#plugins-dev-chat
1 messages · Page 97 of 1
No idea what are you talking about
Update deez nuts
You mean that Unity has Components with an Update() function?
I believe it checks if you're IFpcRole and I presume spectator isn't one
Goofy ahh behavior with the text toy
It's the output of this: #plugins-dev-chat message
no
It... prevents jumping? What in the world?
just don't change the Y
I'm not changing it
I'm changing the size
And because the text is vertically middle-aligned, it goes up and down (baseline isn't middle)
OHHHH
I see
I don't think there's a tag to set the baseline
I guess I could try voffset
Don't think it'll work though
So when updating a text toy with different characters the vertical alignment shifts causing jumping so you add in a large string of "|" so that it will always register the vertical offset using | instead of the text you're updating
You set it to size 0 so it doesn't effect the message
If you don't, means it doesnt exist :D. I'll ask the other guy what he meant
The gray lines indicate what would the text's bounds be if it was the tallest
If you take the midpoint of a pair, you get different heights
The baseline is always the same, that's the anchor for scaling text
If the baseline was in the middle of the char, I wouldn't have this problem
shouldn't this be working?
It's telling me to use DamageHandlerBase but in the method arguments are float amount
thanks
Can someone explain to me why it exist a room that doesn't exist
NW forgot to clean up
I dont see a github issue about it still
Hey uh is it intended that you can't have more than 1 commandhandler type for parent commands? in normal commands you can allow more than 1 type but in parent commands you can't which is weird imo
i mean like you can only use the command as RemoteAdmin but not as GameConsole:
you can
afaik it works fine
what are you referring to as "Game Console"
where are you trying
CommandSystem
thats not what i meant
where are you trying to use it
are you doing it in the server console
or ingame
well i tried in the server console and ingame
ingame works fine but console doesn't
ClientCommandHandler is for ingame
i mean the server console not the client console
also referred as GameConsole
should be fine
but it doesn't work ...
yea i have it like that thats my parent command
public static IEnumerable<ICommand> RegisterCommands(Type type, string logName = "")
{
if (typeof (ICommand).IsAssignableFrom(type))
{
foreach (CustomAttributeData customAttributeData in (IEnumerable<CustomAttributeData>) type.GetCustomAttributesData())
{
if (!(customAttributeData.AttributeType != typeof (CommandHandlerAttribute)))
{
Type commandHandlerType = (Type) customAttributeData.ConstructorArguments[0].Value;
if (!CommandLoader.CommandHandlers.ContainsKey(commandHandlerType) && typeof (ParentCommand).IsAssignableFrom(commandHandlerType))
{
IEnumerator<ICommand> enumerator = CommandLoader.RegisterCommands(commandHandlerType).GetEnumerator();
while (enumerator.MoveNext())
yield return enumerator.Current;
enumerator = (IEnumerator<ICommand>) null;
}
ICommand command;
if (CommandLoader.TryRegisterCommand(type, commandHandlerType, out command, logName))
{
yield return command;
commandHandlerType = (Type) null;
}
}
}
}
}
this is what it does
I only use RA and works on my pc
https://github.com/SlejmUr/CustomItemsAPI/blob/sl_14.1.3/CustomItemsAPI/Commands/CustomItemsCommandBase.cs
ra isnt multiple tho 
ConfigCommand in shared has multiple
yea with only one of both it works. but not for all of them together if you use parent commands
RA + GameConsole
wait let me look
i mean
it goes through both
foreach (CustomAttributeData customAttributeData in (IEnumerable<CustomAttributeData>) type.GetCustomAttributesData())
yea ik
So I was right
^
By having a bunch of | characters you change where the "center" is for the vertical alignment and make it consistent when changing it
new day, new me, new dose of copium
YIPPEEEE
New dose of why its like that i wonder who did it
how can i get an player from the RA ID?
Player.Get
How can i inject code to the client please :3
Literally
you do this funny thing called
"no"
This chat should be renamed “incompetent developers who scramble for solution because this company develops with a monkey typing random characters”
So sad
well let me tell you
Lumi was doing the websites for nw
I remember she told this alot of time
Im testing something and they always go down
it's just steam maintenance 
And im always restarting the game because i finish in the limbo of servers
The Schrödinger’s server
pffffft
like this?: Player plr = Player.Get(netId: uint.Parse(playerId));
Why that just the playerid
I love netid
so like this then: Player plr = Player.Get(int.Parse(playerId));
Probably my best friend
Don’t parse jt
if i'm not mistaken
Depends if you are doing it on a command do it
if your input is a string, yeah
well yea.
thanks that helped
will do
ProcessPlayerIdsOrNamesList
peak regex
XDDDDDDD
dots hater
this regex so ahhh
fr
let's stop pissing off lucid lmfao
.bizness
you want a fardnight TLD?
yes.
omg...
If that they comes
there's no way something like that hasn't been done before
im going to use SCP-127 through my skull
let me check
Pomponpurin
with the fbi domain
On November 13, 2021, a hacker named Conor Brian Fitzpatrick, going by his alias "Pompompurin", compromised the FBI's external email system, sending thousands of messages warning of a cyberattack by cybersecurity author and investigator Vinny Troia who was falsely suggested to have been identified as part of The Dark Overlord hacking group by t...
yea funny enough he used to send email to Vinny Troia
diabolical
https://ratcentral.skibiditoilet.net/🐀/5afbdbx2.png
Crazy maro's server is in the page
bruh
still dying wit ReuI. considering the possibility that my brain has turned to soup and i am just the bowl
Yo has anyone experienced ShieldOverHealth in DynamicHumeShieldController killing itself and spitting out errors on Update / Role assignment? 😭
[ERROR] [RoleplayPack] Failed spawning role "Eksperymentujący na SCP-330"! System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
at PlayerRoles.PlayableScps.HumeShield.DynamicHumeShieldController.SpawnObject () [0x00038] in <f859671c5d7748199d8c7b10a14f8156>:0
[2025-08-14 17:50:13.637 +02:00] [STDOUT] NullReferenceException: Object reference not set to an instance of an object
[2025-08-14 17:50:13.638 +02:00] [STDOUT] at PlayerRoles.PlayableScps.HumeShield.DynamicHumeShieldController.get_HsMax () [0x00011] in <f859671c5d7748199d8c7b10a14f8156>:0
[2025-08-14 17:50:13.638 +02:00] [STDOUT] at PlayerRoles.PlayableScps.HumeShield.HumeShieldModuleBase.get_ForceBarVisible () [0x00000] in <f859671c5d7748199d8c7b10a14f8156>:0
[2025-08-14 17:50:13.638 +02:00] [STDOUT] at PlayerRoles.PlayableScps.HumeShield.IHumeShieldProvider.GetForHub (ReferenceHub hub, System.Boolean& isBarVisible, System.Single& hsMax, System.Single& hsRegen, System.Nullable`1[UnityEngine.Color]&
How would it fix ShieldOverHealth being null after role initialization though.
Like indefinitely
idk
maybe the role change was called at the wrong time
Yo guys some good game singleplayer to play?
what genre?
idk any
recently i played XC2 (Xenoblade Chronicles 2), good game (not fight) amazing game
well i played the shit out of prison architect. the goat of micromanaging strategies imo.
Already played it
:3
Voices of the Void ¯_(ツ)_/¯
I wanted to try it but never knew if the game was good
or how scary it was
?
lol
Nah my best horror that i loved was Dead Space 2 / Dead Space
.pr o
pull request domain
david any game to reccomend? singleplayer mostly
what?
Kingdom Come Deliverance
CRYENGINE??
yes
I didn't see that name from Crysis
They made their own version of cry engine XD
apparently
its so much adjusted
and rewritten parts
nah honestly it seems boring lol
IM BUFFLED
||https://ratcentral.skibiditoilet.net/🐀/erjnhkuq.png||
I WAS SEARCHING FOR GAMEPLAY PICTURE AND THIS IS THE FIRST THING I SEE
BRUH
WHY
But yea i played recently THIS game, fight where boring asf, but Lore PEAK i cried
idk oblivion is not appealing
either for me
like that type of category idk
even a game i hoped it was good asf Starfield
Played it
I could play wolfenstein but idk
Uhhhh
i have half of the wolfenstein
Payday 2
played it both pc and console
The Escapists
Played all of the 3 with a friend
The escapist 1, 2, 3
there is not third game is there
idk
fake
I would like to ask if the Lab API can modify the explosion time of flashbangs
Fusetime
^
you could try to modify the animation curve too
but fusetime is better
@celest thorn Oxygen Not Included
What is this?
its from the same creators as dont starve
OK, Thank you
Oh fallout Shelter
Peak
I have too many hours on fallout shelter lol
you are free to build whatever
;(
I want unlimited oxygen
it follows the style of don't starve its crazy (actually never played don't starve)
it does include story?
idk i want a story in games because they become less boring
Even fucking super smash bros has story nowadays
Speaking of void stuff, Void War is pretty good
it's like FTL but set in the wh40k universe
Has a demo too
Honestly if they ask me which game i would want to replay like it was the first time
RD2,
Dead Space 1 / 2,
XC2
2 of them made me cry
KCD 2 😭
BRO its oblivion 2.0
BG3
No its fucking not
Please no
Try it and see
Are you a BG3 hater???
in worst care refund within 2 hours
Im not i don't like the genre at all
its too boring
dnd is boring asf for me
Im full
@celest thorn Frostpunk
Let me check it out
The Metro series is pretty good
Tactical Breach Wizards is a fun little story based puzzle game
peak
PLEASE NO, my friend made me scared of that game so much, i will never open it
@celest thorn U like rogue like?
The only thing i can say, i opened the second one heard a bloody scream and left the game it was 3 am
Yea
White Knuckle
he made me see a scene with spiders crawlign EWW
Hella addicting game
ATOH if it was a separate game
im gonna be honest none will ever guess what was the first version of atoh
and it will be a secret forever
The style reminds me of Hotline Miami
not how it was build because build style is different
but idk that pixel art reminds me of that
its that retro pixelated yea
btw funny enough i was funding a doom game similar to this style on patreon
and the guy stopped developing it
check out https://brilliant.org/jdh for a free 30-day trial and a 20% discount on an annual premium subscription to Brilliant!
i think the youtube compression is gonna ruin this one
PATREON: https://www.patreon.com/jdah
TWITTER: https://twitter.com/jdah__
GITHUB: https://github.com/jdah
EDITOR: NeoVim
CONFIGS: https://github.com/jdah/dotfiles
...
Like this IS FUCKING COOL
this was created even before ultrakill
If it's flagging stuff it shouldn't don't hesitate to give me a ping 
okay phew
Like magic

btw guys i wonder, if you loose your memory which games are you going to replay again?
KCD 2
Bro likes this game
Yes
Which is?
OH
AHhahaha
bro likes to be patriotic
im not spending 60 bucks
I mean if the game is optimized thats nothing the best optimized game i've played recently is Doom Dark Ages
Absolutely
and if we want to count SL (but only on my server)
I could say the same
for what
like idk this type of game are just something idk
Baldur's Gate 3 example
is not a game idk i could like at all
thats true
i might play it
let me try the demo
im gonna play it in the hangout
just because why not
ill join for a sec but Ill go play Payday with friends in like 20 mins
What heist
Was that 2 or 3 day
2 day
Cause I remember it had a day with the bikers
Found a handy online calculator for it
Or that works too yea
I mostly play stealth though
Yacht my beloved
Its getting better
Skills rework should be soon
Meanwhile most people recomend doing the pacifish achievement on lower difficulty lol
The newer stages are hell for solo stealth tho
Release as the same time as 16.0
Ok
I kill every civil in all map
anyone know a good way to check which players are in the Leading Team in OnRoundEnding?
they are 2 wildly diffrent enums so idrk
it gives you the leading team during that event
yea. just how to check which players lie within that leading team
Just tell the player dont lie
Player.ReadyList.Where(player => player.Team == LeadingTeam)
Team and LeadingTeam is diff enum
Team and Leading team are diff enum ye
okie so if LeadingTeam is NTF, then check for NTF
if LeadingTeam is Chaos, check for Chaos
lel
Or all dead people
aight, so just manually more or less
Flamingos 🦩
lel
in JailbirdMessageType, which one is just normal swing? AttackPerformed?
Don't think we ever get the Assembly-CSharp.xml
Hi! How can I get if a ItemType is ammo?
You will have to make extension for it
Dead chat
how much money for assembly csharp xml?
Lel
Here is an acs.xml:
<assembly>
</assembly>
$500
just get a job at NW and use it to help make plugins
and make plugins instead of making features
Get a job at nw add networkize everything
Send 1 mil and ill let it slip
i get fired because im jr programmer and the changes fuck up bandwidth
Some stuff still causing bandwidth
As lumi discovered by the 079 map being open sends every frame
How about like, one cheeseburger
sighhhhhhh
not enough
I guess that works
Hand made

Huh
burger
Can't identify anything
gg
Well they have many of these
Burgers
his grandfather works at beer company XD
Ah
Youd what now
can someone check the hamster running the central
it died they need to go to petsmart to get a replacement
Lol
Hello, how do I change the maximum amount of ammo that gun can have while it's item and not pickup?
why is max ammo not editable now?
I patch it
[HarmonyPrefix]
public static bool Prefix(MagazineModule __instance, ref int __result)
{
if (!Utilities.TryGetSummonedCustomItem(__instance.Firearm.ItemSerial, out var customItem))
return true;
if (customItem.CustomItem.CustomItemType is CustomItemType.Weapon)
{
IWeaponData weaponData = customItem.CustomItem.CustomData as IWeaponData;
__result = weaponData.MaxMagazineAmmo;
__instance.ServerResyncData();
}
return false;
}
}
just now I looked through ctrl+f and am trying to figure this thing out
btw why prefix?
wouldn't postfix be workng?
Idk i usually just do prefix
Postfix would work here
You'd just change the result if need be
this should be right:
public static bool Prefix(MagazineModule __instance, ref int __result)
{
$"Serial: {__instance.Firearm.ItemSerial}".Print();
if (!SaskycFramework.Wrappers.CustomItem.CustomItem.TryGet<UltraCom45>(__instance.Firearm.ItemSerial, out var theCom))
return true;
__result = 100;
return false;
}
though not working
serial is right [2025-08-15 02:53:44.072 +02:00] [INFO] [FunctionalServerSystem] Serial: 421
nevermind it is working just not synchronized as david said before, thank you very much
Anyone have experience with HintServiceMeow and/or ReuI able to let me know which they think is better?
hey, its possible to use proximity chat for SCP-049, with the old system (alt voice chat) ?
at the time, we use SCP-939 proximity chat to make this.
today, we can use SCP-3114 proximity chat to make this ?
holding v to speak to people and q for speaking to scps is not possible
can i convert sender from ICommandSender to player as LabAPI Player like this or is it super illegal
feel like the ide should warn you for that as Player doesnt implement commandSender. or am i missing something
do Player.TryGet(sender, out Player player) instead
i knew there had to be a better way lmao just couldnt pin it.
Player.Get seems to appear as works
ty 
keep in mind that senders are not always players
IIRC we had some security bugs with that in the past 
cause code skipped permission checks for non player senders
also I still believe you should (almost) never use as
really? ive used it before in other things. is it problematic?
it only obscures bugs while providing no benefits
use is if you handle cast failures
use a normal cast if you don't
what if something inherits from Player and that derives from ICommandSender
shouldnt you use (if Obj is Class Obj2)
i see
as can be useful if u need it to be nullable
the only semi acceptable usecase for as is something like
(obj as IDisposable)?.Dispose();
Uhm, LabAPI nerds, I think you guys meant to use newOptions in the SendUpdate Writer action, just a heads up
hmm. interesting.
but basically the thing is that proper use of as requires you to nullcheck immidiately
and at that point is is just almost always better
i gain knowledge.
open an issue and ill take a look
bruh it's just one line 😭 🙏
i think u could like
dynamically generate a class that inherits
and call the internal constructor
so its not actually actually sealed
im working on other stuff, im not gonna switch up every time someone has an issue. just make one so i remember to look at after im done with the list of other things i have todo
the dopamine rush of getting a feature finished matches meth
so real
Hi
Oh!
Early bird catches the... bugs?
early bug catches the developer
Yeah I got long list from QA on what does not work
🫡
XD
love the wiki
loll
Someone has a list of safe spots for rooms?
there is like something for that in 106's escape code
GetSafePoses()
or something
nah but i need it for each room
like i randomly teleport the player thats why
I think its per room
SafeLocationFinder.GetSafePosition??
this one?
GetSafePosition(Vector3, Vector3, float, CharacterController)
Most likely it is
Yea but that one uses client side stuff
There is no stripping
and i think i found another one
em no
BuddyInABox has it
Vector3 safePosition = SafeLocationFinder.GetSafePosition(position, forward, 3f, fpcRole2.FpcModule.CharController);
and its like this
it has THAT?
oh wait uh
moderatortools
has configs for that
for rooms not listed in the config, the "original" position is fine
Yea obv but is it updated?
HczAcroamaticAbatement?
is it the pitfall?
water room
I mean ig thank you lol
np
Saved my day not going on sl and check if you are gonna die from everything

HczTestroom my beloved
i mean you can also do what the rtp command does
find a door
EzCollapsedTunnel is peak too
inside the wall
Why not rooms.GetRandom
silly
i hate seeing
UnityEngine.Random in code outside of usings
sillyscp
at lumi
Lets try and die
Me when UnityEngine.Random alias URandom
just alias it to Random 😭
No
there are very few scenarios where you'd use System.Random
But i dont need to do Sys.Random at that time then
UBluePrint
UShit
what happens if you got murder on your mind
huh
Last day being an intern (this year)
Man wakes up as I’m about to go to sleep. We are so cursed bro
ET moment
go to sleep bruh 😭
Yea I’m in bed rn Im done
tf are you doing there
i wouldve started on monday but i was allowed to not show up for the tours and intros
Fallout was right

bruh
wasnt girly enough
or so i assume since i was just told "ur not allowed, find smth else"
its wild
do you live in discrimi nation
horrible world
well they said it was fine if u identify it and then i put an X on it and all of a sudden im not girly pop
tbf im not rly out irl
but still could ask 💔
crazy
Real
Can i unlock the limit of special weapon
is the checking if player can reload item client sided?
Server.CategoryLimits
Yes
I do plan on moving request fully to the server side
fuck
would be very epic
also synchronizing max ammo 🙏
Syncronizing ammo type : 🙏
trust the process

so you mean
removing code
ye
Might not be good with latency
Its works like that now either way
There is just client side check so you dont send a request when you shouldnt
I mean the point of most of such checks is to avoid latency on clients
Lots of clientside checks we added over time were cause people were complaining about network related delays
Doesnt seems to work like that right now
Wdym
Like
You dont start reloading on the client and then gets stopped if server denies it
Client waits for the approval from the server
Or that seems to be the case here..
Only thing that is client side no matter if its approved by the server or not is firing
Btw I was inside the latest patch note something about ammo using integer instead of I dont remember what but what Its supposed to be ?
Current ammo in the magazine is no longer limited to a single byte
Oh you talking about the pickup ?
No, any firearm that has a MagazineModule
Oh im stupid okay
instead of max of byte.MaxValue ammo, its int.MaxValue
Am i wrong here but in the source code of 914 it never despawns upgraded new items?
If you enable inventory processing (even if it is just current item) the items get spawned at StandartItemProcessor::ProcessPickup (if the item changed due to upgrate for example) at this line
this.AddResultToCombiner(InventoryExtensions.ServerCreatePickup(itemBase, new PickupSyncInfo?(pickupSyncInfo), newPosition));
which does NetworkServer.Spawn pickup
Then this spawned pickup gets added to player inventory in Scp914ItemProcessor in
sourceItem.OwnerInventory.ServerAddItem(resultingPickup.ItemId.TypeId, ItemAddReason.Scp914Upgrade, resultingPickup.Info.Serial, resultingPickup);
which does not despawn old pickup
checked spc:sl issues board and not seen this mentioned
Yeah this is known bug which has been reported and fixed internally
is the fix in current build on steam?
or will it be in future release?
If the fix was in the current build.. you wouldnt see it there
Most likely yes
yes but stuff happens
ok, thank you
Hello, just for a quick confirmations.
is this the right way to use permissions.yml right?
i didn't used labapi for a while and now i'm not sure if its working or not, cuz when i try its not working
the permission for the plugin is perfectly fine
bluetooth bidirectional vampire
You successfully built a Lavalamp RBMK Reactor
thanks pookie
If your any other group than the default one you'll have to specify the permissions for that one too as far as I know
Or just inherit from default
yeah i use inherit, i just wanted confirm it that its used like the old perms
Exactly the same as Exiled
i dont use exiled
actually i never used exiled
+1 this
It's why you can't reload when you lose connection with the server
im in the exiled dc but not really using it 😄
has anyone else experienced something like this?
- play music through your microphone
- stop transmitting
- wait a few seconds
- stop the music
- hold transmit again
result: a few packets are still sent to the server
i'll probably make a bug report, i'm just curious if this happens to others too
my guess is that the recording buffer isn't emptied when you release the transmit key
Wdym by a few packets are still sent to the server
Like after you release VC button you still send audio?
and the sendingvoicemessage event is triggered
no
that's intentional
what isn't intentional is that the queued up audio still goes through even if your mic is silent
The model isn't crazy but really cool
btw someone knows where you can legally listen to nintendo's ost bangers?
because they aren't on spotify
you think so?
FUCK
im buying a switch and the nintendo switch online
just to listen to bangers ig
YouTube playlist (if it hasn’t been strucketh by the Nintendo gods)
Im not surprised if it hasn't
but
https://www.youtube.com/watch?v=Ckxy-i7Dc5U
for example this one is 16 years that exist on youtube
banger game that everyone should play i love nintendo for the mario & luigi games
like when i saw brothership i was like crying for the peak
had alot of fun
if it was for me i would listen to nintendo's ost for the ds games lol everyday
@unique crane im trying again on white knucles
im addicted
I just finished a run
YES
playbackBuffer.Clear should be there
I dont think I ever experienced that
i've already stopped playing the sound
+1
maybe it's VB-Cable
Also how'd you get 2 SL instances open at the same time
Try just doing regular voice
SCPSL.exe
And you can join the server on the same account?
uh
allow_same_account_joining: true
sorry to interupt you guys, what does IsServerOnly mean for SSSS stuff? like it's a setting hidden for the player or?
This is fucking huge
is there a way to see what is somethings parent/child or is it try and error
object.transform.parent
so what's really the intended use behind them?
information stuff
as in?
Ye
How would that be useful
idk, fuckin weird ass way to do configs? 
wait could you actually assign SSSS stuff to Server.Host? 😭
most likely not a software or driver issue either, tried it with a different input device
How can I find out which weapon dealt the damage?
@unique crane does Anti-207 death save not check for -1 damage on purpose or is that a bug?
ev.DamageHandler is FirearmDamageHandler handler
can you save an inevitable death? 
handler.FirearmItem
-1 will just kill you yea
Is that a bug or a feature?
Interesting
Cause you're not saved from 173 neck snap lol
I thought that was odd cause I thought Anti-207 should do that
I think thats intended too
yea
it only saves you if it's not uhh
fully lethal
more lethal
Well that's fucking stupid
Not the tesla bit
The bit about not saving you from 173
if you have enough hp
*detaches head from victim*
"how are you alive"
It's literally a death save lmao
That's what it's called
where do you see it being advertised like that
Nobody has created a hint plugin for the onwaitingplayers? I tried to create my own (I don't know anything about creating plugins), but I got stuck with an error and I'm giving up now, haha.
well hello there
you can send hints inthe waitingforplayers screen
just don't send hints to the host
I have

[2025-08-13 12:26:14.085 -03:00] New round has been started.
[2025-08-13 12:26:19.470 -03:00] [STDOUT] Unknown message id: 46055. This can happen if no handler was registered for this message.
[2025-08-13 12:26:19.471 -03:00] [STDOUT] NetworkClient: failed to unpack and invoke message. Disconnecting.
[2025-08-13 12:26:19.473 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.474 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.474 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.474 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.474 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.474 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.475 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.475 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.475 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.475 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.476 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.476 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.476 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.476 -03:00] [STDOUT] HandleData Unknown connectionId:0
[2025-08-13 12:26:19.480 -03:00] [STDOUT] Skipped Data message handling because connection is null.
is this normal? lol
lmfao
Probably because you're sending a hint to the host
classic
tysm

i love it when people send hints to people who are still connecting to the server
crashes their server
hehe
That's not the problem here
At least to my understanding
ye
^ don't send hints to the host
the crashes were happening when i started the round
omg i love you
thank you so much
im so stupid
Love you too haha
So am I dw
And happy to help :)
@slate flume u used hsm for your overlay hint?
how do i align the hint to the left, because XCoordinate doesnt allow negative numbers and 0 is center i think
Use the Alignment attribute
XCoordinate = 0 is relative to alignment
Can't the hint go beyond that limit? Because with the alignment set to left and the XCoordinate set to 0, it stays there.
There's a limit to how far left you can put hints to account for different aspect ratios
You can use rich text tags to offset it further left than that though, it's just not built-in to HSM
^
Usee <pos=-...>
Also I'm curious, what are the other methods?
Also another question for someone in the know cause I'm too lazy to scour the assembly
Anyone know the way NW did the new Jailbird thing: Charge attack no longer collides with teammates when friendly fire is disabled.
This broke duels on my server
Originally I just grabbed the handler in the OnPlayerHurting event and forced friendly fire, but that event is no longer called for jailbird attacks
I'm guessing they just changed the hitreg to no longer run the attack if it's friendly fire, but I need to know where so I can see if I can patch it out for duels
One other question while I'm here is, is it possible to spoof the SCP targets thing?
Or is it client-sided?
I think 14.1.3 made it server sided
I want to register specific tutorial players as targets
I'd check if it's the client that doesn't send it anymore
If it's filtered on the server you can revert it, but considering what the patch notes say I'm leaning more towards clientsided
Since you don't even collide with teammates anymore
And that would make it impossible for you to do
The hitreg check is on the server attack from what I'm seeing
But idk
If the client doesnt collide anymore, it's more likely it's clientsided
Otherwise it wouldn't work
🤷🏼 idk how tf to tell whether or not something is client-sided from this code
I'll just patch the HitboxIdentity shit it calls and test it
Just remember that you can't patch the client
hit reg is (obviously) serverside
but its a also partially client
So while that might work you'll get corrections from the server, or at worst you'll get disconnected
Probs not for the latter in this scenario
eg:
i click shoot
client will process hitreg
i will send to server: who i shot, where i shot from, where the person i shot was
server will:
create a backtrack simulation of where the player could have been
move the player and you to the positions you claimed IF it is inside the bounds created by backtrack, otherwise it will move closest
then server will perform the same hitreg the client does
as for how FF is involved with that, unsure
technically you could just fakesync FF being on, deny FF shots unless when you want them to succeed
Well duh
well, then thatl be how it checks
its likely called on both server and client
but im not entirely sure
youd need to see if the client is trying to claim its shooting a friendly with FF off
otherwise simply do this
and make the client believe FF is on 
Attempt 1 no dice
well i'd assume he wouldnt want FF to show as on
I'm not turning Friendly Fire on the entire server for 2 people
Oh well then
so the simples solution if it doesnt work is just fakesyncing ff
so the client thinks its on
Yea
and just control when it drops the event from server
if you uh fakesync FF on your prefix will likely run
So what's gonna be the best way to do this if you know
Look at how they do it in Exiled ignored player, ignored Players are not counted as scp targets
oh u give me a good example
how good are you at decompiling things
This is now server side so yes
im using hurtingevent
Depends on the thing
I've made transpilers
Exiled's method is probably a bit outdated now considering they updated it to server side
No it's new
Oh for real?
Yeah
@slate flume Or if you dont want your duel players to appear as targets
without patching anything
Just make them tutorials
cuz, as labapi has no official fakesync support youd need to do it manually
I want to do the opposite for a different reason
essentially, how you do it is just decompile the class in question, and steal the mirror code for it
for example
Oh so this is where I'm gonna be doing a fakesyncextension
I've done it for primitives before
To make it only visible for certain players
could work
ive sent what i do for custominfo
the 2UL is the "index" of the variable, you can find it when decompiling
Fully ripped exiled for fakesync cause that's what @restive turret did and I ripped his shit
💀
I write 99% of my code
I'm not writing my own fakesync bullshit
I draw the line for these kinds of things cause I don't need to reinvent the wheel
@slate flume Patch the RoundSummary::UpdateTargetCount() for the fake targets
You can set the target count yourself but it will be set to the normal after a refresh
Fuck I just don't know where the mirror code is to sync friendly fire
Like I've been able to fakesync before
But primitives are easy cause the mirror code is right there
WAIT
I might've found it
HitboxIdentity.AllowFriendlyFire
Uses this sync
Ye
Some main server config bools are synced to the client
like ff
And achievements disabled
Just







