#plugins-dev-chat
1 messages · Page 96 of 1
it wasnt "long" ago that auto was supposed to be used everywhere in new code bases. i know they dont recommend it now but at one time they did
There's also the issue that like, if whatever you use to assign the variable changes signature (a function perhaps), your code might still compile with auto
But behaviour could have changed
Whereas if you explicitly typed it, you'd either get the same behaviour through implicit assignment or a compile error
thats fair
That's probably the bigger issue over the other one
I usually only use auto for structured bindings since they're nice to have
for (auto& [Key, Value] : Pairs)
As it's required
I use auto when testing and playing with it
This might be it actually, I'm tired but it sounds more feasible than the other one. Although I think the other is just as possible. Probably when you start trying to do auto& or something
Unity is about to reach that requirement too
XXXXXXXXDDDDDDDDDDDDDD
unity when try to find assets from megapatch 2 
If you have low ram that means you have to create smaller apps/games
That means somebody ate the RAM
Yeah in a way something like that
So I have this plugin
I've been working on over the course of literal months
And when I first started it I was very much really new to C# and LabAPI
I'm thinking of going back through literally everything and refactoring it
wouldnt be sl modding if you didnt redo everything
So true
There was a time where I didn't know you could write if statements without curly brackets
So I had lines that were like
if (x) { return; }
Still find those from time to time
I also was very new to coroutines so there's a lot of dictionaries storing coroutines when I could just use something like .CancelWith(...)
I also just recently was told I can just add components to shit
That's huge
yeah been there aswell xD
I spend a lot of time fixing my old code
The server I write for has a thing called "Last Stand SCPs" which gives SCPs cool boosts when they're the last alive
It creates that like uh
Comeback mentality
Or system or whatever
The problem is I had all the handling for it in one class
Which would be fine if it was basic but I kept adding to it and now I need to redo it all
Abstract classes are neat
I had the realization that I can just not register the events handlers until I actually need them
As in like
I have last stand SCPs
Why would I register the events for the last stand if it's not activated?
That also means I can register them for different SCPs
And since they're all independent from each other I get some cool modularity
Time to rework sl too
Third time's a charm
there's multiple charms?
#discord-announcements
the swarm of non-devs enter dev chat
uh oh
Lmao
People couldn't find a channel
Now they swarm here
waiting for the "idk c# can i get help" message

Does anyone know what would cause a player to backtrack after being teleported because of being in the middle of a Jailbird hit? I've removed all references to backtracking from JailbirdHitreg.ServerAttack
Like I'm teleporting them somewhere and they just snap back
wait one frame (
or not)
I'm now gonna try teleporting them 20 frames in a row
Hope it works
The 20 frame teleport worked

hollow
Hopefully something i can fix for my plugin
Might need to make my own parent "system" and teleport each interactivetoy individually instead of by a parent

idk c# can i get help
idk c# can i get help
We should add like cassie command for that
with link to a youtube tutorial or something
like there is for languages
so there should be for programming ones too XD
Nah just link them the ms doc
posted in thread
Developing plugins
Developing contousnsss
❌
If i set an InteractableToy to isLocked = true, do interaction attempts pass through? Or does the collider still "catch" them?
no
good question
Try it an see
try {
it & c;
}
hey guys how do i get the energy, xp and tier of 079?
type shit
for tier
Yea already got it thank you. But i'm still stuck on getting the XP atm
SLejm told you
Scp079TierManager
Accessible by the TryGetSubroutine
so that means Relative XP is current XP? or is it the XP thats still needed?
ctrl+space is overrated 
yoo leaked wrappers
when we make 1507 spawnable
when it's christmas
^

spawns when
feels like it
will sl ever sell skin and make an item shop 
cant find the place that validates interactabletoy search requests and checks for IsLocked state
grrrrr
no clue how this validation stuff works ,_,
Is there any way to know why the request was invalidated?
is there any know bugs with the AudioTransmitter ?
not very memory efficient but you can use it just fine
check ValidateAny
Well 
and also it using a coroutine is weird imo
Am i supposed to stop it or destroy it at the end of the round ?
it'll stop if the clips run out, but otherwise it's good to call Stop() when the round ends yeah
cuz surely you wanna transmit audio while the round is restarting 
i mean
fair?
CancelWith is so goated
I used to hold dictionaries for my coroutines until I found out about CancelWith
I also made my first component recently
That was hype
one question, im new creating plugins and im trying to do a lobby overlay plugin with hsm, how do i change the color of the hint?
<color=HEXCODE OR UNITY COLOR>text</color>
is there a way to find out what the ccolor console command is calling? I want to change the colours of lights in facility, tried using Room.LightController.OverrideLightsColor = new UnityEngine.Color() and that flashbanged everyone
Dummies cant shoot revolvers 
https://cdn.steamusercontent.com/ugc/17278305753540741906/84CEA94A8F1B4599E40B43242581AC28ECF45365/
Goddamn embeds
[2025-08-12 20:44:54.763 -05:00] [STDOUT] NullReferenceException: Object reference not set to an instance of an object
[2025-08-12 20:44:54.764 -05:00] [STDOUT] at RelativePositioning.RelativePosition..ctor (Mirror.NetworkReader reader) [0x00000] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.764 -05:00] [STDOUT] at RelativePositioning.RelativePositionSerialization.ReadRelativePosition (Mirror.NetworkReader reader) [0x00000] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.765 -05:00] [STDOUT] at InventorySystem.Items.Firearms.Modules.Misc.ShotBacktrackData..ctor (Mirror.NetworkReader reader) [0x0000b] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.765 -05:00] [STDOUT] at InventorySystem.Items.Firearms.Modules.DoubleActionModule.FireLive (InventorySystem.Items.Firearms.Modules.CylinderAmmoModule+Chamber chamber, Mirror.NetworkReader extraData) [0x0005a] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.765 -05:00] [STDOUT] at InventorySystem.Items.Firearms.Modules.DoubleActionModule.Fire (Mirror.NetworkReader extraData) [0x00088] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.797 -05:00] [STDOUT] at InventorySystem.Items.Firearms.Modules.DoubleActionModule.EquipUpdate () [0x0004c] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.798 -05:00] [STDOUT] at InventorySystem.Items.Autosync.ModularAutosyncItem.EquipUpdate () [0x00011] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.799 -05:00] [STDOUT] at InventorySystem.Inventory.UpdateObserverItems () [0x00086] in <f46d4d7de96941168027ebdae2c598a5>:0
[2025-08-12 20:44:54.799 -05:00] [STDOUT] at InventorySystem.Inventory.Update () [0x0007a] in <f46d4d7de96941168027ebdae2c598a5>:0
Hello I'm making my own wrapper for SSSS and would want to ask 2 questions.
How do I send only selected settings to player?
How do I unregister every setting from player?
The ItemType.ParticleDisruptor added to a player's inventory with the reason ItemAddReason.StartingItem will break after just one shot, causing the player to get stuck and unable to open their inventory.
Why
try giving with the add reason for remote admin
Yeah
posts comment
hops on Gmod for an hour

thank you

i ate my first component yesterday
Was it tasty?
idk it was an in-game item
i called it a component but im not even sure it was one
💀
If I shoot a weapon where is the game makes the Raycast?
In Assembly-CSharp trollface
Look around where it do fire
HitscanHitregModule
Thanks
Np
Ofc people always ask everything when I am no longer on pc
is there any discord integration plugin but with webhooks?
where this property is setting up?
AudioTransmitter
wdym?
It says that if you set it to null, everyone will hear it, but how is it originally only heard by distance?
SpeakerToy
client likely does filtering by distance if i understand what your saying
even if you set it, it will always consider distance
so how do I make the audio be heard by the all facility?
Make it not spatial and give it a big min distance (>1000)

That's not really possible to do with discord rate limits
Not sure why you need it to be webhooks anyway
There's DiscordLab which runs the bot in the server process
bots doesnt have limits?
They do but they buffer messages and send multiple at once
Doing that with webhooks is difficult
You can edit the webhook message
With a webhook?
then just make queue for webhooks
Edits have rate limits too, no?
then you can update (or even delete) the message
and send it likely each 5 seconds, 50-100 logs
Crazy
queue up the message content
if it takes long enough of the message reaches the content limit
send it
What about 10 logs per second
instead of the library keeping the queue you keep the queue yourself
not much different
doesnt have any matter
just discord a message size limit
cuz all libraries like d.net do is delay your message if you are about to exceed the bucket
basically
Okay
thats what other bot plugins do
cuz they need to save up the content and send it as 1 big message
cuz they too have the send message ratelimit
@random scaffold Please don't post that again
yeah
for discordlab's dmg logs
i just queue up all the dmg over 5s and then send the msg off
discord doesn't hate the bot as much then
if discordlab was a global solution tho... uh oh
hey uh does anyone rq have the colors for the NTF Wave spawn and Chaos Wave spawn interface you see as spectator
rule number
is not nsfw
7
idk man
people trying not to post anything remotely nsfw challenge (impossible)
definitely not nsfw
yes
YIPPPPIOEEE
everyone with A in their name
And eve
but then you won't get rid of logic
anyone with A or O
why you need get me
/ban @-everyone
/banall
> "paislee".ContainsAny('A', 'O')
< false
/ipbanall
me when i got back to this code after a 5h break
immediately saw the issue
can you spot it
I'm not
:(
pretty sure that's not true for SL, i checked recently
there was this metrification of SL and that made meters "actually meters"
idrk how or why though
1 hube is 0.75 meters
2.88m in the unity editor definitely not seem like 2.88m in game (ofc it's proportional to SL models but not to real humans)
-# dunno where we got "hube" from but it's definitely a thing SL ppl talk about
maybe discard what i just said
what hube
Why can't i add an effect to a player? :D
you can
ev.Player.EnableEffect() and I'm trying to put an effect in the () but can't seem to figure it out
On exiled you just use an Enum
it's a type parameter in labapi
^
your IDE should be complaining
np
hi forgot
player.GetEffect("hi") afaik
TryGetEffect
is it
yeah there's no name overload for Get
but why is this an extension of the Player class? Why isn’t there a centralized storage?
PlayerEffectsController
also it's not an extension, it's an instance method directly in Player
why tf does it check for null
its part of player because it means youc an player.GetStuff
instead of player.Your.That.Guh.Get()
but all players have same effects
bruh
basegame code
it won't be null if it returns true
andd?
they have different instances
exactly
one player has Scp207 and the other has Scp207 but a seperate instance
me when new() except that doesnt work because its a unity object
would you rather
CentralPlayerEffectManager.GetStorageFor(player).GetEffect("sus")
nuh uh
just don't

Me when object orientated programming
Scary long word
@true cedar hey hey
for ruei v3 i was questioning if you ever thought of smth like this:
rn in ruei v2 if i want to optimise my timers plugin, i would need to make a coroutine to save the timer string to a property, and then do the processing whether the player wants to see it inside of the GetContent thing of auto element, or i could just make the timer processing on each instance, which is a bad idea because of all the computing...
is it a possibility to make it so ruei can have a compute once method, which can then get passed into the method that is called for every player? just so everything is contained together and looks a bit neater... thanks :3
Hi! Is it possible to put badges to the skeleton when disguised
The player's badge who's skin is in the skeleton
Is it intended that using Player::Damage(float amount, Player attacker, Vector3 force = default(Vector3), int armorPenetration = 0) fails when armorPenetration is 0 (default), due to how ExplosionDamageHandler works?
public ExplosionDamageHandler(Footprint attacker, Vector3 force, float damage, int armorPenetration, ExplosionType explosionType)
{
if (armorPenetration != 0)
{
Attacker = attacker;
ExplosionType = explosionType;
_force = force;
_serverLogsText = DeathTranslations.Explosion.LogLabel + " caused by " + attacker.Nickname;
Damage = BodyArmorUtils.ProcessDamage((attacker.Hub != null && attacker.Hub.inventory.TryGetBodyArmor(out var bodyArmor)) ? bodyArmor.VestEfficacy : 0, damage, armorPenetration);
}
}
i have great news for u
CachedElement
ummmmmm
if u don't use animated position and whatnot prob
i do not move anything around really lol
everything stays in 1 position
is the v3 beta on nuget or will i have to manually reference...
manually reference sorru
That's funny
Huh
if armorPenetration is 0 attacker isnt set, nor is a lot of the other stuff
Idk why is it there honestly
Who knows
but but
smh, if u put it on nuget ill put it in every ruei plugin i have :3
I tried to use DiscordLab but doesnt recognize the ids that i configure for channels
it should do
it uses discord.net under the hood
make a bug report
i’ll try my best to try smth but it works fine for me
Hey, Im trying to switch to LabAPI. Is AnnouncingScpTerminationEventArgs similar to CassieAnnouncingEventArgs?
Is spawning the capybara as simple as:
_capybara = new CapybaraToy();
_capybara.Position = new Vector3(96, -104, 130);
Because this code isn't working for me
CapybaraToy capybara = CapybaraToy.Create();
That's embarassing. Well thanks for the clarification!!
hold on, am I missing a reference? CapybaraToy apparently does not contain a definition for Create
wait, nvm, it's through Wrappers, not AdminToys
Is there somone here thats knowlegable of ReuI that can help me out, im trying to figure out how that stuff works and make a system for it but it dosent seem to be working
i think
i might know
is there an effective way to have like a "queue" of objects to send to a player? im trying to make some sort of XP system where the hints will stack like this and each hint will individually go away after 1 second. what would be a good way to go about it with ReuI
size dont really matter they can be uniform size
are u using v2
yea, but ill aim to swap to V3 when it comes out
ummm
8
Its 8
You can't instantiate Unity objects with new()
thank you :3
you're welcome
The former is called before an SCP termination is announced, the latter is called when any announcement is being made (including SCP termination)
btw the AnnouncingScpTermination is CassieQueueingScpTermination in LabAPI
good to know, thanks for the tip!
I feel like learning a bit of unity would go a long way for modding SL huh
eh, yeah
Or dont
bro is grey now. spooky
Spooky scary skeletons
:(
anyone on this? still losing it atm (2am)
I dont use hint systems I dono
not you you freakazoid
Read the readme! Flatout
🔥
you are a cat enjoyer?
(yes)
make a Queue
TryDequeue every second
so you would like having cats going like on top of you and pratically making a shield of cat
Yes
This cat, (who is in a pic) usually going on my chest and literally just laying down and starting to sleep
its not hot asf?
We have ac on, otherwise I move next to me
Oh lucky bastard
my dog does the same
yea im still genuinly tweaking out. will come back to it tomorrow fresh
Goob night
thanks!
np
is there a way to track when 079 opens their tab menu? like where they can do things related to the map and cameras
Ain't that client side
yes
Scp079MapToggle
or something
it's a subroutine
it's synced, spectators can see
Scp079ToggleMenuAbilityBase<Scp079MapToggler>.IsOpen
david
ax
It does?
Maybe
if i scale it up, the text goes lower
Lover?
the alignment is correct but it seems to be positioned differently
Well then dont scale it
but i need to scale it
Why
that means i have to offset it
Text bounds + size?
cuz of text size shenanigans
i don't wanna multiply the font size by some random number
what
No
i've never seen this
I don't wanna see it
OH
it's a primitive i spawned
it is centered
xd
Oki
Nice
time to do a Postfix on Setter of this then 😭
wait is it even possible to patch that considering it's a generic?
fuck sake ima have to find the methods that change it then and hope that it isn't behind a generic
😭
you have to monitor SyncState
transpiler it is
but you can't patch it
what
bruh
there's Scp079MapToggler.IsEnabled but that's for the local player
you can patch Scp079MapToggler.ServerProcessCmd
for now then

yeah it does reader.Remaining > 0
that code snippet in the screenshot is inside of that if
ye
so patch there?
yep
sharing my dinner
would this work or will harmony kill me
should work
ok
now to add inverse tracking
now to figure out how to match smth new...
must be an easier way to do this 😭
only difference is the Ldc.i4 index
wdym inverse tracking
ignore the CodeMatch in insert, fixed
tracking when closing and opening
that was only tracking opening
so
track the inverse
which is closing
Track deez
why not just insert at 0 ldarg ldfld ldc.i4.0 ceq
true if closed
wdym?
postfix won't work cuz it's already been read
benchmark it
no return statement in ServerProcessCmd
then you need to patch both brancehs
absolutely no return statement
that's not how IL works
There is
In the last line
:333333
Mayhaps
what if i make source-generated transpilers
why is the cullingparent a sphere and not a cube 😭
well
if i go in it, it's like a sphere
nevermind
it was the speaker 
ax are you seeing things
i'm not hearing things i should be hearing
Get a hearing aids
twitch prediction?
What
@unique crane i figured out the text thing
i added <alpha=#00><size=1em>| to the end
when i removed it, the text was vertically aligned properly
Oh
Wtf are these unity tags
I didn't know you could add letters to the size tag
I didn't know the alpha tag existed
that's a unit
1em = 1 font size
just like in CSS :3
@true cedar do you have any clue why this ^ happens
i had to move the text up by 0.5 units to get it to be positioned properly
Interesting
Also quick question
Is the MicroHID movement speed cap client-sided?
Would have to be for prediction
ye
That's some bullshit right there
We had polled the players on our server and about 80% of them said they disliked the Micro speed cap
The change should've at least been able to be reverted through plugins
MovementBoost
effect

?
- There's a movement speed cap
- "Give them movement boost"
Wtf are you on
the micro just slows down the player
No it doesn't
yes
that was the point of a CAP
can we remove that
@upper vapor um ServerProcessCmd in Scp079MapToggler seems to spam quite a lot 😭

Ts pmo
where they do limit speed in HID
@tepid sluice
jesus
Can we patch that
I tried + confirmed with others
wtf even is the point of this
i guess footsteps
We polled the players on our server and about 80% of them wanted it removed
I get why NW made this change, but a lot of people hate it, and not letting us do anything about it is a bone-head move
Exactly
I'm gonna have all players on my server unbind their movement settings and rebind them in SSSS so I can redo Northwood's movement system

huh?
not a car but eh
happy wheels
😭
Scp079MapToggler.IsEnabled doesn't work, which is a getter method which means the stuff under it doesn't work 😭
SyncState seems to not work properly either
this method spams like hell
so now im confused on how to track from here 😭

wtf why 😭
this should work
It does xd
replace ceq with cgt if you want > 0
lets see
No it doesn't
is Get from AccessTools this time or what does it do?
yeah, PropertyGetter
5.4 m/s iirc
what should the OpCode be?
It was in the changelogs
call
like this, right?
Isnt exiled has an event or something with it?
yeah
With 3 cola stack, 255 movement boost, and every other effect under the sun, you're still gonna get locked to 5.4 m/s when you have micro out
It's all good
nah, no exiled event for this
I'm gonna open an issue though to see if we can make it something modifiable
My players hate it
see that'd be fun
and that's the opposite of NW's philosophy
screw modding
@upper vapor doesn't work, always says the tab menu is open lol
unless i did the patch wrong
I just wanna add, I know you work hard, I know you do a lot, I appreciate it
Sometimes stuff like this gets me a little riled up but it shouldn't undermine the work you guys do for this game
Cgt instead of Ceq?
okie
yeah
I guess it wasnt intended for it to affect MovementBoost aswell
It was meant to slow down cola users
That's fair I get that
It's been a point of contention on vanilla servers
I just hope it can be something I can modify myself in the future
Cause my server accounts for fast micro in different ways than just doing a speed cap
What I can do is add something like IMovementLimiterMultiplier (sob)
and then make MovementBoost inherit it
and multiply the movement speed limit by that value
So it doesnt affect it
Well patching anything for that doesn't really matter since client will disagree with u
oh i get it now
Make it networked David
it spams open when it's open

That's funny
I think generally it would also be nice as a dev to have a way to prevent it from slowing down cola effects too, but if movement boost doesn't effect it then there's a bit of a workaround there
So that's less important then just being able to modify movement boost with Micro in the first place
That is something not possible with current effects system
Dang for real?
Wouldn't it be nice if we lived in a world where we could patch client-side code 😭
I could just take the module and turn it off
MovementModifierActive => false; 
That's alright
So long as I have a way to supplement the cola using other movement boost effects I'll be alright
Just sucks that there's nothing you can do about it currently
I mean I pretty much am, I have to tell people "No we can't do that" all the time
Just this is a majorly negative change for our players
Not being able to do anything about it sucks and I'd hope that I can advocate enough to get something done about it
Well I do the same so
I get a new person every few days asking me to put in a feature that requires new models or this or that and I have to politely explain that I don't have that much control over the game
I also ask things to get done/fixed but dont expect anything
Just say "make a new game that supports that" goodluck
Same
I have probably half a dozen LabAPI issues open atm by I'm not expecting them to be resolved during my time developing for this game
No joke, atp I've had a few people reach out to me asking if I wanted to help them make a game
@upper vapor still broken, this is getting annoying because how 😭
it says it adds the hint but doesn't
unsure if ruei issue atp 😭
how about we make a sync var in Inventory that controls whether the client or the server is in charge of calculating the movement speed (limit)
and then the fpmm can use that along with IsObserver
the values are synced anyway, just not used
Axwabo NW dev when?
I'm still enjoying the luxury of being the new kid on the block
dude i dont think you need to apply, you know the game in and out 😭
the server yeah
not the client :(
yeah well
you'd probably want to go into labapi team more than game dev
probably
idk
Doesnt really matter
how about both 
No one is gonna stop programmer from doing labapi stuff
And we do normal programming stuff too
like bugfixes
true
but, mostly server stuff i notice
programmers might do client stuff
labapi wont
yeah
Who would have guessed
i dont think labapi needs any more rn anyway, we have a good flow of stuff coming through every update
mirror kinda forces you to interreact with the client/server with the way it works
so theres not really a concept of server side/ client side programmer
yea
live laugh love mirror
Sometimes when I make changes it's a gamble on whether or not it'll sync
Mirror is good
cause we dont have to work with generated code XD
Normal mirror is fineeee
The distinction between server and client is very vague in SL
i'd like a source-generated networking solution instead
yea you can
Oh well
yeah, its often the reason why changes end up being client sided unintentionally. there isnt a reason to think about it when your a programmer, you just do what ever works within the framework already built
I do wonder sometimes
I'm someone who never uses Unity
I code C# and make the changes I can but to me I've never even downloaded Unity
Why do people rag on it so much?
I know that the corporation itself sucks
But what about making a game in Unity is bad
I mainly ask as someone interested in potentially doing game dev stuff one day
What game engine should I focus my time and effort in
- awfully fucking slow
- uh idk, it's unity
- random ass bugs sometimes
- editor crashing
- editor crashing when trying to debug
- editor freezes when hitting a debug breakpoint after reattaching the debugger
Well.. what game do you want to do?
try godot
don't have an experience in it myself but it's said to be really good
yep
Idek tbh
I haven't really started seriously looking into game development or anything else but I've had people over the past few years come up to me and ask if I want to help them make a game and it makes me think I might be able to actually do it some time
I heard that like the big 3 is
Godot, Unity, and Unreal Engine
big projects its extremely slow. might take you 10 mins just to switch between client/server builds. also crashes way to much to the point sometimes its impossible todo anything for a day
meshcollider baking when the object is activated khm
Fire
not so funny when you have a mesh with hundreds of thousands of vertices and you wanna make a culling system
(i was very lazy with the culling system)
I think I'll check out Godot then if I get around to it
Godot doesn't have good C# support despite they have a package for it
They use GDScript right?
I don't mind learning new programming languages
I learned C# just to do plugin development here
No lie
lmfao
Because they have a thing that "eh this doesn't exist in gdscript so c# doesnt get any good features"
If you haven't seen, check any godot related struct
Just awful
I would advise look at S&Box
They monthly break everything but atleast you can see much more
Built off Source 2?
when someone make code generation c# from .lua
I would say use Source Engine 2, obv valve makes the best stuff
Yes
you know something crazy
Fortnite was made in Unreal
another fun fact SL was made in Unity
No way
oh btw real fun fact
not fun fact
Tf is yuzu
i had cheats for cutscene in 60fps and sl decided to explode
Nintendo switch emulator
Skill issue
Idk i found it funny
It is
i do wonder if any other emulator is detected
and its even random sometimes it triggers and other time no
idk yuzu doing magic trick or SL AC doing stupid shit?
Did i find a bypass?
By playing a game?
Imagine injecting cheats through an emulator
I had Procmon open and SL shit itself because of it
I had to restart my entire computer to get SL to launch without bitching
Idk sl AC is realy strange
i wanted to play a game
nah i didn't open it for the entire day sl after the ac exploded
I had ida open, sl crashed
Just use Battleye 
Khmmm rainbow six siege
You know someone tried to play Battlefield 6 and the anti cheat told them they can't launch it until they uninstall Valorant
Yes
Glad i no longer play those games
I love that
I play single player games mostly
its amazing destroying the competition
Thats why i installed yuzu
Multiplayer games are all hyper-competitive
some games i wanted to play are exclusive
We no longer live in a world where we can queue up a fun random multiplayer game and have a casually good time with other people
Every multiplayer game is either play-with-friends slop or hyper-competitive skill expression
It's exhausting
I mean you either get Peak or you get Siege and there's zero in-between anymore
Like recently i played this nintendo switch game, yea animations where dogshit and everything like graphics was good, for being a nitendo switch launch title, and i honestly loved the story now adays most of the game suck on that, i can add this game to the list of games where i cried 2 times
The game was pretty much good for the story
TF2
I have 1500 hours on TF2
Which one
Titanfall
I've heard people talk about how amazing the movement is and that there's a large speed running community for it?
CRAZY GOOD
Yes
i PLAYED THE MULTIPLAYER AT THE TIME
TOo crazy
too amazing
Bo3
Oh my god if that game was peak
If I play is it gonna be really competitive or is it more casual
I'm really burnt out from hyper-competitive games
And I don't have friends to play games like Peak lmao
how come platform not move it work ok but when move it no?
Patreon: https://patreon.com/zweek
Twitch: https://twitch.tv/zweek
Bluesky: https://zweek.bsky.social
Music (in order of appearance)
castle and fortress - Louie Zong [yoshologie] https://louiezong.bandcamp.com/album/yoshologie
Gracie Grace [Animal Crossing City Folk OST]
El Bunko [Piku...
Honestly i play with my friend and he watched me playing that nintendo switch game
and we had fun + some jokes in there where actually funny
so it was actually a fun game
That's awesome
but my refund of 4h and 30m of boss fight
with 4 attempts
and the winning one lasting 2h 30m
that will never be back
3M Hp
just saying
from the wiki
Idk I just wanna play a fun multiplayer game that isn't all about skill expression and is focused on just having fun
The most fun i had recently was that game
honestly
im probably going to replay it
and its Dead Space Remake 2023 and Dead Space 2
Peak games
DON'T PLAY the 3rd
DOG SHIT
Ea at that point got greedy
Lol I mean I have an abundance of single player games to play
My steam library is full of them
Half life deathmatch
Recently played the entire original stalker trilogy
I had like on ps4 200 games of multiplayer and singleplayer
i played most of them
Fun game
Also the old or new insurgency title is good too
its sad that some titles are still exclusive
i have bloodborne on the ps4
but never completed it for being too hard
and even if i want to play it now
i can't
(I know ps4 emulation exist)
so sad that nintendo games aren't on spotify their ost
what does ur text look likr
as in the screenshot, with arguments ranging from 0 to 1
so like
prefix + <size=1em>|</size><size=0.5em>|</size> + suffix
for example
idk!!!
i need the full text
it might be something to do with the fact that u use ems
<mspace=0.2px><line-height=1em><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0.5em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0.4em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0.2em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=1em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><size=0em>|</size><alpha=#00><size=1em>|
hold on lemme add randomness
there
is it line height

maybe idk
I've heard NW added a new Update method that we can use. Anyone has an example of how it works?
do you mean StaticUnityMethods.Update? that's been a thing for a long time
also it's probably better if you use a component instead of subscribing to this
No someone told me NW has made some kind of Update method :D
Well I know I can just add a new MonoBehaviour script on a player
can i trigger the Noclip while spectator?
i tried just now but it doesn't
you can't enable it but maybe the keybind is sent
idk if my code has issues





