#plugins-dev-chat
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I don't know if its okay to share this here
The url contains malware samples (bc this what these guys do) & other stuff
lmao
better not share it xd
You can find it by the information i shared
okii
You guys should totally please like this post so maybe brayden works on it for next update ๐ฅบ
https://github.com/northwood-studios/LabAPI/issues/217

yo nw people whassup with pickup.Rigidbody.isKinematic suddenly doing nothing?
Hello Northwood
New update is disconnecting clients
soft style, they're still in limbo
multiple players
InvalidOperationException: SpectatableModuleBase of name 'Scp049-2(Clone)' does not have an owner!
at PlayerRoles.Spectating.SpectatableModuleBase.get_TargetHub () [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.SpectatableListEffects.Scp1576SpectatorIconEffect.UpdateVisibility () [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.SpectatableListElementBase.Update () [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.FullSizeSpectatableListElement.Update () [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.StandardSpectatableListElement.Update () [0x00000] in <00000000000000000000000000000000>:0
another player with this spammed in logs
game dies doing this
Disconnecting connId=0 to prevent exploits from an Exception in MessageHandler: ArgumentOutOfRangeException Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at PlayerRoles.Spectating.SpectatableListManager.OnVisibilityChanged (ReferenceHub hub, System.Boolean forceHidden) [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.SpectatableVisibilityManager+<>c.<RegisterHandler>b__7_0 (PlayerRoles.Spectating.SpectatableVisibilityMessages+SpectatableVisibilityMessage msg) [0x00000] in <00000000000000000000000000000000>:0
at Mirror.NetworkClient+<>c__DisplayClass56_0`1[T].<ReplaceHandler>b__0 (Mirror.NetworkConnection _, T value) [0x00000] in <00000000000000000000000000000000>:0
at Mirror.NetworkMessages+<>c__DisplayClass9_0`2[T,C].<WrapHandler>g__Wrapped|0 (C conn, T msg, System.Int32 _) [0x00000] in <00000000000000000000000000000000>:0
at Mirror.NetworkMessages+<>c__DisplayClass8_0`2[T,C].<WrapHandler>b__0 (Mirror.NetworkConnection conn, Mirror.NetworkReader reader, System.Int32 channelId) [0x00000] in <00000000000000000000000000000000>:0
at Mirror.NetworkClient.UnpackAndInvoke (Mirror.NetworkReader reader, System.Int32 channelId) [0x00000] in <00000000000000000000000000000000>:0
at Mirror.NetworkClient.OnTransportData (System.ArraySegment`1[T] data, System.Int32 channelId) [0x00000] in <00000000000000000000000000000000>:0
at Mirror.LiteNetLib4Mirror.LiteNetLib4MirrorClient.OnNetworkReceive (LiteNetLib.NetPeer peer, LiteNetLib.NetPacketReader reader, System.Byte channel, LiteNetLib.DeliveryMethod deliverymethod) [0x00000] in <00000000000000000000000000000000>:0
at LiteNetLib.NetManager.ProcessEvent (LiteNetLib.NetEvent evt) [0x00000] in <00000000000000000000000000000000>:0
at LiteNetLib.NetManager.PollEvents () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
Mirror.<>c__DisplayClass8_0`2:<WrapHandler>b__0(NetworkConnection, NetworkReader, Int32)
Mirror.NetworkClient:UnpackAndInvoke(NetworkReader, Int32)
Mirror.NetworkClient:OnTransportData(ArraySegment`1, Int32)
Mirror.LiteNetLib4Mirror.LiteNetLib4MirrorClient:OnNetworkReceive(NetPeer, NetPacketReader, Byte, DeliveryMethod)
LiteNetLib.NetManager:ProcessEvent(NetEvent)
LiteNetLib.NetManager:PollEvents()
@worthy rune sorry for ping, you're online and I figured you might be able to escalate
we're getting more and more reports and not just on our servers
players have tried different communities and ended up with the soft disconnect or a game crash
i remember seeing this exception before 14.1.4, is the soft lock on join new to this update?
it's not a soft lock on join
it's more like they play, and then get soft-dc'd from the server
still "connected" but nobody is moving etc
or they outright crash
ahh
considering how often it triggers i'd say pretty new
yeah pretty sure its known about(the exception that is) but before it was rather benign
ill forward this to them, although a issue should still be made(you need repoduction steps iirc)
another player
Happened 3-4 times to me,
To multiple other people in s1, apparently some peopels PCs were even crashing completely after they die
if we can figure some out
mostly on death it seems
i'm busy at work so we'll see later if i have time
but considering how frequent it is other players might beat me to it anyway
yeah that disconnect is the issue
the other two exceptions happened before
possibly, ty
yeah reported it already
decided to just use that method instead of IsSpectatable
i think the hotfix fixes that? probably?
there was issues with scale when it wasnt uniform along all axis https://docs.unity3d.com/6000.2/Documentation/ScriptReference/Transform-lossyScale.html so parent would be the waypoint and rotated child would be any ragdoll/hazard/pickup
while the distortion is small its pretty noticeable on ragdolls due to how they work
scale should not be used at all, bounds is meant as the replacement. the visualizer should be using bounds only(actually not sure about that?)
They've fixed it already (it didn't get merged)
Wait it is merged into master, idk if it made it into the build though
LabAPI 1.1.3 when :3
which two
oh
no i don't think so
It's on NuGet but it didn't make it into the release 
Early server build?
I'll check but I doubt it
does anyone remember the website for the scp sl server list?
scplist?
sorry my bad
Yeah
I know that one but i needed the Server ID
which is not provided there
:(
creating ai in sl
a huge mistake
How are you creating it?
currntly it just spinning around
with what logic
AHHAHAHAHAHHA
but going into point then
and then spinning
so i have to create some waypoint system
yes
cus when idle goes to check next to it
What i did was simple
and opening the door
i did not
Nah mine does whatever the fuck it wants and goes around
idk how even navmesh work
like combine
its complicated asf
lol
i don't even remember
i know i did it a ton of time ago
still works
13.0 / one of the last version of 12
and still today helds
but what i do is
NavMeshPath path = new();
NavMesh.CalculatePath(Position, TargetLocation, NavMesh.AllAreas, path);
And then send it to the Path System
and works with a waypoint system and indexes
if it finds one it goes and tries to move to that position slowly using the character move in sl and sets the position to the ReceivedPosition
This is how i did it
I cannot send code for 2 reasons
- I signed something with another dev to not release it, crazy enough so i cannot
- I just wanna keep the sauce but i will explain how it works
and its cool to learn
Yea he did
I took a similar approch for movement as him but module system different
Zero signing NDA before SL devs
No the guy wanted to sign it
or else no money
and because i did it with him (i just did all of the code)
and had the contract that i couldn't release it
i just cannot do much with it
thats why the aftermath one is totally different in alot of ways but shares similarities
Navmesh code seems dumb because it requires me to download unity and learn how to use it
Why not just make your own pathfinding 
you know how hard it is to make A* or anything else on sl
with basically a pit every 2 inches of the game
The A* algorithm isn't really complicated, it's actually finding/making the nodes that's complicated
I don't want to have to learn how to use Unity
Learning unity sounds stupid and boring
baritone?
Maybe I'll start by doing a kind of breadth-first search to find nodes and then A* to calculate paths
good luck
What you can do
define nodes at locations for each room type
connect them
Make doors nodes too
Gta has the node system for fucking roads
lol
imagine being a rockstar employee setting it up
What you're genius
david just killed zero
๐
Its named after that yea
ur silly zero
Will this be more efficient than making my own A* implementation and using that exclusively?
why?
wdym why, this conversation is the reason ๐ญ
Depends if you want the best route or satisfying enough one
Could you elaborate a bit
A* is just dijakstra with heursitics
You can easily adjust the code
To just prefer nodes closer to the target
it has a "go to this position" as a method so i only have to swap it to waypoint system
otherwise it can open doors too
Right I get that
I just mean like
Python has libraries you can import that use efficient methods written in C
So it's generally faster to import a library than make your own implementation in Python
Well I mean you can try
So the point I'm getting at is does the Dijkstra implemented by SL use a function you guys made in C# or is it some Unity internal BS that has a really fast implementation
My decision on what route I want to take largely depends on whether or not Dijkstra's algorithm for the rooms is highly optimized or not
Because if it is, I can use that first to figure out what path of rooms I need to take, and then use that information to selectively choose only the nodes I really need, and shorten the run-time and computation of the A* algorithm I implement
But if it's not, it might just be better to rely solely on my own A* code
i dont know what the funny name or the A* code is
They're pathfinding algorithms
A* is like Dijkstra but better
i dont do any path finding tbh
00:00 Intro
01:38 Change the lengths!
06:34 What is a good potential?
12:31 Implementation
16:20 Bonus
Tom Slรกma's video: https://youtu.be/umszOeerdsU
Our Patreon: https://www.patreon.com/Polylog
Github: https://github.com/polylog-cs/Astar/tree/main
Blog: https://vasekrozhon.wordpress.com/2024/09/04/the-hidden-beauty-of-the-a-algorithm/
Some...
my path finding is unique
It's really quite nice
How do you call it?
SlejmUr*
ghostbusters
oh
its how not who
TestFindingForReal_Backup (Copy) (3) - Release
No need to do that if you can manage everything on the server
For loop xdd
Real
This string of four messages is single-handedly one of the greatest things I've seen in this channel
Exactly
So I'm not gonna make navmeshes
I mean that works too

What I wanted to say was if you can figure out the navmesh to work with plugins only then no need to install unity
The problem is getting the navmesh in the first place
Interfacing with it I think you can do with just plugin stuff
Navmesh.Build

(Idk how it works)
Yeah I've noticed that everyone I see doing navmeshes use Unity
Build in runtime
Stop drinking
No
how
What
What character
what?
if i remember correctly this was a scene when they were embarking for the central city
but not sure she drinks alot in the game
lol
Cheers
Genshin character?
Im gonna cover the spoilers obv
The character is complicated she is pyra,||she is a downgrade version of mythra|| and she is really nice compared to mythra but later in the game you understand why mythra is so cold
No she is from just one game of the series, Xenoblade Chronicles 2
and she is pyra but at the same time is mythra
and a goddess sword
called the Aegis which only 2 exist and one is evil
oh Switch
yes
yea btw if you search pyra, mythra might show up or vice versa because they are the same person
something i didn't understand when maro explained it to me
but now that i played the game i actually understood it
Inside you have 2 Xenoblade character, pyra, mythra
there's an entire generator in the game for blades
im not even kidding
but yea there are unique blades
yea
thats the sprite for the menu
if you check on my bio you can see the original model stripped from the nintendo switch and the ground is a map in the game called "Dream World Elysium"
honestly i would reccomend it to play it, but if you find boring JRPG then don't because im starting to a bit like them
but sometimes they are boring
yes
Mythra is powerful asf
Pyra is the downgrade
and then there is Pythra, Myra or how tf its called which is both combined
and fucking mega op level of shit
i honestly found out about xenoblade when i was little but never bought it, and then from smash the only character i know how to play good
Plot is not really common
i've never seen a similar plot
Zeros plot?
btw each game as a different plot but all of them with time or shit like that in mind
i still don't understand where time makes sense in xenoblade chronicles 2
but in the other 2 its understandable
but idk i would say play it, i really liked the story and thats what i would recommend it for
FR???
now i have to access it using vpn
CRAZY
Getting blocked by the chinese before gta 6
xdddd
yea btw guys im gonna contact the chinese government to unlock me
unlock?
Test any website to see if it is blocked in China in real time.
my website is locked ;(
everywhere in china
OH because i host it on vercel
and they blocked vercel
XXXXXXDDDDDDDDD
try not to get political challenge

BRO ITS NOT POLITICAL MY WEBSITE ;((
not talking about you
i just wanna say some things that are probably better off not said
oh yea
obv like a date in particular
pffffft
mrboost
like
"WE HAVE 3 GOVERNMENT AGENCY HUNTING ME, A COMPANY AND AN INDIVIDUAL AND TODAY WE ARE TRYING TO ESCAPE FROM THEIR SNIPER WITH A 1 DOLLAR HOUSE, 1000 DOLLAR HOUSE TO 1M DOLLAR HOUSE"
This level
mr breast
you watch mr breast?
no
sad
okay unity is just so cool
i have two objects, one of which must have a rigidbody, and some boolean logic determines which one should have it
i use TryGetComponent to avoid duplicates
sometimes this assignment happens twice in a frame, so if i've destroyed the rigidbody, TryGetComponent still finds it, leaving me with no rb at all


-# you can't detect whether the rb is destroyed becaues it has no destroyCancellationToken
check 0.1 frame later
check every frame
real
I can't, it happens all in one frame
Solved it another way but it's annoying af
I agree
Shlรฆym
i gonna do unpredictable thigns to you
ur a girl?!?!?!?!
This chat is so girly
like this?
No
what could be worse than worse
bro admit it
what is yo genda
my genda? i'm a mekanik
Wat
do something a girl would never do
like... be a guy!

yes
why is that an emoji here
since when
@lucid
oh
@mild ice
when did you add this
Lel
Mayhap
So people can say thanks :D
but
this is SL
why thank people when you can kill them
i am PRing this to secretapi
I didn't manage to increase 049-2 damage when attacking another player, anyone has an idea how to ?
Can't just do ev.DamageHandler.Damage *= 1.5f ๐
if (ev.Attacker != Owner)
return;
if (ev.DamageHandler is not Scp049DamageHandler handler ||
handler.DamageSubType != Scp049DamageHandler.AttackType.Scp0492)
return;
// default is 40
handler.Damage = 45;
oh my, it works better ty you two
np
SettableDamageHandlerBase in the next update 
honestly bugs are features
developer we have a feature
then why are you pinging me
?
cuz
feature = bug
did you mean
bug = feature
features can create features
YEAAA
see you understand us
should i use the nw method for doing http request?
okay i hate feature now
"A bugok mรบlandรณak, de a fรญcs รถrรถk."
I don't think that can be translated
translate
or i will call the mods...

crazy
In Hungarian is better since the word play with features and "fรญcs รถrรถk"
ask gemini to explain it
honestly instead answer me this riddle
whats better using for a web url request in json, NW methods or something else?
crazy
;(
how about you don't json
use protobuf
you know what i will use nothing
GENIUS
Why exactly a web url
Wdym?
probably api calls
yea
its a GET
not a post
i don't need to add
but i need to Get
data
No the token is in the get
because its part of the url

Bruh
Mw when yoh can vreate yoh rown header segment
i need to do a request from an SL plugin
lol
just need to get the info and thats it
GET /api/search?userid=meow
similar to that
Whatever you want btw
like i need to do a request from SL
and get the json
which lib i could use
because SL one fucking suck ass
HttpQuery
ig i could try it
Northwood methods don't even fucking have the barear token
this is used by nw centrals
unity thinks my escape key is still down ๐ญ
i can't edit any values nor does it take any keyboard input
How can I check if an animator is playing an animation?
IsPlaying
it really is that simple
nvm there is no that
ye there is no other wayhttps://discussions.unity.com/t/how-can-i-check-if-an-animation-is-playing-or-has-finished-using-animator-c/57888/2
thanks
np
Is this built into the animator, what does layer index do in this function, what does GetCurrentAnimatorStateInfo(0) return that you need to normalize, what is .normalizedTime, and does it return a linear scale 0->1 based on how complete the animation is based on time (eg. 0.5f means the animation is half-way done) or is it some other factor
Sorry for all the questions I'm just curious
layer index is the base layer (first layer), so if you don't have anything on a different layer (no reason for simple animations) then it's okay to use
yes it returns a 0-1 float
actually it might go over 1
And how can I check if an animation is playing by animation name?
I'm dump for unity sry
what you did
if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
{
player.DisableEffect<Ensnared>();
Timing.KillCoroutines(player.NetworkId.ToString());
yield break;
}```
why not store the coroutine
multiple corrutine can exist with the same tag
i mean i hope theyre doing it because theres multiple
Doesn't really work now xd
but even then the naming of just "2" feels weird 
well 2 or wtv else the id is for the player but ykwim
When I start the animation the hash is the same as in the coroutine
what
aha my skill issu sorry it's late
I didn't know you could just the hash of a coroutine, how do you set them to be a specific string?
.Thing(Method(), "hi")
It's tag of the coroutine
tag yea
That's fire
peak github
(the fixes keyword should add it)
i don't wanna start a review on github but you should probably return false on line 204
they didnt even checked my PR yet
github should automatically reference that issue, no?
then have to edit the 181 one
yeah i'm debating whether that should return true if any succeed or if all succeed
i mean someone at nw
Ye, j thinking that too
Lmk whatever you want and can add it, not much tbh.
And since NW is currently at high time since release dropped i can wait, i just prioritize some stuff until its done lel
I have no idea what you guys are talking about but epic 
Perhaps scroll up 
I'm just waiting for a hotfix to yesterday's update
I did, but I don't have immediate access to a computer nor GitHub and you're talking about "Oh maybe the thing on line 181 should be changed" and I'm sitting here "What the hell are you talking about"
Finally 14.1.4.1 is become a reality
You're assuming I have access to something I don't have access to
I through if you have access to this chat you might have access to github
Even if you unable to log in, you are able to like check it
My bad if you are unable and you require some software or specific hardware to do
tbf their versioning scheme is a bit dumb
Dw I have some stupid one too
Atleast it not mc that O literally needed like 2 years to actually got what the numbers was
25w47
lel
I have a GitHub account
You want me to read through your personal PR on a phone?
Sounds like a nightmare
Its eveday
That's insane
The text wrapping is crazy
Idk how you parse that shit
I haven't downloaded the app
I have no real reason to other than for this niche case to disable text wrapping for the github website so I can view people's PRs on mobile
Maybe if people got in the habit of actually explaining shit I wouldn't be having this issue
I criticize developers for it all the time
No one takes the time to explain the shit they do or how something works or even just what they're talking about
They always assume the other person is privy to all the same information they have
No dude
I started programming in C# like a year ago, I'm still learning shit
I don't even know how to use Unity lol
Maybe just explain yourself from time to time and stop assuming everyone knows all the same shit you do
It's a problem I experience almost every day here
And I feel I can adopt that standpoint because whenever I talk about something, I always explain myself, and am open to questions and comments
I've been kind of made fun of in the past for not knowing certain things and that feeling sucks
I'm doing my best to learn, and everyone had to learn it at some point
I'm sorry I'm not good enough in your eyes, but I'm trying
idk
someone ragebait NW into releasing the hotfix before I have to listen to more players complaining about something I have no control over
I think it's a very real problem people experience, being made fun of for not knowing a seemingly "basic" concept in programming
A lot of devs adopt a gate-keeping mentality
It doesn't necessarily apply in this situation because I escalated it past the initial point
It's not incredibly common, but I've gotten into huge arguments here before just because I tried to clarify something or ask a question
It's part of why I tend to be very apologetic on these forums
I've had moments in the past where I ask a question and get flamed for not knowing it
Real
I'm just gonna move on, it's something I've wanted to say for a while and I don't really want to hammer the point past my comments
Just wanted to say it so it's out there
Anyways, how about that weather huh
i think people can definitely be nicer but also i think a lot of people here are tired of answering the same googleable questions
Real
I'm victim to that mentality too
And it's entirely justified
don't assume everyone has to teach stuff for free to you though
it's fine to not know somthing
it's not fine to demand others to explain it to you
Also true
im probably missing some assembly but idk which
Component.GetComponent works fine
Component.AddComponent Cannot resolve symbol 'AddComponent'
did anyone else run into this too?
edit: turns out only gameobjects have addcomponent. make sure you don't have a transform and actually a gameobject ๐
here are all the assemblies i got referenced
the assembly-csharp is publicized btw
There's also a difference between asking something without trying to research and an with trying to research it
Generally when I ask a question, I have checked online for a source and haven't found an answer
I very commonly answer 99% of the questions I have through my own due diligence
And my experience with being shunned for asking a question has been more when I generally ask it than when I specfically ask it
well even with research, people don't have to answer
but they also don't need to be shit about it
Yes but that's what these channels exist for lmao #1274618202227216414
Hence why I say this
like one guy that spammed me to off myself
Yeah
I mention it because I have had times early on where I go to a support form and have people call me an idiot for not knowing something
Like I'm asking for help, I tried figuring it out and I couldn't, why are you flaming me for reaching out
If I asked a question and someone politely said "I don't care to answer this question right now" I wouldn't be here talking about it because that's fine
It's when you get ostracized for not knowing something
i often avoid answering very simple questions cause such people tend to often spam you with similar stuff later, but i just ignore them, not get angry
(a lot of people DON'T want to do research and expect others to tell them everything and it's hard to tell such people apart beforehand)
one guy once spammed me for 2 months after i answered him once 
I thought components also had addcomponent, turns out they dont ๐ only gameobjects seems to have that. try making sure its a gameobject if anyone else hits this in the future
Real
That's fucked
Atp just vibe code dude
If you're asking simple questions for months maybe you'd benefit from a little AI companion
2mo is actually wild tho
Yeah I figured
Components iirc aren't Unity engine components
They're a different thing
If you want to add a component to a game object you use AddComponent on the game object
It was a weird thing I learned myself when I made a component for 096
also I thought it did
does MonoBehaviour maybe have it instead?
i guess let me check
best part
I was ignoring the dude after the 3rd question
but he kept doing it
i guess no. only game objects have it. but you can very easily access the gameobject anyways from there
gameObject.AddComponent
weird, I swear I could do it off monobehaviours in thw past
I just tried transform.AddComponent and that was what i was missing lol
I mean kind of makes sense? as like a component cant have a component inside of it, can only be next to one but then why can I get component from a component
unity being weird
well they exposed it like that for convinience
so you don't need to do gameObject every time you do getcomponent from your script
Yeah it's the unity hierarchy thing
Components can stem from game objects but not other components
You can create another game object to hold other components
yeah I just can't wrap my head around transform being a component
it feels like a core part of gameObject. I mean you can't have a gameObject without transform can you?
it kinda is, all gameObjects have a transform iirc
transform is also used for parenting so thats how gameObjects can have a hierarchy
When is SCP: Super Secret Laboratory dropping
SCP:SL - Season 2
how did you get the dummy to walk if you dont mind me asking?
Do you mind if I DM back and forth for what you're looking for exactly?
I managed to get it figured out after looking at the messages here a bit more, thanks for the help tho!
No worries!
backtracker maybe?
This looks like desync between client and server position, maybe I'm wrong though?
backtracker handles rollback for hit validation
could be that there's mismatches due to what you do with dummies
idk nw moment probably
Oddly I don't have this issue with my dummy movement
im pretty sure its not desync as the dummy works fine with everything i need it to besides hitboxes while its moving
i can also shoot it fine when its at the destination i have it moving too
I know i could make custom hitboxes but that would prob make my server tps drop to hell ๐ญ
I'd recommend going with Cyn's suggestion then, seeing if that helps
you kinda can't anyway though
since we have no control over the client
939 cues server-side when
i mean by using ghost objects that could be shot and having them follow where the dummy is but that would probably be suboptimal lol
i guess
what would you recomend I do with backtracker?
no idea, just looks like that kind of bug
yeah lol
could probably patch hit validation to be more lenient with your training dummies
wanted to include it on my pvp server I made
if the client reports a hit against one accept it
what exactly would I patch?
(I have not actually made a harmony patch before TwT)
lemme hunt it down in SL's code
holy shit
yeah nvm not possible from what I see
the server resimulates the shot as best as it can
it doesn't care much about who the client says they shot, outside of rolling back the target too
it doesn't pass in the supposed target anywhere that would allow you to add leniency
from looking at it now I understand why the hitreg's so ass at times ๐
seems like you're out of luck for this, rip
I guess had an extension method for it
It really does get annoying when you have to write .gameObject for the 100th time
You can 
can i see the code for how you move the dummy, im wondering why backtracking isnt working here
Wild guess but maybe it's due to setting the ReceivedPosition for movement?
Anyone knows how much does the "You are X" stay on the screen?
wdym?
Can someone explain why the Server.PlayerCount doesnโt decrease when a player leaves the server?
private void OnPlayerJoined(PlayerJoinedEventArgs ev)
{
bot?.UpdateStatus();
}
private void OnPlayerLeft(PlayerLeftEventArgs ev)
{
bot?.UpdateStatus();
}```Only PlayerJoined works correct :/
i also tried delaying the update in PlayerLeft
you should use ReferenceHub.OnPlayerAdded/Removed
itโs what I use for DiscordLab
Thanks ๐๐ป
At the point of the event being called, it hasn't removed the player from the list
You can do Timing.CallDelayed(0, UpdateStatus)
What Lumi sent works, too
this is why we need a destroying event lol
make a PR I mean a Issue
Jarvis, Destory MainCameraController every 1.3 seconds
Jarvis, push commit and merge to master
jovix destory the map per frame
remember that dummies run on server soo its like 0 latency
normally clients use backtracker which use latency
but not sure what happens with this on video
Does Server.PlayerCount continue to work when using reference hub events? I want to make sure I don't have to update my plugin
Also dawg wtf is this
yes, it does work
works fine for me
Is there any way to give infinity stamina to certain player without using SecretAPI?
Adrenaline?
Use Invigorated
No
I need something like Exiled's isUsingStamina
The Effect is fine^
let me check
Patch the method
Inventory.StaminaUsageMultiplier to be *= 0
sorry 0
not 1
im stupod
which method should i patch
Inventory.StaminaUsageMultiplier the getter and set it to multiple by 0
the result
Perfectly worked! thanks a lot
No problem
btw i patched this method using Prefix, could this cause losing tps?
No its just i bool check and a multiplication
Nanoseconds
isnโt transpiler technically better anyway as it actually adds to the IL whereas prefix is a method that is called every time the patched method is called?
or do they just even out atp
unless called millions of times a second youll be fine
lel
Got other issues atp than 1 nanosecond lost
nah this is picoseconds
I call it as time that players can't react
depends how you do the transpiler, since if you use the transpiler to invoke a method you pretty much have the same overhead as a prefix(as thats also just a method call)
many people do unless itโs a 1 line addition or smth
Yup
I do wonder something there's a way i can make the toy for culling like make it work with a scale like make a box which contains all of the objects inside so like bounds
No
Do you need to use the referencehub?
uh, dummy
if (refHub.roleManager.CurrentRole is not IFpcRole fpcRole)
return;
fpcRole.FpcModule.Motor.ScaleController.Scale *= 2;
This is how you do it
okay
ye
Axwabo you know a way?
you create a new bounds struct at the origin (you would probably know the origin)
then go through each object, get its meshfilter, ad call bounds.Encapsulate(meshFilter.bounds)
should give you a bounds that wraps everything in it
maybe increase the extents by a bit
Funny enough i already did it alot of time ago commented the code and never deleted it
Bruh
i just need to make a system to find if a parent has the thing
so i need to make a system to find if it has the parent the CullingToy
problem is it wouldn't work if for example i have triple parent
Does anyone know if it's fully client-sided?
I couldn't find anything on the server regarding this
probably, some hints can be client sided
i think they meant the using function
at the start it was server side
not the hint
yeah
thought so
i feel like the server would also need to validate it after the client anyway otherwise people will just remove the client check lol
this worked
now i don't think it does anymore
but i remember at the start it worked the fake item usage
it was sooo cool
Wasn't there a way to force someone to shoot?
You would need to publicize the code but i think its ```
AutomaticActionModule::ServerShoot()
We want it back
i cant believe this
If you have a parent in a parent you're cooked
GetComponentInParent works for child->parent detection, but then you need to delay the bounds calculation by a frame
I already found a reliable way
and testing it on unity doesn't take tooo much
just ms
now im gonna test it on sl
GetComponentsInChildren
Just don't do what I did 
Running the same detection twice in the first frame, each of which runs 4 other sub-detections
(11K*2+ ~2500*2*4 child checks)
Actually, add another two 11K
2sec
IScp914ItemProcessor? processor = Scp914.GetItemProcessor(item.Type);
well
this is for item
processor?.UpgradeItem(setting, item);
but i assume theres for pickup
(its using LabAPI not basegame Scp914)
i think
I guess that could work
ah, sadly im at school rn and i haven't pushed to my git for it yet TwT
Check how Scp914Controller or smth works
Remote desktop into your home computer 
UpgradePickup instead of UpgradeItem
can we see some code
is 3 getting logged
when you upgrade it, it also sets the position iirc
so try saving the position before upgrading and apply the saved one after its upgraded to fix its position
pickup the item, upgrade
So
You should use that instead of the already upgraded item
I think that item already got destroyed
processor returns a new item(old one is destroyed), so use set the position on the result instead
var ret = proc...
ret.Result //foreach this
res.Position = ev.player.pos
Yes
But you should check if the resulting pickups actually has any itmes
Not just null
I do wonder something are you guys going to expand animcullingstats it sounds SOOO Cool
the onGui updates etc...
What
What
Use Scp914Upgrader
Oh you
Oh
Right
You wanted to upgrade in place
Why not just return if the processor is null
what
Where is SCP-173's new room?
049
if (processor == null)
return;
hcz049
ArgumentNullException.ThrowIfNull(processor);
yuck
processor!!.UpgradePickup
why are you guys like this
Someone thought that volume is a percentage and this happened post update 
https://cdn.discordapp.com/attachments/1418203718700109897/1418206050410168363/Klip_wideo_bez_tytuu_Wykonano_za_pomoca_Clipchamp_6.mp4?ex=68cd46cf&is=68cbf54f&hm=0b8115e6844b952a4c2d64de07a46600ec8ec219e0c43c3a69f93e345bc64445&
skull
because it is 
pov: stupid
๐
๐
๐
david please add a method that must be called before setting the volume of a speaker toy above 1
like
SpeakerToyVolumeWarning.IKnowThatAmplifyingSpeakersAboveOneCanCauseHearingLossButIDontGiveAShit();
speakerToy.Volume = 2;
if you don't call it then the setter will throw
Dupe
Ngl amazing
love it
https://i.e-z.host/๐/fog3548s.png
is this good and can you understand this should be culling bounding box? (its auto calculated but can be increased)
too tall







