#plugins-dev-chat

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celest thorn
#

my disk

plain gazelle
#

gib

restive turret
#

I don't know if its okay to share this here

#

The url contains malware samples (bc this what these guys do) & other stuff

plain gazelle
#

lmao
better not share it xd

restive turret
#

You can find it by the information i shared

plain gazelle
#

okii

tacit badger
#

yo nw people whassup with pickup.Rigidbody.isKinematic suddenly doing nothing?

grand flower
#

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

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players have tried different communities and ended up with the soft disconnect or a game crash

worthy rune
#

i remember seeing this exception before 14.1.4, is the soft lock on join new to this update?

grand flower
#

it's not a soft lock on join

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it's more like they play, and then get soft-dc'd from the server

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still "connected" but nobody is moving etc

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or they outright crash

worthy rune
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ahh

grand flower
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considering how often it triggers i'd say pretty new

worthy rune
#

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)

grand flower
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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

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if we can figure some out

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mostly on death it seems

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i'm busy at work so we'll see later if i have time

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but considering how frequent it is other players might beat me to it anyway

swift nexus
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the other two exceptions happened before

grand flower
#

guessing it's this

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so the new spectator hiding thing breaks stuff?

swift nexus
#

possibly, ty

grand flower
#

we do use it so it checks out

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rip

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fingers crossed we can get a hotfix ;-;

wheat flower
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peak production code

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thanks northwood, very cool!

grand flower
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decided to just use that method instead of IsSpectatable

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i think the hotfix fixes that? probably?

worthy rune
#

while the distortion is small its pretty noticeable on ragdolls due to how they work

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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?)

upper vapor
#

Me when they aren't gone

#

You will not survive your own death

upper vapor
#

LabAPI 1.1.3 when :3

unique crane
#

@grand flower

#

Does these 2 exceptions happen at the same time?

grand flower
#

oh

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no i don't think so

upper vapor
restive turret
#

Early server build?

upper vapor
#

I'll check but I doubt it

static meteor
#

Should be LabAPI 1.1.3^

upper vapor
#

Epic

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14.1.4.1 is real

celest thorn
#

does anyone remember the website for the scp sl server list?

static meteor
#

scplist?

celest thorn
static meteor
upper vapor
#

Yeah

celest thorn
#

thank you

#

forgot about that website

upper vapor
#

It's crazy how the subdomain reflects the functionality

celest thorn
#

which is not provided there

upper vapor
#

:(

restive turret
celest thorn
#

i cannot be mad at the cat

upper vapor
#

Sneak peek maybe?

restive turret
#

creating ai in sl

celest thorn
#

i like that

restive turret
#

a huge mistake

celest thorn
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already done it

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but i already love the idea

celest thorn
restive turret
#

currntly it just spinning around

celest thorn
#

with what logic

celest thorn
restive turret
#

but going into point then

celest thorn
#

and then spinning

restive turret
#

so i have to create some waypoint system

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yes

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cus when idle goes to check next to it

celest thorn
restive turret
#

and opening the door

celest thorn
#

just waypoint

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based on the navmesh

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in this way i can do even cool stuff

restive turret
#

navmesh?

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oh

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๐Ÿ˜ญ

celest thorn
#

yea obv i move it with navmesh

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and the waypoint system parse it

restive turret
#

i did not

celest thorn
#

Nah mine does whatever the fuck it wants and goes around

restive turret
#

idk how even navmesh work

celest thorn
#

i made it modular so i can make an ai cannot walk

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but can shoot

restive turret
#

like combine

celest thorn
#

Yea

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infact the AI Was called Omegatronic first version and second Combine

restive turret
#

can i get a peak at yo navmesh sys

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might help my shit

celest thorn
#

its complicated asf

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lol

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i don't even remember

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i know i did it a ton of time ago

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still works

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13.0 / one of the last version of 12

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and still today helds

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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

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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

celest thorn
unique crane
#

Swift did them

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I remember

celest thorn
#

I cannot send code for 2 reasons

  1. I signed something with another dev to not release it, crazy enough so i cannot
  2. I just wanna keep the sauce but i will explain how it works
#

and its cool to learn

celest thorn
#

I took a similar approch for movement as him but module system different

unique crane
#

Zero signing NDA before SL devs

celest thorn
#

or else no money

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and because i did it with him (i just did all of the code)

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and had the contract that i couldn't release it

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i just cannot do much with it

#

thats why the aftermath one is totally different in alot of ways but shares similarities

slate flume
#

Navmesh code seems dumb because it requires me to download unity and learn how to use it

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Why not just make your own pathfinding troll

celest thorn
#

with basically a pit every 2 inches of the game

slate flume
celest thorn
#

yea

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navmesh does that for you pratically

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so why

slate flume
#

I don't want to have to learn how to use Unity

unique crane
#

I would look at what barotrauma does

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But with 1 extra dimension unfortunely

slate flume
#

Learning unity sounds stupid and boring

celest thorn
slate flume
#

Maybe I'll start by doing a kind of breadth-first search to find nodes and then A* to calculate paths

unique crane
#

You have dijakstra in Room class

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Use that just with your own nodes

celest thorn
#

good luck

unique crane
#

What you can do

#

define nodes at locations for each room type

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connect them

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Make doors nodes too

celest thorn
#

What gta does

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lol

unique crane
#

Interconnect rooms by that

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yea

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xd

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and baro

celest thorn
#

Gta has the node system for fucking roads

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lol

#

imagine being a rockstar employee setting it up

slate flume
unique crane
#

I say

#

look at what barotrauma does xd

celest thorn
#

wtf is barotrauma

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WTF

#

BRO

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EWWW

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GOD

#

I WANNA DIE

icy knoll
#

david just killed zero

celest thorn
#

ew

unique crane
#

I mean the game

#

Not the sickness

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๐Ÿ’€

icy knoll
#

๐Ÿ’€

celest thorn
#

i search it up

unique crane
#

Its named after that yea

celest thorn
#

and saw an eye full of blood

#

god

icy knoll
#

ur silly zero

slate flume
celest thorn
icy knoll
#

wdym why, this conversation is the reason ๐Ÿ˜ญ

unique crane
slate flume
unique crane
#

A* is just dijakstra with heursitics

#

You can easily adjust the code

#

To just prefer nodes closer to the target

celest thorn
#

make players nodes too

restive turret
#

real

#

my ai works in some misterous way

celest thorn
#

technically players and items could be nodes

#

with doors

restive turret
#

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

slate flume
#

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

unique crane
#

Well I mean you can try

restive turret
slate flume
#

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

restive turret
#

i dont know what the funny name or the A* code is

slate flume
#

A* is like Dijkstra but better

restive turret
restive turret
#

my path finding is unique

slate flume
#

It's really quite nice

celest thorn
slate flume
restive turret
#

oh

#

its how not who

#

TestFindingForReal_Backup (Copy) (3) - Release

upper vapor
slate flume
slate flume
#

So I'm not gonna make navmeshes

upper vapor
#

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

slate flume
#

Interfacing with it I think you can do with just plugin stuff

upper vapor
#

(Idk how it works)

slate flume
restive turret
celest thorn
#

Honestly guys

#

i hate navmesh

restive turret
#

Stop drinking

celest thorn
#

you know how hot is it here

restive turret
#

Nothankyou

tepid sluice
#

how

restive turret
tepid sluice
#

I just have 0 clue about this character

#

Lemme guess

restive turret
#

What character

celest thorn
celest thorn
#

if i remember correctly this was a scene when they were embarking for the central city

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but not sure she drinks alot in the game

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lol

restive turret
tepid sluice
#

Genshin character?

celest thorn
# tepid sluice here

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

celest thorn
#

and she is pyra but at the same time is mythra

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and a goddess sword

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called the Aegis which only 2 exist and one is evil

tepid sluice
#

oh Switch

celest thorn
celest thorn
#

something i didn't understand when maro explained it to me

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but now that i played the game i actually understood it

restive turret
#

Inside you have 2 Xenoblade character, pyra, mythra

celest thorn
#

im not even kidding

tepid sluice
celest thorn
#

but yea there are unique blades

celest thorn
#

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

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but sometimes they are boring

tepid sluice
#

oh

#

they are same person so

hearty shard
celest thorn
#

Mythra is powerful asf

#

Pyra is the downgrade

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and then there is Pythra, Myra or how tf its called which is both combined

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and fucking mega op level of shit

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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

tepid sluice
#

The plot feels familiar to me

celest thorn
#

i've never seen a similar plot

restive turret
#

Zeros plot?

celest thorn
#

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

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but in the other 2 its understandable

celest thorn
tepid sluice
#

@celest thornYour website just blocked by our gfw

#

๐Ÿ”ฅ

tepid sluice
#

now i have to access it using vpn

celest thorn
celest thorn
#

Getting blocked by the chinese before gta 6

celest thorn
#

yea btw guys im gonna contact the chinese government to unlock me

celest thorn
#

my website is locked ;(

#

everywhere in china

#

OH because i host it on vercel

#

and they blocked vercel

upper vapor
#

XXXXXXDDDDDDDDD

celest thorn
#

I could ask to unlock it

#

but they block every provider

#

ovh etc....

upper vapor
#

try not to get political challenge

static meteor
celest thorn
upper vapor
#

not talking about you

#

i just wanna say some things that are probably better off not said

celest thorn
#

obv like a date in particular

upper vapor
#

pffffft

celest thorn
#

(im getting shot by the chinese government)

#

You know mrbeast video start?

upper vapor
#

mrboost

celest thorn
#

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

celest thorn
upper vapor
celest thorn
upper vapor
#

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

hearty shard
upper vapor
#

-# you can't detect whether the rb is destroyed becaues it has no destroyCancellationToken

restive turret
#

check 0.1 frame later

hearty shard
#

check every frame

restive turret
#

real

hearty shard
#

slejm is it slime

#

or slaym

upper vapor
restive turret
restive turret
#

jk

upper vapor
#

SLAAAYYYYing Nailpolish Nailpolish TFA_Sparkles

upper vapor
restive turret
#

i gonna do unpredictable thigns to you

hearty shard
celest thorn
#

This chat is so girly

upper vapor
restive turret
restive turret
#

Worst

upper vapor
#

what could be worse than worse

celest thorn
restive turret
#

U want proof that im not girl?

#

Like birht cert

upper vapor
#

what is yo genda
my genda? i'm a mekanik

restive turret
#

Wat

hearty shard
restive turret
hearty shard
#

why is that an emoji here

#

since when

#

@lucid

#

oh

#

@mild ice

#

when did you add this

restive turret
#

Lel

unique crane
mild ice
hearty shard
#

this is SL

#

why thank people when you can kill them

hearty shard
restive turret
hearty shard
#

i didnt ask

restive turret
#

I did not care

celest thorn
#

yo i need a name idea

#

nvm found it

upper vapor
#

why did my msesage not send

modern lark
#

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 ๐Ÿ˜”

upper vapor
#

you can

#

cast it to StandardDamageHandler

modern lark
#

oh ?

#

Ty, will try

hearty shard
#
if (ev.Attacker != Owner)
                return;

            if (ev.DamageHandler is not Scp049DamageHandler handler ||
                handler.DamageSubType != Scp049DamageHandler.AttackType.Scp0492)
                return;

            // default is 40
            handler.Damage = 45;
restive turret
modern lark
#

oh my, it works better ty you two

upper vapor
#

np

modern lark
#

Would not think first about StandardDamageHandler

upper vapor
#

society if DamageHandlerBase had a setter for damage

icy knoll
tepid sluice
upper vapor
#

then why are you pinging me

celest thorn
upper vapor
#

if we have a feature

#

why ping the dev

#

did't you want a feature?

tepid sluice
#

cuz

celest thorn
#

because features are dangerous

#

they can create bugs

tepid sluice
#

feature = bug

upper vapor
#

did you mean

celest thorn
#

bug = feature

upper vapor
#

features can create features

celest thorn
#

see you understand us

#

should i use the nw method for doing http request?

tepid sluice
#

can we do

#

feature.new()

upper vapor
#

no because feature is abstract

#

you need an explicit implementation

tepid sluice
#

okay i hate feature now

restive turret
upper vapor
#

XXXXXDDDDDDDD

#

โŒ feature
โœ… fever

restive turret
#

I don't think that can be translated

celest thorn
#

or i will call the mods...

restive turret
#

It losing the word play but

#

The bugs fleeting, but the features stays forever

celest thorn
#

crazy

upper vapor
#

Bugs are temporary, but the fea is ever

#

feverture

#

it sounsd shit

restive turret
#

In Hungarian is better since the word play with features and "fรญcs รถrรถk"

upper vapor
#

ask gemini to explain it

celest thorn
#

honestly instead answer me this riddle

#

whats better using for a web url request in json, NW methods or something else?

restive turret
#

What

#

Post?

celest thorn
#

no

#

GET

restive turret
#

Get deez nuts

#

Haha gottem

celest thorn
#

crazy

celest thorn
celest thorn
upper vapor
restive turret
#

Why exactly a web url

celest thorn
upper vapor
#

probably api calls

celest thorn
#

yea

restive turret
#

Cant do post api call

#

Or like add stuff in header

celest thorn
#

not a post

#

i don't need to add

#

but i need to Get

#

data

restive turret
#

Ok, then what you want to be in the url args

#

If a tokej use header for it

celest thorn
#

because its part of the url

restive turret
#

Bruh

celest thorn
#

IT MAKES SENSE

#

trust me

restive turret
#

No

#

It does not

celest thorn
#

Yes it does

#

trust me

restive turret
#

Even aws does use it in the header

#

Valve, ubi, everyone

celest thorn
#

just what the fuck can i use

#

lol

celest thorn
#

not auth

restive turret
#

Mw when yoh can vreate yoh rown header segment

celest thorn
#

you know what you won

#

i will change that

#

but god please tell me

#

lol

restive turret
#

X-Key: deadc0de

#

But for stuff like idk

celest thorn
#

i need to do a request from an SL plugin

#

lol

#

just need to get the info and thats it

restive turret
#

GET /api/search?userid=meow

celest thorn
restive turret
#

Whatever you want btw

celest thorn
#

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

restive turret
#

Unity one

#

Or system.net.http

celest thorn
#

this is used by nw centrals

upper vapor
#

unity thinks my escape key is still down ๐Ÿ˜ญ
i can't edit any values nor does it take any keyboard input

worn gull
#

How can I check if an animator is playing an animation?

restive turret
#

IsPlaying

upper vapor
#

it really is that simple

worn gull
#

Bruh

#

I'm doing .IsName(AnimationName)

worn gull
restive turret
#

nvm there is no that

restive turret
icy knoll
#

reminder that some animations never play on the server

#

so

upper vapor
worn gull
upper vapor
#

np

slate flume
# upper vapor

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

upper vapor
#

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

worn gull
# upper vapor

And how can I check if an animation is playing by animation name?

#

I'm dump for unity sry

upper vapor
#

what you did

worn gull
# upper vapor what you did
            if (animator.GetCurrentAnimatorStateInfo(0).normalizedTime < 1f)
            {
                player.DisableEffect<Ensnared>();
                Timing.KillCoroutines(player.NetworkId.ToString());
                yield break;
            }```
upper vapor
hearty shard
restive turret
hearty shard
hearty shard
#

but even then the naming of just "2" feels weird kek

#

well 2 or wtv else the id is for the player but ykwim

worn gull
upper vapor
#

what

worn gull
#

aha my skill issu sorry it's late

slate flume
hearty shard
#

tag yea

slate flume
#

That's fire

restive turret
upper vapor
#

(the fixes keyword should add it)

#

i don't wanna start a review on github but you should probably return false on line 204

restive turret
#

they didnt even checked my PR yet

upper vapor
restive turret
upper vapor
#

yeah i'm debating whether that should return true if any succeed or if all succeed

restive turret
upper vapor
#

well

#

they'll get to it eventually Kek

restive turret
#

ye they got the time so

#

not like rushing them lle

restive turret
#

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

slate flume
#

I have no idea what you guys are talking about but epic GoodOne

grand flower
#

I'm just waiting for a hotfix to yesterday's update

slate flume
restive turret
slate flume
#

You're assuming I have access to something I don't have access to

restive turret
#

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

grand flower
restive turret
#

Atleast it not mc that O literally needed like 2 years to actually got what the numbers was

#

25w47

hearty shard
#

lel

slate flume
#

Sounds like a nightmare

restive turret
#

I do that usually when any labapi pr created

#

Or have to read very specific codes

hearty shard
#

Its eveday

slate flume
#

The text wrapping is crazy

#

Idk how you parse that shit

static meteor
#

its not wrapped

#

atleast on github mobile

slate flume
#

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

true cedar
#

is this ragebait

#

this has to be ragebait

grand flower
#

idk

#

someone ragebait NW into releasing the hotfix before I have to listen to more players complaining about something I have no control over

slate flume
# true cedar is this ragebait

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

grand flower
#

I rarely see it happen here though

#

unless I don't look at the right times

slate flume
slate flume
#

I've had moments in the past where I ask a question and get flamed for not knowing it

grand flower
#

I'd ignore the assholes mmLul

#

More often than not they're not as good as they think

slate flume
#

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

grand flower
#

i hear wind

#

couldn't tell my room is pitch dark, blinds closed

true cedar
#

i think people can definitely be nicer but also i think a lot of people here are tired of answering the same googleable questions

slate flume
#

I'm victim to that mentality too

#

And it's entirely justified

glad pagoda
#

it's fine to not know somthing

glad pagoda
#

it's not fine to demand others to explain it to you

slate flume
pulsar charm
#

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 ๐Ÿ’€

#

here are all the assemblies i got referenced

#

the assembly-csharp is publicized btw

slate flume
# glad pagoda it's not fine to demand others to explain it to you

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

glad pagoda
#

well even with research, people don't have to answer

#

but they also don't need to be shit about it

slate flume
glad pagoda
#

like one guy that spammed me to off myself

slate flume
#

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

glad pagoda
#

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)

glad pagoda
pulsar charm
slate flume
#

Atp just vibe code dude

#

If you're asking simple questions for months maybe you'd benefit from a little AI companion

slate flume
#

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

glad pagoda
#

does MonoBehaviour maybe have it instead?

pulsar charm
#

i guess let me check

glad pagoda
#

I was ignoring the dude after the 3rd question

#

but he kept doing it

pulsar charm
#

gameObject.AddComponent

glad pagoda
#

weird, I swear I could do it off monobehaviours in thw past

pulsar charm
#

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

glad pagoda
#

well they exposed it like that for convinience

#

so you don't need to do gameObject every time you do getcomponent from your script

slate flume
#

Components can stem from game objects but not other components

#

You can create another game object to hold other components

pulsar charm
#

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?

worthy rune
#

it kinda is, all gameObjects have a transform iirc

#

transform is also used for parenting so thats how gameObjects can have a hierarchy

slate flume
#

When is SCP: Super Secret Laboratory dropping

warped prairie
#

SCP:SL - Season 2

shy karma
#

how did you get the dummy to walk if you dont mind me asking?

pine parcel
shy karma
pine parcel
#

No worries!

shy karma
grand flower
#

backtracker maybe?

pine parcel
#

This looks like desync between client and server position, maybe I'm wrong though?

grand flower
#

backtracker handles rollback for hit validation

#

could be that there's mismatches due to what you do with dummies

#

idk nw moment probably

pine parcel
#

Oddly I don't have this issue with my dummy movement

shy karma
#

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 ๐Ÿ˜ญ

pine parcel
#

I'd recommend going with Cyn's suggestion then, seeing if that helps

grand flower
#

since we have no control over the client

pine parcel
shy karma
grand flower
#

i guess

shy karma
grand flower
#

no idea, just looks like that kind of bug

shy karma
#

yeah it probably is tbh

#

ill probably just scrap the idea of this TwT

grand flower
#

tbh

#

is this for like an aim training thing?

shy karma
grand flower
#

could probably patch hit validation to be more lenient with your training dummies

shy karma
#

wanted to include it on my pvp server I made

grand flower
#

if the client reports a hit against one accept it

shy karma
#

hmm

#

ill have to try that when im less tired

shy karma
grand flower
#

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 ๐Ÿ˜

#

seems like you're out of luck for this, rip

upper vapor
worthy rune
upper vapor
#

Wild guess but maybe it's due to setting the ReceivedPosition for movement?

celest thorn
#

Anyone knows how much does the "You are X" stay on the screen?

restive turret
#

Run a timer

#

But also depends if you did the fast or the slow one

restive turret
#

The timing/animation is different

#

Approx
1.5 vs 3.2 or something

late shoal
#

Can someone explain why the Server.PlayerCount doesnโ€™t 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

late shoal
upper vapor
#

What Lumi sent works, too

late shoal
#

Delaying did not work

upper vapor
#

Ah

#

Well

icy knoll
#

this is why we need a destroying event lol

restive turret
#

make a PR I mean a Issue

cyan crown
#

Jarvis, push commit and merge to master

tepid sluice
cyan crown
#

๐Ÿ˜Ž

#

pretty sigma

ashen hound
#

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

slate flume
#

Also dawg wtf is this

celest thorn
#

oh nothing to see

icy knoll
#

works fine for me

agile tartan
#

Is there any way to give infinity stamina to certain player without using SecretAPI?

agile tartan
celest thorn
#

let me check

celest thorn
#

Inventory.StaminaUsageMultiplier to be *= 0

#

sorry 0

#

not 1

#

im stupod

agile tartan
celest thorn
#

the result

agile tartan
#

oh

#

ok i got it. trying

agile tartan
celest thorn
agile tartan
celest thorn
tepid sluice
#

if this is called million times per sec

icy knoll
#

isnโ€™t 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

hearty shard
#

lel

#

Got other issues atp than 1 nanosecond lost

icy knoll
#

nah this is picoseconds

restive turret
#

I call it as time that players can't react

worthy rune
#

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)

icy knoll
tepid sluice
#

How do i change dummy's rotation guys?

#

fpc?

upper vapor
#

yes

#

CurrentHorizontal & CurrentVertical

#

in MouseLook

restive turret
#

Yup

tepid sluice
#

got it

#

and the scale like this?

celest thorn
#

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

celest thorn
celest thorn
tepid sluice
celest thorn
#
            if (refHub.roleManager.CurrentRole is not IFpcRole fpcRole)
                return;

            fpcRole.FpcModule.Motor.ScaleController.Scale *= 2;
celest thorn
tepid sluice
#

okay

celest thorn
#

Hope it helps

#

scale like that just does it for the server not for the client

upper vapor
#

ye

upper vapor
#

just parent the objects to a culling parent

#

give it some bounds

celest thorn
#

Yea but how do i calculate the bounds

#

Automatically to be scales to the object

upper vapor
#

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

celest thorn
upper vapor
#

Bruh

celest thorn
#

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

tulip kiln
#

Does anyone know if it's fully client-sided?

#

I couldn't find anything on the server regarding this

worthy rune
#

probably, some hints can be client sided

icy knoll
#

i think they meant the using function

celest thorn
icy knoll
#

not the hint

celest thorn
#

then it became client side

#

but you were able to shoot

#

or detect clicking

tulip kiln
#

Yeah I meant using items

#

should have clarified

icy knoll
#

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

celest thorn
#

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

tepid sluice
#

NWAPI?

tulip kiln
#

Wasn't there a way to force someone to shoot?

static meteor
#

You would need to publicize the code but i think its ```
AutomaticActionModule::ServerShoot()

hearty shard
tepid sluice
#

nwapi is dead

#

forever

upper vapor
celest thorn
#

and testing it on unity doesn't take tooo much

#

just ms

#

now im gonna test it on sl

hearty shard
#

#nwapi

upper vapor
#

GetComponentsInChildren
Just don't do what I did Kek
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

tepid sluice
#

How i upgrade a pickup use 914processor?

hearty shard
upper vapor
#

TryGetComponent Scp914Processor on the pickup..?

#

Surely there's a better way

hearty shard
#

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

upper vapor
#

I guess that could work

shy karma
upper vapor
#

Check how Scp914Controller or smth works

upper vapor
hearty shard
tepid sluice
#

oh i found it

#

hmmmmmmmm, it seems like doesn't work

worthy rune
#

can we see some code

tepid sluice
#

yea just wait me to ensure

#

okay it can reach there

hearty shard
#

is 3 getting logged

tepid sluice
#

it can reach 3

worthy rune
#

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

tepid sluice
#

uh

#

how to save?

hearty shard
#

ev.Pickup.Position

#

also whats the actual behaviour

tepid sluice
#

pickup the item, upgrade

hearty shard
#

i mean

#

itll upgrade before its in inventory

#

itll uprade while on ground

tepid sluice
#

oh got it

#

still

#

๐Ÿ˜ญ

restive turret
#

Check what it returns

#

It returns a struct with array of items no?

tepid sluice
#

Scp914Result

#

but iirc its a array

restive turret
#

So

#

You should use that instead of the already upgraded item

#

I think that item already got destroyed

worthy rune
# tepid sluice

processor returns a new item(old one is destroyed), so use set the position on the result instead

restive turret
#

var ret = proc...
ret.Result //foreach this
res.Position = ev.player.pos

tepid sluice
#

you mean

restive turret
#

Yes

#

But you should check if the resulting pickups actually has any itmes

#

Not just null

celest thorn
#

I do wonder something are you guys going to expand animcullingstats it sounds SOOO Cool

#

the onGui updates etc...

restive turret
#

What

tepid sluice
#

okay i can't destory the old one now

upper vapor
tepid sluice
#

like this?

upper vapor
#

Yes

#

Much easier, isn't it

tepid sluice
#

but it will override the pos i think

#

lemme try this

upper vapor
#

Oh you

#

Oh

#

Right

#

You wanted to upgrade in place

#

Why not just return if the processor is null

tepid sluice
soft turtle
#

Where is SCP-173's new room?

icy knoll
upper vapor
hearty shard
restive turret
hearty shard
unique crane
#

object

upper vapor
tepid sluice
#

๐Ÿ’€

restive turret
#

๐Ÿ’€

upper vapor
#

david please add a method that must be called before setting the volume of a speaker toy above 1

#

like

hearty shard
#

nuh uh

#

let it happen

upper vapor
#
SpeakerToyVolumeWarning.IKnowThatAmplifyingSpeakersAboveOneCanCauseHearingLossButIDontGiveAShit();
speakerToy.Volume = 2;
#

if you don't call it then the setter will throw

celest thorn
celest thorn
#

love it

upper vapor
#

too tall