper vapor
#

i guess you could check the distance to the ground

#

apply some ping calculation magic

celest thorn
#

OH I UNDERSTOOD WHY

#

so

#

SL works like sl

restive turret
obtuse spruce
#

Seem really interesting the shader part

restive turret
#

(i just like blaming unity for many things)

celest thorn
#

player is like getting still affected because for one frame it applies the gravity the other it just sets it back to *2.7

unique crane
celest thorn
celest thorn
celest thorn
#

Fucking hell

#

this is hell

#

not that much of a hell until you go to France

upper vapor
vast canopy
celest thorn
#

I know SL works like SL

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because its unique

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i still think this game is coded by SCP-079 and updates randomly

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because its so goofy

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and thats why we love it

#

@upper vapor you jump 20 times higher so yea no its not what i wanted

upper vapor
#

what

#

show your code

celest thorn
restive turret
celest thorn
restive turret
#

Press "i approov"

unique crane
#

WSL my beloved

restive turret
#

Why you need wsl to appric a pr

upper vapor
#

cuz i wanna delete dependencies

restive turret
obtuse spruce
#

Nothing better than a wsl —unregister Debian

restive turret
#

wsl --uninstall

obtuse spruce
#

Unregister work too iirc

restive turret
#

wsl rm -rf --no-preserve-root

obtuse spruce
#

Lmao

upper vapor
#

WHY

#

WHYYYYYY

obtuse spruce
#

Uninstall that shit let make a git pull on a raspberry pi 🤡

restive turret
celest thorn
obtuse spruce
#

Btw anyone know why French language on SCPSL are German at the same time ?

tepid sluice
#

Hows waypointtoy work

obtuse spruce
#

The name of the setting is german and the value are french iirc

obtuse spruce
#

lmao

obtuse spruce
upper vapor
# tepid sluice Hows waypointtoy work

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

celest thorn
upper vapor
obtuse spruce
#

waypoint scale is for the precision ?

upper vapor
#

mein Deutsch ist nicht so gut

upper vapor
#

you can't scale it above one, it'll break

obtuse spruce
#

yea but i mean that for the client and have a float ?

celest thorn
obtuse spruce
#

bc if my localpos is 0.2f. With the waypoint it would be 0 or 1

upper vapor
celest thorn
#

i was checking the accent on tres

celest thorn
obtuse spruce
#

Idk how to explain

#

why waypoint with a scale of one has an area of 256 ?

upper vapor
upper vapor
#

default maximum

obtuse spruce
#

oh oj

#

oh ok

unique crane
#

It actually does

#

yippee

restive turret
#

I gonna crash out

#

This firearm system

unique crane
#

Whats wrong

restive turret
#

@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

unique crane
#

Perhaps yea

#

make git issue

restive turret
#

That issue will be so fast

celest thorn
#

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

upper vapor
unique crane
#

I do not know what will be in the hotfix and what not

#

nor is it up to me to decide

upper vapor
#

sobbing

restive turret
#

Sob

worthy rune
celest thorn
#

Auth so down

#

So sad

restive turret
#

Saf

restive turret
#

Have fun

#

If you wish i can create a poc

south socket
#

can you set the target that the player should spectate and set it also to null?

upper vapor
#

no

static meteor
#

Whoops

thin shuttle
upper vapor
static meteor
#

It was my plugin

thin shuttle
#

Was it nre ?

static meteor
#

Minor skill issue

celest thorn
static meteor
#

Can't open its too big

celest thorn
#

I love when this happens

celest thorn
upper vapor
celest thorn
#

try to recreate it

#

and then stop the server

#

one time i had a 20GB log

static meteor
#

I fixed it already

celest thorn
#

so don't worry i understand you

upper vapor
#

or just open it in a JetBrains IDE shrug

celest thorn
#

btw why axwabo you ping me when gb of files get posted here

#

Lol

upper vapor
#

cuz you know what it's like

celest thorn
#

and btw i found the solution for that problem

#

its quite funny

#

the solution shows how janky this game is

restive turret
static meteor
celest thorn
celest thorn
upper vapor
#

WHERE IS THE D_ROCK EMOJI

#

my life is over

#

no :d_rock:

celest thorn
#

nop

upper vapor
#

not that one :(

celest thorn
#

probably the rock contacted nw asking the removal

upper vapor
#

oh

#

it's 3 KB

#

xd

celest thorn
upper vapor
#

added to private server

#

how dare SCP:SL Classic remove it

solid mica
upper vapor
#

i mean yeah, The Rock is probably a terabyte

#

-# his bite is tera

#

ahahahaa

restive turret
upper vapor
#

THE PAIN EMOJI NOOOOOO

restive turret
upper vapor
restive turret
#

Sealed up

upper vapor
#

public sealed class

random scaffold
upper vapor
#

that's a static class

#

but you can't declare it in C# as sealed abstract

true cedar
upper vapor
#

pai

#

what do you think of GUIDs for unique tags

#

instead of custom equality checks

true cedar
#

i thought of using guids but i decided against them for a couple reasons

upper vapor
#
  1. performance
true cedar
#

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

upper vapor
#

oh i mean like

#

Tag() : this(Guid.NewGuid().ToString()) {}

upper vapor
#

Guid.Parse is not good?

true cedar
upper vapor
#

ya

true cedar
#

and i could just do like

#

get a random int and convert it to a string

upper vapor
#

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"

true cedar
#

im not sure what that would achieve

upper vapor
celest thorn
#

can someone explain this black magic?

#

Server is saying 64 but my client is saying 134

true cedar
#

the other the time from client to server to client or server to client to server

slender lynx
#

server sees exactly half your ping

true cedar
#

64 * 2 = 128

celest thorn
#

Yea

true cedar
#

clsoe to 134

celest thorn
#

Thats the same theory we have

celest thorn
upper vapor
#

yeah client shows RTT

celest thorn
upper vapor
#

round-trip time

celest thorn
#

Oh

restive turret
#

Rotatable Transformers Truck

upper vapor
#

XDDD

frank flicker
#

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

upper vapor
#

yeah the server has to send it

#

i think the only thing the server can tell the client to animate is the AnimationCurveHintParameter

frank flicker
#

damn. Thanks though

upper vapor
#

np

peak topaz
#

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

unique crane
#

Serial is NOT netid

#
  • what are you doing?
upper vapor
#

serial is for items/pickups

peak topaz
#

ah okay

upper vapor
#

btw

#

items have an Owner property

peak topaz
upper vapor
#

so uh

#

just create a T __instance argument where T is the type you're patching

unique crane
#

Patch ChaosKeycardItem::ServerProcessCustomCmd(NetworkReader reader)

upper vapor
#

that, too

unique crane
#

here you can intercept the message

peak topaz
#

how can i get who sent it though

upper vapor
#

the owner sends it

peak topaz
#

wha where

upper vapor
peak topaz
#

ah okay thanks i will do that

frank flicker
#

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 CatDerp

#

Not that anyone who doesnt live as far from all the servers as me would have noticed

true cedar
unique crane
#

Meet the engineer

upper vapor
upper vapor
true cedar
unique crane
#

If you buy patreon

#

ill make ruel's framework base game

true cedar
#

well

#

that would make my life a lot easier but also

#

i did just spend months working on this

true cedar
#

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

unique crane
#

🔥

true cedar
#

it already does

#

1 sec

hearty shard
#

oh

#

you only mentioned right

#

anyway

#

u suck

true cedar
celest thorn
true cedar
#

me2

restive turret
#

Apparently Unity is way faster at loading scenes than prefabs (who knew?).

#

LMAo okay thanks unity

hearty shard
#

what

restive turret
#

btw if you wanna read more on this its rust

hearty shard
#

guh

grand flower
#

Unity moment

upper vapor
#

especially in the editor

Hold on... (busy for 30s)
Prefabs.MergePrefabs
upper vapor
#

almost wrote diabloical

celest thorn
#

you guys think it will be ever possible to have a profiler on the server?

#

like if i make it as a suggestion

upper vapor
#

not very likely

celest thorn
#

or what could be optimized

upper vapor
#

better put Stopwatch.GetTimestamp everywhere toomuchtrolling

#

can't find the message about not releasing debug builds, gimme a bit

celest thorn
#

but i mean if SL has ONE inside

#

it could be useful

#

FOR EVERYONE

hearty shard
#

u can get the memory debug

#

since unity handles that

upper vapor
hearty shard
#

the rest requires dev build

celest thorn
upper vapor
#

but they won't give it to you

celest thorn
#

tps aren't enough lol

#

and we can all agree on that

hearty shard
hearty shard
#

re read it

upper vapor
#

right

#

you forgor

hearty shard
#

it does for memory since they handle their memory

#

but

#

other than that afaik it wont really

upper vapor
#

dev build is still better than no profiler

#

at least you can look at where your own code is slow

hearty shard
#

yea i think its fine unity did that

celest thorn
#

MonoBehaviour::Update()

#

Tattical patch there and a prefix

#

and work is done

upper vapor
#

did you know that that's not patchable

celest thorn
#

idk an idea

#

i didn't check anything

hearty shard
upper vapor
#

because it doesn't exist

hearty shard
#

it should after compile

#

well

#

not on all

upper vapor
#

no?

hearty shard
#

no?

upper vapor
#

MonoBehaviour itself doesn't have that

hearty shard
#

oh

#

like that

upper vapor
#

yeah

hearty shard
#

go through all methods and find Update method

#

patch it

upper vapor
#

you have to patch every subclass

hearty shard
#

yeah

upper vapor
#

death

hearty shard
#

death to all

celest thorn
#

SO SAD

#

yea this is impossible

hearty shard
#

oh yeah

celest thorn
#

i already quit

#

not even gonna try

hearty shard
#

unity uses a thing where it suggests methods that it supports
and then when its added uses that

#

rather than a built in override

upper vapor
#

yes

#

weird but it might have better performance compared to virtual methods

hearty shard
#

well

#

its less size

upper vapor
#

idk how it binds to the C++ runtime

celest thorn
#

i know its just me wanna die

#

so sad

hearty shard
#

instead of 1000 unused methods
it will just have the 5 you do use

upper vapor
#

trueing

hearty shard
#

it saves class space on empty methods

#

idk about actual performance

#

yea when a type is accessed the first time

#

cache the methods

#

ez

upper vapor
#

or cache at build time

#

not cache

#

bind or something

hearty shard
#

well for non modded that could work

hearty shard
upper vapor
#

uuuuhhhhhh

#

true

#

what if it's just reflection toomuchtrolling

true cedar
#

thats some shit unity would do

tulip kiln
#

Ok does anyone know why I can hear decon CASSIE as a client when decon is disabled?

hearty shard
#

david whyd u do this

tulip kiln
#

Can't believe david would do us like that smh

unique crane
#

Slipped past QA

hearty shard
#

QA bad

#

get new QA

upper vapor
#

lumi moment

celest thorn
#

guys get better QA they slip alot of bugs

#

give them fucking bread crums

unique crane
#

💀

upper vapor
#

oh

#

OH.

#

facepalm emoji

celest thorn
#

What could be an efficent way to do a per player collider?

upper vapor
#

what

#

like, only 1 player can collide with a specific?

hearty shard
#

fake sync

celest thorn
#

like making a collider / multiple collider that only a specific player can interact

#

I mean like walking inside or just staying

upper vapor
#

triggers?

#

or actual collision

celest thorn
upper vapor
#

literally just do a player equality check?

celest thorn
#

my brain is scared of calling those functions

#

inside unity performance hit sometimes

upper vapor
#

well there isn't another way really

#

unless you wanna mess with layers

#

(pro tip, don't)

hearty shard
#

you COULD Vector3.Distance but that depends what u want

celest thorn
celest thorn
celest thorn
#

i need to see if the player just triggers the on join

#

and deal damage

#

thats it

upper vapor
#

if (Player.TryGet(other.gameObject, out var p) && p == Target)

celest thorn
#

ig thats the best way then

upper vapor
#

or, cache each collider of the player to a dictionary toomuchtrolling

#

-# possibly not reliable

unique crane
#

Or you can do bounds and check foreach player I guess

upper vapor
#

yeeeaaaaa

celest thorn
#

like this are temp colliders

upper vapor
#

well, bounds checks aren't really expensive

unique crane
#

More than collider probably yea XD

celest thorn
#

once a player dies exploded

upper vapor
#

literally just a box

unique crane
#

idk

#

Try it and seee

upper vapor
#

though it's a native call still skullbutreal

#

Contains(Vector3 position) => Contains_injected

hearty shard
#

imagine if

#

SL

#

but

#

in assembly

#

@unique crane pls rewrite sl 2 into this

unique crane
#

Writing it in C and letting compiler optimize would be the fastest

hearty shard
#

if ur on PC

#

scroll up and down

#

😭

upper vapor
#

and yeah it's called dithering

#

not the biggest friend of scaling/antialiasing

unique crane
#

yea

hearty shard
#

😭

upper vapor
#

do you want to render every player in a separate pass and blend it with the background with the correct alpha multipler

hearty shard
#

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

unique crane
#

that was long ago and it was regarding hiding in the player list

hearty shard
#

yea

unique crane
#

IF we were to add it, it would have to at least ignore overwatch

hearty shard
#

wdym

unique crane
#

like

#

Your normal player => can be hidden
Overwatch => ignore hidden

hearty shard
#

maybe

unique crane
#

also i feel like you asked that several times

hearty shard
#

i dont remember well

celest thorn
#

guys if you do this please don't make it an admin toy

#

that you need to attach to a player

hearty shard
#

david

#

ExplosionGrenade.ExplodeDestructible

#

can i see source

#

for this line

celest thorn
#

already

hearty shard
#

🥀

celest thorn
#

this was used 2000000 years ago

#

you are old (like me)

hearty shard
#

what

celest thorn
hearty shard
#

i think ur going crazy

restive turret
#

yes

hearty shard
#

hi slejm

restive turret
#

hi eve

celest thorn
celest thorn
restive turret
#

hi zero

celest thorn
#

you know spending more than 90% of your days inside unity making maps or developing

#

makes you go crazy

restive turret
#

yes

#

i opened unity once and caused my mental health to go low by atleast 60%

#

@upper vapor can back me up

unique crane
hearty shard
#

yea that looks a lot nicer

upper vapor
hearty shard
#

like so you can make a player not be a grenade target

upper vapor
#

Branch switching without separate projects

hearty shard
#

wtv u wanna call it

unique crane
celest thorn
hearty shard
celest thorn
#

Opening visual studio

#

that takes 30k years

upper vapor
static meteor
#

Takes me like 5 seconds

celest thorn
upper vapor
#

Honestly, vs boots faster than unity xd

celest thorn
celest thorn
upper vapor
#

Even for a small unity project

upper vapor
#

Mmmm

#

Idk about that

celest thorn
#

yea a bit

#

for me atleast

upper vapor
#

Sometimes yes, sometimes not

celest thorn
#

but even maro saw the difference

restive turret
#

Probably is inappropriate

hearty shard
#

oh

#

.

#

anyway yea prefix/transpiler

restive turret
#

Yeah sadly

true cedar
restive turret
true cedar
#

no

#

i make sl Experiences

hearty shard
#

no..

restive turret
#

Bottle of experience

#

Or the xp orb

celest thorn
true cedar
#

ruei isn't a plugin. it's a way of looking at the world (explodes)

unique crane
restive turret
random scaffold
true cedar
#

@hearty shard test out ruei v3!!!

hearty shard
#

However

#

I have lost all motivation

true cedar
random scaffold
#

!status

regal lakeBOT
teal junco
true cedar
#

does anyone else wanna try out ruei v3

#

pleaseee

slender lynx
true cedar
#

basically just dont use animation curve parameters in tags and u should be okay i think

true cedar
#

set Element.ResolutionBasedAlign to true and then use an align tag

keen halo
#

Whats event would be the equivalent to WaitingForPlayers?

keen halo
#

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

worthy rune
#

im pretty sure theres an event with the same name in labapi

keen halo
#

I wasn't able to find it?

worthy rune
keen halo
#

Shit there is

#

God damn it

#

Its becuase I was being an idiot and doing WaitingForPlayersEventArgs

#

like that would exist

#

LOOKS ITS LATE

worthy rune
keen halo
#

SEE

#

Im not an idiot

true cedar
keen halo
#

Huh?

#

Not what I see

true cedar
#

im fucking with u sorry

true cedar
#

@craggy mountain get out of here

craggy mountain
#

what did i do

true cedar
#

lurking

craggy mountain
#

nah i think this is bullying

barren pasture
#

How do I set the role name that you see when hovering over a player? Like what Chaos Theory does?

worthy rune
#

player.CustomInfo

barren pasture
#

Not that

true cedar
#

its a bitflag

worthy rune
#

its player.InfoArea

celest thorn
#

Hello chat

grave eagle
safe robin
#

Am I able to post questions here for assistance?

heady turret
#

Why i disable show badge on player infoarea but there are still badge on playyer

safe robin
#

Are you referring to the player list, or the player information area by hovering over the user's name?

restive turret
#

@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

grand flower
#

do you handle the new role sync stuff

restive turret
#

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?

viral helm
#

can i ask a server config issue here?

restive turret
#

¯_(ツ)_/¯

celest thorn
#

can i eat the server configs?

restive turret
#

Yes

#

Idk how it taste

celest thorn
#

and ink

unique crane
celest thorn
unique crane
#

Well its your decision

#

im just tell ya

restive turret
#

David

#

Hi

unique crane
#

Haiii

spare zodiac
unique crane
#

ne

rugged laurel
#

I didnt have to do anything on changed role

#

I just put it where i originally apply it and the patch

restive turret
#

Ah, so you just apply with regular "balabla.SendRole(AllPlayers, Owner, FakeRoleId)"?

#

And yes, I exactly do the same patch just my own Appearance

upper vapor
restive turret
#

No it worked before

#

Even with my coroutine system when i set player as other role

tulip kiln
#
[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

unique crane
#

(host)

tulip kiln
#

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?

unique crane
#

Uhhh yea

#

Its a hashcode

upper vapor
#

that's the type hash

tulip kiln
#

I guess I'm gonna run the entire assembly typespace and check

upper vapor
#

yea

#

i might be dumb

upper vapor
tulip kiln
#

A lot

upper vapor
#

don't use it at all

#

you should be using Player.ReadyList

#

NW please obsolete Player.List so people stop breaking things

unique crane
#

yeaa

tulip kiln
#

and now I just silent crashed with no error snap

#

Let's see if readylist fixes it at all

celest thorn
#

Probably

unique crane
#

Most likely yea

royal mica
upper vapor
#

breaking change

#

NW no likey

royal mica
#

you mean unbreaking change

upper vapor
#

-# i can't make breaking changes, they can

royal mica
#

since the reference breaks things by default KEKW

upper vapor
true cedar
#

good morning plugin devs

restive turret
#

Hi

true cedar
#

just not line height

upper vapor
#

oh

icy knoll
#

when ruei v3

#

wait

#

omg

#

this is a race @upper vapor

untold raft
#

Sorry, Big text when you changing role saying "You are a <Role>" is client side?

icy knoll
#

which will come first, scp prox chat or ruei v3

upper vapor
#

Bruh

#

If I do RueI support then RueI xd

icy knoll
#

well, ruei v2 overrides hints, so rn player.ShowHint disappears after a bit

untold raft
upper vapor
#

Nope

unique crane
#

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

hearty shard
#

the what

true cedar
unique crane
#

You know how when you spawn HCZ doors

#

there are walls around them

upper vapor
#

Can you remove that

unique crane
#

I think you can?

upper vapor
#

In older versions there wasn't a wall but you can't really modify the prefab I don't think

unique crane
#

Im pretty sure I saw some sync bits somewhere

#

for that

upper vapor
#

HUH

#

I guess check DoorVariant and it's inheritors

icy knoll
celest thorn
upper vapor
upper vapor
#

I'm trolling

true cedar
#

screams

celest thorn
#

for the ClassD and SAW THAT THE TOES

#

Have a fucking armature

#

lol

tulip kiln
#

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.

celest thorn
#

with decibels

#

so go on audacity for example

#

and put it +10

tulip kiln
#

Omw to put player voice packets into audacity while they're speaking to increase their volume

celest thorn
#

and then make the decibels higher

#

same concept but just idk how you can manage to do that

pallid galleon
#

Anyone know of a good way to disable 079 button from being destroyed/pressed?

safe robin
pallid galleon
#

I have a gun that can shoot through walls but don't want players to just kill 079 with it

hearty shard
#

so check the glass and deny it

#

idk if that works

safe robin
safe robin
pallid galleon
#

yeah preventing is the idea rn lol

hearty shard
#

also that still causes issue where you cant kill them then

#

079 becomes immortal except for all scps dying

#

soo

pallid galleon
#

esp we have custom roles so respawning is not on the table

safe robin
#

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

hearty shard
#

just PlayerDamagingWindowEventArgs

pallid galleon
#

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 !

thin shuttle
unique crane
#

Seems like it is

thin shuttle
#

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

restive turret
south socket
#

Does anyone here have a super smart solution for custom keycards in 914 without me killing myself?

upper vapor
#

not sure on how to deal with pickups' details though

south socket
static meteor
south socket
static meteor
#

You could save the details to a dictionary when you create it and check the serial

static meteor
#

Irrc server dosent save details once created

south socket
#

Thanks for the idea. I'm stupid.

fresh zenith
#

quick quesiton is there a documentation for all item value names? like
Scp207
AntiScp207
Keycards etc.

worn gull
#

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)

static meteor
#

Yes

worn gull
#

Is there a patch for it?

static meteor
#

Maybe a harmony patch but i havnt seen one

worn gull
#

That's sad

#

Then I will try do do it myself 😄

#

(If anyone has one please send it to me)

static meteor
#

Check your local admin logs and player log

worn gull
#

No error

icy knoll
#

if a person leaves and rejoins the server, will a new Player instance get made or will the existing one get modified

winged meteor
#

is there rules against selling paid plugins?

hearty shard
#

Youre also to make money off your own plugins

winged meteor
#

is there "ServerEventType.RemoteAdminCommand" in LabAPI yet?

#

from old AI

#

API*

winged meteor
#

thanks

hearty shard
#

I just realized

icy knoll
hearty shard
#

Might as well click it when im already there instead of finding NWs

#

Theyre the same unless nw did a breaking change

winged meteor
#

Give me item ideas for my SCP SL plugin

stable shore
#

Is there a way to get player alive time and shot accuracy?

grand flower
#

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.

stable shore
#

awesome, tysm

worthy rune
unique crane
#

I knew I wasn't crazy

#

Thanks

#

@upper vapor

teal junco
#

are there any good examples of how to handle Server Specific keybinds?

worthy rune
keen halo
#

EI EI O

true cedar
keen halo
true cedar
#

i think you know what i'm talking about

keen halo
#

uhhh no

upper vapor
#

I didn't even know that existed

slate flume
unique crane
#

Yes

restive turret
#

well Faking roles even with trouble's stuff doesnt work

tulip kiln
#

The black planes around doors?

unique crane
#

Yea

#

wall planes

tulip kiln
#

I had to clip my doors into walls to stop them from showing 😭

#

Why isn't this more well known

slate flume
#

Why do I do this to myself

celest thorn
true cedar
#

what the fuck

icy knoll
#

python

#

it's python

#

anyway... is it possible to track if a person is getting flashbanged? or do i have to watch the effect?

upper vapor
#

some effect event

icy knoll
#

blegh

#

boringgggg

upper vapor
#

then patch shrug

icy knoll
#

nah