#plugins-dev-chat
1 messages Β· Page 111 of 1
Is there a way to disable a SCP-049 Cardiac Arrest Effect in his attack i mean im using something now like this:
public void DisableAttack(PlayerHurtingEventArgs args)
{
if (args.Attacker == player457)
{
args.IsAllowed;
}
}
the problem is player is not getting hurt by the effect but hes still got this "nausea effect" and if he have this effect SCP-049 Still can damage the Player
or just completly disable SCP-049 ability to attack
sub to
StatusEffectBase.OnEnabled
Check if the name or type is Cardiac Arrest and disableEffect

yeah but there is a problem i need to make this works only for one spefic not normal player(SCP-049) and to make it work properly on right SCP-049 so if im gonna cancel the Cardiac Assets it will mean that this "no normal" SCP-049 can cancel cardiac arrest for other players + even if im gonna make this work, if this "no normal" SCP-049 gonna attack anyone who has Cardiac Arrest he will deal about ~16 dmg(?) for some reason
i need to cancel attack fully
make him unable to attack
2 patch:
PlayerRoles.PlayableScps.Scp049.Scp049AttackAbility.ServerProcessCmd
PlayerRoles.PlayableScps.Scp049.Scp049AttackAbility.IsTargetValid
its working thx so much
Have you got to use the memory profiler
How about audio
You stream that from the disk or load it into memory
cuz you have ton of soundtracks
No it doesn't work
and i cannot attach it
I use axwabo library now
which doesn't
instead it streams them
I mean i could disable it not really an issue
Or check the total sum of your audio files XD
Maybe it matches up to 3-4 GBs
Most of SL ram usage is textures and audio
and since you dont use textures
yea..
Ofc
bruh
Have you ever seen a .wav file
yea
Thats pure audio
i've seen them
SL assets size is also just textures and audio
ITS FUCKING AUDIO
AHAHHAHAHAHAHHAHA
FUck the audi
I SPENT 2 WEEKS
FOR AUDIO?
@upper vapor you are a fraud
your library scammed me
so now wtf do i do
fuck
how is this secretlabnaudio's fault π
???
Not my fault if you have 2000000 clips loaded into memory
I thought there were less
BRO I DID WHAT YOU SAID
its so fucking funny
Do you also load music as "short clips"
yes as you told me
You're saying this like Killers' API would solve it
When did I tell you to load music as short clips
π
you did....
ig i can just do something if audio clip is lowe than 10s
I mean how tf do i check the audio lenght tho
I can spawn in hundreds of Generator prefabs without issues but spawning in just a couple Gates / Bulkheads (not Doors) and players start rubber banding in specific random areas ._.
Anyone knows why
I can't do anything about your method of telling soundtracks apart
You can create an audio stream, get the total length, if it's less than 10s then .ReadPlayerCompatibleSamples() and add it to the cache
how do i tell if its less than 10s tho?
Lenght?
of 10?
WaveStream.TotalTime
you wanna know
im stupid
i already streamline everything
Stream your suffering
well
yea i can remove all short clips lol
1.26GB rn
with everything other than essentials
i know for sure will never
1MB up
crazy im gonna cry
Surely the GC isnt gonna cry from all of the rainbow text
btw crazy that audio can be so heavy
its only 150 audio files
only π
Your audio files probably take up more than entire SL ones
Actually our are larger
Cause Cassie
cassie is ton of GBs
lol
but that entire track of songs
from 10 different games
from random shit
and sound effects
Do you really need all of them
and i dont think it even have the character talks
btw
should i Math.Abs the size of primitives?
because i've seen sometimes in the lovely client console they explode
for being negative
largest wav
wtf is this
from where tf it comes from
Biggest one we have
btw should i do it?
my biggest one
i thought you already did that for cubes
i did it for colliders
WHAT THE
WHAT
so ig by your responce i should've
So why tf make it 62 minutes lol
yyea
Vector3 scaleSign = new(
meowPrimitive.Scale.x < 0f ? -1f : 1f,
meowPrimitive.Scale.y < 0f ? -1f : 1f,
meowPrimitive.Scale.z < 0f ? -1f : 1f);
colliderGO.transform.localScale = scaleSign;
meowPrimitive.Scale = scaleSign;
Ig this works?
im stupid
Does anyone remember the plugin that automatically assigns the correct role when a player joins mid-game or when a new wave spawns? Whatβs the name of that plugin? it was an exiled plugin right?
what
no its basegame
late join
rly?
gameplay config right?
yep
ty
My entire plugin is called MeowEditor
Meow.cs
crazy but thats not what i use
no im allergic but i have a dog
Welcome to nature
what do you use?
what?
.
MeowEditorAPI
I suffer from asmtha
so even dog can cause me to start dying
my bad i have been that sigma today
and sometimes i do die for my dog for the fur she has
anything that is smoke, dust, animals can make me die
oh and flowers too
but only some of them with strong scent
cause by bronchitis?
Abs makes the number go positive, so -5 -> 5
You need Math.Sign
wtf is math.sign
god bless u
lol
is there a way to disable a pickup's rigidbody on the client side but not server side?
or to temporarily disable the pickup rigidbody in favor of a server side one?
my issue is that when i issue a force to a pickup rigidbody, the client hears about it and predicts its behaviour (which isnt good since the server is constantly issuing force to this rigidbody, causing desync). and also gravity which is a behaviour i wanna remove
You can fake freeze it
not sure how will that one look on client
how do i normally freeze it?
i assume itll just look like its being piloted by a server side rigidbody instead of a client side
kinematic? does kinematic instantly send to the client?
Is there no way to change a rigidbody's gravity?
Well i disabled gravity but that doesnt sync to client apparently
so its always trying to fall on my screen
You need to get the magazinemodule of the firearm
@unique crane when?

never
can we just give ACE permission to server side please?
I personally wont be doing anything nefarious so it should be fine
Can we just network sync everything
π₯
oh also when i made my joules calculator I found that negating the dotproduct of the normals & relative velocity actually broke it kinda, so weirdly i had to go with the opposite and leave it un negated
cus I kept surviving bonks to the head with a 500kg weight but only dying from being touched on the side by it
@slate flume
I wrote this :
rigidbody.isKinematic = true;
rigidbody.useGravity = false;
rigidbody.constraints = RigidbodyConstraints.FreezeAll;
Have fun
Oh interesting
It could be that the contact normal is opposite from the surface normal
yeah
This syncs with the client and allows you to move it around without gravity?
Well, it stays in place after setting this
i assume this will kinda tell the client to stop simulating the pickups rigidbody?
Yeah, I mean, I never had any issue with syncing such things
Well yeah you can get the same effect without setting the rigidbodyconstraints and possibly without setting gravity to false iirc
Depends on if you have it in the air or not
Potentially?
Unity's isKinematic prevents any forces from acting on the object
"If isKinematic is enabled, Forces, collisions or joints will not affect the rigidbody anymore. The rigidbody will be under full control of animation or script control by changing transform.position. Kinematic bodies also affect the motion of other rigidbodies through collisions or joints. Eg. can connect a kinematic rigidbody to a normal rigidbody with a joint and the rigidbody will be constrained with the motion of the kinematic body. Kinematic rigidbodies are also particularly useful for making characters which are normally driven by an animation, but on certain events can be quickly turned into a ragdoll by setting isKinematic to false."
If there's nothing under the pickup, it won't try to fall
I mean using just isKinematic
Largely I think the other two variables you provided (gravity and constraints) are unnecessary for the purposes you provided, as the constraints appear to be redundant and I thought gravity worked by applying a force to the pickup, not constantly setting its position
To my knowledge isKinematic on its own should have the same effect as if you did it with the other two
Two questions
-
I can spawn in hundreds of Generator prefabs without issues but spawning in just a couple Gates / Bulkheads (not Doors) and players start rubber banding in specific random areas ._.
Anyone knows why? -
Would it be possible to modify prefabs before/after spawning them in? For example the Clutter prefabs. The big orange pipe prefab has two fence gates on either side of the pipes. Would it be possible to isolate the fence gates and only have them spawn in?
Gates NOT bulkheads do not sync afaik
generators do sync and having it works fine even with the 3/3 activated etc
Yeah Gens work so amazingly. Dynamically updates the x/y activated and with cassie too.
Spawning in Bulkheads and Gates seems to work fine? So does deleting them
All players see them upon spawning them in, and they no longer see them upon destroying them
hmm
For the second question, afaik only the root object of a prefab has the NetworkIdentify component, and if i understand mirror correctly, using a SyncVar, a child game object could possibly be set to inactive
Just not sure if such a SyncVar exists or how to access/use it
do you wish to destroy the object or hide it temporarily?
Either is fine
Player::Connection.Send(new ObjectDestroyMessage(...))
if the other, then you will need to use fake sync vars
In this prefab, i want to destroy/hide everything that isnt the fence in the bottom left. I only want/need that fence
ah an object destroy message wont work for that then
because it needs info for the whole thing
NW should make more things prefabs for us to use 
When will we get Atlas_CleaningAssets_BucketA and Atlas_CleaningAssets_Mop π
But yeah in the end i want to basically delete/hide everything from the prefab
Huge Orange Pipes Open Connector except the objects
TrimVents_GridFence_1m and
TrimVents_GridFence_Door
so i can use them in builds
can someone explain to me how waypoint followers work
i tried doing a foreach of all waypoints but a. it crashed my server and b. i dont know how to figure out whether an object is inside one
you found a way to spawn it ?
no?
So how did you have this on the surface ?
Oh nice
Oh yeah you can instantiate prefabs from NetworkClient.prefabs just fine
But like, thats a single clutter prefab
grrr
Oh okayyyy
Yo that's dope as shit
Can you elaborate on what a waypoint follower is?
What's your goal?
damn
the lighting looks peak
Who is brayden dowson
Riptide
eh i know both use their real names
its like anything that latches onto a waypoint
i want to make schematics follow them
Why?
Sorry just trying to understand the issue better
because i want to be able to drop schematics into an elevator and have them follow it
you saw that i can hold them
one sec
Oh I get it
Okay
That's actually
Really interesting
I'm 99% sure if you child the schematic to the waypoint toy it'll follow it
Wait actually
I lied
The best way to do it is probably add a component to the schematic that checks if it's in a waypoint, then have it dynamically move with the waypoint
It'll stutter but it should work
@spare zodiac
give sl players an inch and they'll make a mile
yeah
it handles surprisingly okay
despite the fact that there's a mandatory 200 ms delay between input and feedback
no and no
Why would you put yourself through this
okay so this is epic
now i need to figure out the way to farm the maximum amount of clout off of this one thing
Well I realized it was 90% done and i figured theres no point not doing the last 10% to finish it
Quick question, how do you change the role text when hovering over a player?
Its a complex system i made which i consider spaghetti code
but it is also open source
let me find it rq
@slate flume https://github.com/icedchai/omni-plugins-pub/blob/abridged-dev/Omni-Utils/extensions/PlayerExtensions.cs#L131
Also I see the schematic collision damage system is working well πͺπΌ
basically just colored custominfo with all other infoarea hidden
it used to break so much back in the day
i think ive mostly patched it now though.
Very interesting
is it possible to send a message to a player's remote console without a command being executed?
player.SendConsoleMessage();
Well that sends it to the client console, not the RA console
so no way of sending a message to ra?
CommandSender.RaReply();
Which just calls another function player.ReferenceHub.queryProcessor.SendToClient(text, success, logToConsole, overrideDisplay)
I mean kind of but not really
You need 4 arguments
am i missing a reference or something?
What is the surrounding code
Where are you executing this
And why do you need to send output to the RA console
Without a command execution
i'm not sure how its releavant but
public bool Execute(ArraySegment<string> arguments, ICommandSender sender, out string response)
{
string durationString = arguments.At(0);
if (!int.TryParse(durationString, out int duration))
{
response = "Invalid duration. Example usage: diagnose tps 10 (meaning 10 minutes)";
return false;
}
response = $"Starting TPS logging for {duration} minutes. Check the client console for results.";
sender.RaReply("hello?");
return true;
}
So question
Why aren't you just adding it to the response
You can response += "\nhello?"
I want to send a message before starting to signal to the user that server got the request and after I've done that x minute long tick duration recording
as this is probably going to be used in scenarios with low stability and you'd really like to know if that command is working or not before waiting 5 minutes
Oh gotcha
That makes more sense
So you need to cast the sender to PlayerCommandSender
yup that resolves now thx
Of course!
do you by any chance know what overridedisplay is for?
Honestly? No fucking clue
Pickup.ServerFreezeOverride iirc
TransformWaypointFollower exists I think
what kind of name is that
Typo
You should leave it as ""
But the text needs to be prepended with command# for it to work
So like cmd#blah will show up as [CMD] blah
axwabo moment
Helo
Im doing the countdown im not gonna play any games until dying light the beast is out
how is waypoints detected
there's an Add Function somewhere
apparently it isnt a collider
how does it know when to run this tho
give me 2 seconds
by distance
AdminToyWaypoint::Add
why does schematic disappear when walking on with culling parent?
seems to be the culling is too low
height of 200
Β―_(γ)_/Β―
less than 100
do you still see it?
yes
then idk
we should see how it works client side
so ig just wait for like Riptide or David to answer
grenade goes through same as bullet
because of the layer?
Sorry, there is currently a bug.
Set the values using
cullingParent.Base.NetworkBoundsPosition
cullingParent.BaseNetworkBoundsSize
i thought you wanted to make it layer 1
Should be fixed the next update
Crazy
Theres always a few issues
Thx thought it was my brain dying lmao
Honestly its nw and as much as we shit on them this game is so fucking old that makes sense
maybe 16.0 is the mass re code
π€
Keep dreaming
do then
the first thing they should redo is the entire networking
because its full of rpcs and other stuff
sl ping very volatile
and use interest manager
We need SCP:SL 2
LUCID?
OMG LUCID
This community can't behave 
sorry ;(
Can we like global ban anyone who sexualizes 939
this is what happens when they let the community think we getting 953
That shit is crazy so ig just ban the entire country of italy
and already 90% is removed
the only place where i heard 939 sexualized is there
Yea....
(by kids)
i should be in college class
deletes half of the player base instant regret
there are scps probably even better ig
Instead im sitting in a parking lot
image perms when
doesnt stop bullets phasing through
star stocker 28
stickers still work
Heh?
Get gud
how to stop bulelts going through then?
Primitives my beloved
no hes talking about the primitives letting bullets through i think
In that case, he did not give them colliders
how to give them colliders then
Set their flags to include collidable
Well yours using mer
from what I see in your code
SpawnSchematic()
So look at mer what do you do in the editor
I agree
i just gban anyone who disagrees with me
friendly fire
i disagree
can we just gban people who deserves it like Cheaters?
What if you disagree with yourself
Yes
Like wtf where
Okay
i just tried a culling toy, but it seemed to just teleport my object into a random spot far away
imagine if this chat gets archived and now scientist are reading that people gooned to 939
lol
It should disable it
so no more render
no, like it did cull it as well
but when i see it, its in the wrong place
You need to take into account that when you parent it
coordinates become relative to the culling parent
so 0,0,0 is at the position of the culling parent
oh okay. so i need to make the position 0 0 0?
Yep
Of the thing you want to cull
And set the culling parent position to where you want the object to be
or just like get the position of the toy and subtract the position of the culling parent
do you think gameObject.transform.position = gameObject.transform.localPosition; would work
yeah i kinda figured i could do that.
ty both of oyu
with the thing sundune was asking when the of both the culling parent and the schematic position's were Vector3.zero it worked fine but when it was moved to 0,300,0 it did not
^talking about bullet's
they show in the void
Eggs and bakey
Well can you walk through them?
thats on surface?
What if you spawn the primitive without the culling parent
bullets hit
that fixed it on my client but now its probably at origin on server-side
Can you print if the gameobject is active?
gameobject.activeSelfInHiearchy
like this?
should i just separate collision & visual in this case?
and just have the collider primitives not under the culler
Yep
sends True
0 clue then honestly..
Might want to spawn extra box collider on the server side then
how do?
Well normal gameobject spawning
david r u David
Lalalalaa
People getting confused by parenting #4738915
parenting can go fuck it self
Nuh uh
It's very powerful
i did what they told me to do and it fixed it client side but then fucked it server-side
well yeah
Can you show how you spawn the thing
this makes it appear at the correct spot but it isnt actually
before i set the position properly it would be at the correct spot but appear in the completely wrong place
Can't you pass the transform when spawning
You need to SetParent(transform, false)
You're sending it back to the void anyway
okay so thats the part that i missed
then if i set pos to zero it should work right
because then both the client and server will agree on its position
Is the schematic static?
no
Then it should update properly
cat

kay so am i still doing something wrong
i do setparent(transform, false) on its own, and its wrong, and then i try both setting position and localposition to vector3.zero and its wrong
in the first case it just doesnt show up at all, in the latter two it shows up approximately around where it should but is still not there server-side
What if
You spawn the schematic after the culling parent
And give MER the transform to parent to
i have to spawn it after?
is there some kind of reading i can do about culling parents or is there literally nothing
obviously theres something i am not understanding here if doing exactly what works for others doesnt work for me
i will probably sleep on it
sometimes that helps
i feel like something is a bit buggy about them
relating to parenting?
the actual culling seems to work fine to me
but the parenting is FUCKING me UP
its either wrong on the server side or wrong on the client side, unplayable either way.
sorry to interupt you guys, but does anyone know how to set the ragdoll text when hovered over? like the death reason? it doesn't appear to be settable via the damage handler? would I have to make a new damage handler?
Custom damage handler
its a type, it may have some wrappers
i wonder if there's a custom attacker damage handler
Skill issue or MER issue 
does the spawning ragdoll event happen after or before dying do you know? because i donβt want my logging system to not see the actual reason of deathβ¦
or does death and ragdoll damage handlers get seperated? idk
most objects dont fully desync objects parented to them
Honestly just a skill issue
So if you parented the schematic to a regular primitive, it would work
Right?
hey uh does anyone have an example code how i customize the GUI from the chaoskeycard once it got inspected=?
What?
well. i mean. like the display where the player normaly plays snake on
Thats client side
Snake is client side
What you can do is patch the relay methods
To send fake data to other clients
Hello david
so.. how did someone manage to play bad apple on this 16 bit NES called a keycard?
client side mods
Mods.
oh....
You can do an NES emulator and plug it on Sl tho
using textoys
well i wanted to make an "Game" ui where the player can select different games other than Snake but... well it doesn't work if its client-sided..
I mean texttoys would be the best thing you can do
and doom is possible too
(i already did it)
do you have an showcase of it?
no because i didn't record it but i still have the plugin
tho i never completed the ai or fixed the shooting
but the enviorment works fine
i would really love to see how it looks. and also how texttoys look and if they are worth looking into
it looks blocky
thats it
lol
so... not THAT high quality like the snake game?
You do realize that Text Toy are just text
yea it makes sense
and you cannot do high fedelity "texture"
so obv it looks like blocky
- it needs to be fast
yea. but ngl i would love it if the snake game etc. would be server-sided. that would also allow developers to add other games other than snake.
it would be laggy
well it could be easly made if the server sends like a package to the client which has positions and a cooldown once these positions are to be removed/cleared. means the server sends like a block, the client saves it for the duration the server told it to. and after the duration it deletes/clears it.
due to the display only being 2 colors atm
atleast thats how i would do it.
where can i submit a petition to make the snake display stuff, server sided?
LabAPI Git
labapi github
k
technically server host suggestions but this feels more like labapi thing
Hello
well it kinda is due to it being LabAPI development stuff
how are you doing?
Where is the grandma from?
I'm from Czech Republic
it's not possible to track when a user opens their inventory, right?
wont work, i wanna do like a hint that only shows in ur inventory, wanna avoid clutter on screens as much as possible if it can be avoided
helo world
goodbye world
never world
if someone (obv not me) is developing a gamemode called steal a brainrot but in sl, would you play it 
obv p2w
sorry i only play pay to lose games
roblox game?
no in sl
How do you get texttoys to overlay the keycard?
Or do you just put it in front of the player
august 24th 2026
steal a brainrot
in sl
Well you're gonna have to do some math to make sure yaw is synced but it'll still have some delay
Or you can do some TMP trickery with hints
I asked because the original question asked if you could replace the snake mini-game with other stuff and you said you did doom using text toys
That implies that you had overlayed the snake screen with said text toys
What are you talking about
i was watching the final cutscene of a game
thats why
after alot of time i finally ended it
and thats when your message came don't worry about it
peak story ngl
??
how tf i cannot be sad, like i finished peak
and ngl sad asf
but i need to go to a fancy dinner
why does cedmod break my hsm TwT
it brakes everything
is it possible for me to write to my config file, and is it possible to do so from a static method?
there is no static method
Plugin::TryReadConfig
or ReadConfig
afaik
you should save config instances in the plugin itself though and override LoadConfigs from Plugins
I may have to write my own savestate file then...
This is more settings for players that the server remembers for them
you shouldnt save that in the main config
make another class for it
you can do TrySaveConfig from plugin too
just pass in your config instance to save with
I'll give that a go, thanks!
Oh and Lumi, I can give you the code for my TTS stuff if you like?
if it doesn't require any subscriptions or any extremely BS like code, then sure
I had to write a piped bridge to let x64 plugin talk to the x32 TTS lib
But no subscriptions, all open source
I'll send once I get polished up
Im trying to test my plugin but my LocalAdmin gives me "failed to authenticate: non-issued token used for Authentication"
How can I just disable authentication / fix this? Its a testing server so it doesnt really matter anyway
(hosting it locally on the same machine)
what is the easiest way to obtain the amount of class d and scientists that escaped?
at round end
or how does it works OnPlayerEscaped and OnPlayerEscaping
Use OnPlayerEscaping (to get their role before they escape), then store it into a list of escaped players
public override void OnPlayerEscaping(PlayerEscapingEventArgs ev)
{
if (ev.Player.Role == RoleTypeId.ClassD)
EscapadosD++;
else if (ev.Player.Role == RoleTypeId.Scientist)
EscapadosCientificos++;
}
Im using this but when i escape as a class-d it says 117 class d escaped. Idk why
So that when this event happens, it runs the logic to increment the escape counter?
instead of doing nothing
that will help to fix the bug?
the other part of the code is just round summary things, like damage, kills and these things, and these works fine
where i can check this?
in the event args
ev.Player?
is there an easy way to get the location of the plugin config folder?
found it, for anyone else looking for it, you can use this
this.GetConfigDirectory().FullName
@mild walrus @thin tusk
Don't do this to get escaped players
The game keeps track of this already
RoundSummary.EscapedClassD
RoundSummary.EscapedScientists
How would one use this
Is there a way for me to make a rigidbody not do stuff like impart forces on pickup objects i put inside of it?
I have a car with a waypoint attached which slurps up items well. But since the car is physics based, it is a rigidbody, and as such i see it constantly moving pickups around, which causes desync and is very annoying. If anyone knows a way to prevent rigidbodies from doing that with each other thatd be nice. But I think at a certain point I have to realize i need to just accept a suboptimal situation for the good and not waste time worrying about the bad.
@teal junco
holy shit im stupid haha
Nah all good lol
i guess i can just make pickups kinematic in there
W
If you don't want it to move at all you can set it to be static
isKinematic allows for movement in certain cases
it would still be less than ideal but not nausea inducing like trying to catch a slippery desynchery medkit sliding around the floor of my car going like 50
i just spat out word salad
Yeah a pickup in a car you can just set it to kinematic and it'll just plainly follow the movement of the car because the waypointtoy is its parent
yeah. Maybe I can put like a 1 second delay so it gets a chance to hit the floor
only possible issue is like. if a grenade gets in the car the pickups wont be scattered, but thats fine mostly.
do u guys ever start thinking something thru and start regretting your code structure
Yes
Also you might be able to use Physics.IgnoreCollider
Or is it Physics.IgnoreCollision
One of the two
You pass in two arguments and the arguments don't collide with each other
So you can have any pickup that touches the car stop detecting collisions after the first one
That way it hits the car, then sticks to it
im gonna have to fit in some code refactoring with my school work
or i just go on another haitus for 3 weeks
Check this out though, might be what you need
should i combine this with kinematic
because i fear that if they just dont collide the pickup will fall through the floor
Oh true
Maybe just detect the first collision and then isKinematic once you do
yea
Just add it to the toy you want to follow waypoints with
yo axwabo
can i ask you something
Ok why king has 35 tps out of 60 aren't you the guy who optimizes to the nano seconds

ngl thats crazy
you have meowdebugger π
you can immediately identify the cause
i don't really understand the question tbh
you are the guy who saves nano seconds and the server is doing 35 out of 60
bro thats crazy
Have you considered that SL itself has issues with performance
And that we can't optimize it that much 
i did
but thats crazy from the guy who saves nano seconds
Tbh 35 is fine
If SL didn't become another shooter 30 would be plenty
Also how many players were on
55665
your server?
i don't get what you're yapping about
when did i say i had a server with 35 TPS
is that what you meant?
whats nano seconds
and it's not my server
yea
so bro fix the tps
lol
i think you're the only one that cares
that sounds like a nw dev talking
i didn't play and complained i always lag
so
that was maro's job
you server got 2 dev only?@celest thorn
okay you go care about the server you work for that absolutely needs 60.0000000/60 tps
then what maro do
im NOT the one who cares that deeply
Maro makes towers and is owner
then why are you complaining about a server that you don't even play on
i make maps in general, and keep the server
I did play it
just i found it funny
lol
yea
i make gtag, Atoh, websites and working on side projects
nah
okay
so let me get this straight
you're blaming ME for the "poor performance" of an official server
NO im not blaming you
im just laughing that one of the dev team members
is like obsessed with nano seconds
and the server is 35 tps
you know how much i get, from it ||0, because i ask to not get paid lol||
i'm not gonna optimize code that isn't mine
crazy

at this point you could laugh at every developer who works on any server
i mean i did for all of the italians servers
and reported so many issues
but sometimes i get banned
just being polite
Bro you know fuck you
you want me to refrain from joining NW because i would optimize their code
but on a server i "develop" for, i have to fix the tps that NW caused
makes no sense
Wtf do you mean NW caused them?
i don't understand
idk
never got that much
but with 30 which is how many we are going to support is like 45
50 / 55 now
my server max is 45 and it may go 45 or less when full
nah full our is stable
because not alot goes off
like
hate optimizaion anyway
the servers they are hosted on are typically bad for performance, and cheap for the hosts to run
my friend told me to sell my car plugin. Greed or stroke of genius??
But rather than focus on cars i want to next make a helicopter
Because Air to air combat in SL has always been a dream of mine
air to air combat
what car
istg
you know the physics that goes into that
lol
actually surprisingly simple at a basic level
the helicopter just constantly pushes upward. and then tilts forward to make "upward" forward
war thunder in SL before surface rework
I don't remember who was doing it but did that SCP Prox chat plugin get released?
@upper vapor 
Damn why are you guys struggling so much with TPS
I use LudoHosting and never have to worry about it
either shit server hardware or unoptimised MER bs
π₯
I don't use MER so I don't have to worry lol
me either
The downside is that I need to hardcore my primitives
Did you mean "neither"
i dont have primitives
yes
Real asf
I have like
5 primitives
Around that
Actually 6 I think
7 if you count one that isn't visible nor collideable
labapi always says my tps is 50 no matter what so im unsure if that's my actual tps or not
Server.Tps that is
The "joke" was that I can't optimize an official server I'm a dev for
I'm not gonna go out of my way to optimize the base game that much π
Maybe just
Git gud
Bro what the fuck are you on

Im saying its 45 because we need to run alot of shit
Just optimize it better tbh
then that adds up
The test was done with everyone having all cosmetics
And being in different towers
At the same time
git: 'gud' is not a git command. See 'git --help'.
The most similar command is
gui
You have cosmetics
That's wild
Yea
money
Implement round robin and call it a day
As long as you don't have extremely restricted resources it'll boost a lot
Micro transaction that aren't even like obbligated and doesn't remove anything from you
other than adding cosmetics
And all of them are obtainable via free means
Micro transactions
I mean listen I understand it
It's like fortnite skins
patreon is the same thing tho
But that's crazy
would be too nice
Patreon and micro transactions are fundamentally very different
Fortnite skin is either you have save the world or you don't have them
What?
Here by Playing the game you obtain them
you obtain both exclusive for towers
and tickets
Yeah
tickets can be purchased for like 0.50c
or more
and then you can just buy skins
thats it
Yeah
or item to help you complete towers with buffs
Exactly my point
I'm not saying it's a bad thing, I'm saying I never expected to see that on an SL server lmao
It's crazy
There's some servers with straight up p2w
i don't remember but someone else made it before us
yea
it's uhh... strange
Like most servers have some kind of patreon benefits
It's just crazy to me to see micro transactions like that
https://ratcentral.skibiditoilet.net/π/q6accvg4.png
And btw even if you pay for items, all of the paid items are displayed and they say that you used them so people can clown on you lol
Okay I actually like that a lot lmao
They don't even save in the db as won towers in harder ones
I would fs clown on people for buying cosmetics in SL
Harder towers don't allow you to cheat
I personally don't like the hat stuff but I don't think it's bad, it's just a cool way to incentivise people supporting the server devs
i legit give like 1 thing on sl to people who donate/boost the discord lol
lmao fr
This one is not a cosmetic is just fly
+1
i see boosting the same as donating :3
I've personally crafted 47 different cosmetics, and 100 trails
by hand
I think it's a cool unique way to make money but I think it's an interesting choice for an SL server
But ig it makes sense since your server isn't even SL anymore lol
Unironically, the server I dev for also has a troll patreon tier like that
and really doesn't remove nor the gameplay but just adds
Yeah it's just odd
Because it's SCP:SL
and you can still flex because you have cool cosmetics from hard tower
And not CoD Warzone
bro how do you pay for machines
Yep but you aren't paying just for the cosmetics itself
Hosting is cheap as shit
but for the time of making it
Job
It's like at most β¬8/month
@slender lynx yo hear this guy out
8 months is not that crazy of a vps
A couple patreon supporters and we're making profit
and realize you cannot keep up
Huh?
idk if you realize but we don't only host server
we do the gtags and other stuff
so thats why
What are gtags
global tag tournamnets
No clue what that is
tournamnets that marketing / sl realizes in collaboration with some people
and for now we are the one realizing them
Interesting

