#plugins-dev-chat
1 messages · Page 131 of 1
/kill @celest thorn
@unique cranebtw you getting payday SaaS? 
it's payday for the payday team
only if you ignore sales, didn;t get the humbklebundles and such
And we do usual rotation of
No Mercy, Big Oil, Normal Bank, Big Bank and others
Safe House
afair the new DLCs are not great other than heists too
and heists you technically can get for free if you have a friend with all unlocked 
My usual rotation was
Murky, Yacht, Alesso, Dragon
Alone?
was waiting on the npc to open the escape door
and
i got 2 guards cornering me from both sides
Gustavo cooking the most fire soundtrack btw
Extracted from game files. Flint & Steel
Channel Members shoutout for the supporting channel
@Mikacakey
Phases
0:00 Stealth 1 Intro
0:06 Stealth 1
2:03 Stealth 2 Intro
2:06 Stealth 2
3:38 Stealth 3 Intro
3:41 Stealth 3
5:35 Stealth 4 Intro
5:39 Stealth 4
7:56 Stealth 5 Intro
8:00 Stealth 5
10:46 Control
11:42 Anticipation
12:17 Assault Intro
...
ye
Nice
PD3 FWB is kinda good ngl
Like it a bit more than PD2 one
they did fwb again in 3?
Ye
Ye
i never managed to do that lol
ThirdWorldBank
on stealth
The ultimate trilogy
I always died past the first phase after getting through the lasers
First world bank
Second world bank
Third world bank
Big bank is only doable on loud with the bus escape
Other escapes sucks
We had a team long ago, we had fun there, stealth and loud
I like the lift one
oh i was once doing it loud
with bus escape
and
i got killed through a wall there xD
that stage has a lof of broken floors and walls
Petris did NOT expect that one
that enemies can see and shoot through
a few stealth attempts I had failed cause guards saw me on the roof
oh I though you got hit by the bus XD
but they saw me through the ceiling
not the windows
The humblous snipers on big bank roof
action house is super chill stealth
other than
ladders
FUCK LADDERS
i always fall off of them in solo stealth
i need to get a mod for bots reviving in stealth or sth
We usually restarted until we had the light switch up
And the blowtorch too
My ass not gonna go down in stairs
light switch and blowtorch are fine downstairs
the camera thingies are wayyy worse there
uhh not camera
code
when they are in the main room
where you have npc everywhere
I always just killed 3 guards upstairs and camera guy
to have free roam
I will probably have more luck with 2 nw staff here, but any of you know how to fix this
https://i.e-z.host/🐀/3m15339h.png
the spaces god if im hating it
Add one more space before players
i could but still your team's points isn't right
idk why it does this like scale
but as soon as i get this fixed i can go and finally die
i just hope paws answers or idk i get the illumination from god
🔥
just hope and prayers
if we could have positional hint system 
imagine parallax UI system where you can have borderlands style or other style of UI elements
replacing the health UI with custom one 
make your own game atp
But yea if someone can help me
please :3
i would like to create any graphic object including masks
cuz masks are cool
honestly making game mods is better
¯_(ツ)_/¯
what is the event for ground processed items in 914?
914 Pickup process
wait whats the issue
again
the way i push things to the left/right edge is super finicky
i just decided to remove it
ngl
too hard
oh
What money can buy you if you convince Northwwood to make micro transactions
@unique crane
sea of thieves best game
It's a good game
deep rock galactic is a good game
that looked like roboquest for .5 seconds
meow
No
;(
can I overlay images as graphics like when players customize weapon loadouts as spectator?
not really no
Hello chat
Bye
Morning
Catpucs
Sure
i do wonder something with the new system can you like check if a player is spectating with an event or something
What
SyncedSpectatedNetIdMessage or smth has been a thing for ages
SpectatorRole.SyncSpectatedNetId prop
no i mean
If that's what you mean
Ok nvm
Invoke an event you make
yea but how do i then prevent it lol
like i don't want a player to spectate another
Remove them from the spectatable list
but then everyone wouldn't be able
Decompile and see how it works
thank you :3
Np
Wdym sure
Didn't you ask?
You don't believe i go to classes in uni
nah

idk if in other countires you say this but some people say here "you found your degree in a pack of potato chips"
How to make a Grenade explode instantly?
FuseTime = 0 or smth smth
yes?
played this game called
i have civ
and its not that brain fucky
How do I convert the type from Item to Grenade?
like heart of iron or someting
Cast it
or to type checking
if(item is GrenadeItem grenade)
Yeah its not on steam for some reason
so sad
Beyond All Reason is the ultimate epic-scale RTS game for Windows and Linux. Command colossal armies in battles with thousands of units in fully simulated environments. Wage war across land, sea, and air with 2 factions and 400 unique units. Enjoy skirmishes, scenarios, co-op, and multiplayer matches. Play for FREE now!
naw
because if it was like civ 100% hit
its bomb them style game
i know but there is no such a thing.
item.Base
same
[2025-09-25 08:50:02.507 +00:00] [ERROR] [LabApi] [LOADER] Missing dependencies:
- LabApi v1.1.0.0
Thats a new one
update


turns out accessing the plugin config during plugin constructor is not a good idea
woohoo time to refactor everything
yeah why did you do that
braindamage

init the handlers in OnEnble too
I mean I got the bug faster this way instead of slamming the deks WHY HANDLER HANDLERN'TING
the last word sounds like something german
XDD
what are you sayieren
HANDLERN'TING
Hey david
hai
-# when waypoint removal
can northwood make it so unregistered network message ids on the client are just ignored

instead of disconnecting
don't send bad data 
Thats mirror thingy
literally
You can modify mirror 
we can
yeah but also no idea whats sending the message
but then we have to take care of it
with that NW might as well display a screen if the client gets soft disconnected
I looked for network message types that match the id and found none
then
there's a shit fake writer method ig
Player had this in Player.log
probably yeah
well
no
idk
mirror's just braindead for disconnecting the client for that
hate that piece of crap
you don't happen to send fake network messages before the client is authed, right?
no
bruh
huh
BRUH
why didnt it show up on my end
also the player is getting that message and disconnecting mid round and we never send that message
northwood make the round restart message not send to unauthed clients
so like wtf
That is mirror shitting itself when a client / network object somehow explosive diarrhoea themselves out of existence and the game goes fucking confused
Oh and also happens when a client is force disconnected due to exploit prevention
I mean, it is a serious issue when you just loose random network clients
bass boosted diarrhea.mp3
also who in the british land decided to add an o to the word diarrhea
But I wholeheartadly agree that it is bullshit that the whole game just shit themself
Sane engines (cough cough Unreal) just warn in logs and drop the message if it's an unknown packet type
But yeah idk why this one player has this issue
nobody else does
i can't read the message, now i have to break everything
Custom SCPSL client implementation 
i would give that a try
-# in a million years maybe
XDD
Maybe he has like 500000 ping
and the round restart message gets to him in 2 minutes
XDD
mid round
the network handler should be registered at that time so idk
The round restart message should be normally handled yea
does it happen on other servers for that player
I'll ask later
i was supposed to sleep 4 hours ago but my job called me in for an emergency
probably if they run on a 156198 year old HDD and a 5 MHz processor
Still find it stupid that mirror drops for that
exception in handler fine, whatever
unknown message just warn and ignore ffs
[2025-09-25 09:04:59.406 +00:00] [ERROR] [LabApi] System.MissingMethodException: Method not found: void UserSettings.ServerSpecific.SSKeybindSetting..ctor(System.Nullable`1<int>,string,UnityEngine.KeyCode,bool,bool,string)
bruh
then wtf is this
okay nvm unreal nukes you if you send an unknown net control message
but that's not an RPC
thats lower level
ill check RPCs later
make sure you've updated your game & labapi references
and recompile your plugin
I should have latest 
You dont have latest assembly csharp
^
another reason im going with Lua for my project
makes it way easier to keep stuff compatible during updates
<PackageReference Include="Northwood.LabAPI" Version="1.1.3" />
you know i didn't have it updated
for along time
and i just saw it

when i tried adding waypoint toys
labapi 0.5.0
i had labapi 1.0.2

Ah, CollectionId was introduced
when your code doesn't work even after multiple tries
-# you commented it out a bit ago
What is it used for*
No external dependencies
Based
I ain't waiting for updates, figuring out how other libraries work. I have enough time figuring out how SL does things 
you'd be much better off with an SSSS wrapper
Oh so if I have same setting on multiple servers, it uses the same?
I have mine
figured out how SSSS works but didn't have time to check out a super easy to use lib
:(
oh role change jumpscare
red
yes
applies to the same account id only
noice
wtf did i press to bring this up
PlayerChangedRoleEventArgs 
UserGainDiscordLevelEventArgs
Anyone knows how can i skip the player itself for a raycast?
if (!Physics.Raycast(cameraTransform.position, cameraTransform.forward, out RaycastHit hit, PinpointRaycastDistance))
return;
cameraTransform.position + cameraTransform.forward * 0.1f
do you mean on the first one?
ye
ok
I didn't used *0.1f and worked
1 unit ye
or something that could be visible through walls that i can trigger
They are not
nop
No im making something else
which is 100% legit
and a game mechanic
Legi
What would you want to do anyway
Markers
you mark a point
ig i will make it taller
so everyone can see it
Disable the player's colliders temporarily
makes alot of sense
Disable the player
if I spawn a waypoint and set position, rotation, scale and parent why does this happen?
In older versions it was working
use bounds
parent and position?
Anyone knows how can i check if a CustomHandlersManager.RegisterEventsHandler is being registered?
and unregister
bruh it's not there, I have the latest server version thanks
Any easy/accurate way of getting the floor position of the player?
Since .Position returns the center of the capsule and because it is a capsule collider, having different scales changes the distance to the floor so just taking half of the vertical scale as an offset isnt quite accurate
Or maybe instead, how can i get the players capsule collider?
i'd imagine you can do trygetcomponent<capsulecollider>() on the referencehubs gameobject
cut off their legs
Nuh uh
Icedchai has said it, use the bounds on the waypoint
Don't scale it
You need to track it yourself
nah i recoded that section and made it in a different way
i had a custom event

and just coded it inside the abstract
If I sent an ObjectHideMessage to a player, how can I then spawn the object back to the player?
NetworkServer.SensSpawnMessage
Well, keep a set of all registered handlers
btw axwabo you know any plugin with kit functionality
Use some central mechanism to register them
With what
like you spawn and it gives you a kit
Probably some plugin exists that modifies starting inventories
hmm you know any?
It's really not that hard to code though
nah i don't have any idea on how to code some stuff for it
you know what i will code it myself ig
i just need a simple api but the fact is i just wanted to see how they coded it some people
There's a TryGetLoadout method somewhere in the inventory system
Nah i meant more you know like config wise
Well look through existing plugins
Probably config are plugin made and not hand crafted
Have items in your inventory and serialize that
gg
You mean SpawnMessage?
It's a method
You don't need to create the spawn message yourself
But the NetworkServer will spawn an object for everyone, but I need to spawn it for a specific player.

Me when you can publicize mirror
Me when you not publicize every assembly
Publicize the government
Cant
https://i.e-z.host/🐀/0va6o6uc.png
Anything else i should consider?
make sense
i don't think i made any mistakes ngl
i didn't forget anything
oh wait to check if the player inventory is full
slime!!!
Idk if the givecandy makes another bag if the other is full
MEOW
shame on YOU eve
Yes
oh you said slime
im so proud of you
what the hell did you think i said
shame
I need better ones prob
yea
they *
whats broken
fuck you
ur meant to fix it without my tests
Oh sorry
proof
Size of T
romeo
??
we love
player.Hints.Destroy()
i just realized
is that extension properties
yes
i can do this instead of dealing with reference hub
fuck reference hub
it would be neat to let you use them in ruei but
Where TryGet
no!
i need string return
anyway
wait
paws
ur a C# nerd
how does it handle this
the last part, where i get string from player
i mean
this is a basic not dynamic
GetHintDisplay run before the Show
not what im trying to get
Did you... 
Brain failure
And keyboard too
yea if i made that Player player and had it store that in the func
you know how delegates are classes
a delegate is a class
Func is a class for example
it creates a new class that inherits from Func and stores the player
so like
oh okay
cool
!!!
would that be better than a dictionary call
yk Player.Get(hub)
class Method : Func {
Player player;
}
Yeah the compiler does some magic and puts the player in a field of that magic
Eve
You have rider
im asking rue anyway
Just check the IL viewer
id rather learn from a human
who says im a human
also ruei 3 does it care if element is different
There's also https://sharplab.io
C#/VB/F# compiler playground.
does it need to be different for each player
See?
Eve you are a horrible dev get your c# skills up...
shush!!
RUE!
Years of academy training wasted
wdym
i assume no
but
if i create a element
and give it to every player
rather than new per player
thats fine righttt
yea
thats why elements are read only
oh i thought it was cuz u were mean
no
i also didnt want people changing the text of elements and going O_O why isn't it UPDATING!!!
We could replace the words "you" and "were" in that sentence with different words
True
huh
TRueIng
banned
Immutable design is goated (not always)
i somewhat regret it
bc i have to like
create a bunch of copies of classes and shit just to be readonly but the alternative is having every element store the displays its in and every property updating those displays when changed
Yeah that would work too
Now I'm gonna make a new hint framework with that approach 
glhf
i thought about it but its like
shit like lists
unless you wanna have a notify collection changed thingamajig
(I'm not going to]
ObservableCollection
yea that
Great and shit at the same time
it will be a cold day in hell before i ever use that
i was also thinking about a builder approach but i eventually decided against it
way too verbose
guess what
what
fuck u
gr
me when github actions
i coul
d
but i wont

honestly swapping wasnt that bad
is it possible to use steam:// to join to a server
ye
You can since 14.1.4
How?
check the release notes 
Mirror.NetworkServer.SendSpawnMessage(Mirror.NetworkIdentity,Mirror.NetworkConnection)' is inaccessible from method NGV.CustomItems.NVG.Show
inaccessible...
you didn't enable unsafe code
publicize
enable unsafe code
bruh
oh.... I forgot about it XD
Thx
did you enable unsafe code? 
honestly
Disable safe code
XXXXXDDDDDD
how many of it is vanilla?
tbf stuff like CT/dr brights / other servers with like 20 servers do add up
but
yea theres alot
(im using https://scplist.kr/ for this data so it might be off a bit, but nw wont give the answer sooo)
ok well ok well i check that server list and theres
same server, just one is a private dev one
133 apparently
or at least without modded flag according to that sites data
32 vanilla servers with ff on lol
freundlich uwu
why the actual fuck do you have a dev server on the list
blud forgot !private
😭
theres just a lot of communites with 2 servers
or more
even if only 1 is actually ever used
hiding empty servers gives a server count of 261
@unique crane
I think i found an issue
InvalidOperationException: SpectatableModuleBase of name 'ScientistRole(Clone)' does not have an owner!
at PlayerRoles.Spectating.SpectatableModuleBase.get_TargetHub () [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.SpectatableListManager.TryGetNextTargetId (System.Boolean prevKeyDown, System.Boolean nextKeyDown, System.Int32& nextId) [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.SpectatableListManager.NextTarget () [0x00000] in <00000000000000000000000000000000>:0
at PlayerRoles.Spectating.SpectatorRole.Update () [0x00000] in <00000000000000000000000000000000>:0
(Base game && Client)
david r u old
Im 20
same thing
woah
not nice
@restive turret send a cat
now!
u so young
dont compliment the old man
im older than him
oh...
im older than all of u :3
ok grandparent
you guys are all ultra old
what
no u
in comparison to me that is
known, no reproduction steps at this time. A fix was attempted, but it did not solve it
i probably found a step?
lmk if you do find some reproduction steps
seems to be related to something happening at the end of a round
and then it just spams the null ref
what i did was
Spawn and die at and after 2 seconds respawn
from a grenade
i repdrouced it 2 times
while i was testing
actually that would explain why this happens, since something goes wrong with the pooling
makes sense in such a short timeframe
Ok so i will explain it i have a timestamp with 2 seconds set it and i start the coroutine on player dying and after 2 seconds i respawn
with none flags
sadly i cannot show the code because its from a tourney which could give off what it is
(and i don't wanna get shot by maro)
do you want me to do a report?
let me know if you want me to detail the bug report with code to it attached to replicate it
yes could you make a bug report? I don't think you'll need to add code, but you can if you think it would improve it
i can create a similar one that should reproduce it
with same logic
can you link me the bug report
!bugreport
You can report a bug using the instructions found here: https://discord.com/channels/330432627649544202/1388685084302905464
report me im a bug
because im evil
u r not a bug
What is a door nametag?
Hi! Is it possible to change a player's team, example: a D-Class is in the SCPs team
Through patching yes
And what I need to patch?
Don't remember off the top of my head but realistically any team accessor, whether property or method
PlayerRoles.PlayerRoleBase.get_Team()
this
thanks
But it's abstract ```cs
public abstract Team Team { get; }
yea ur gonna have to patch class d one 
you could also use GetMethods() to find what to patch
and patch all of them with reflection
Aaand that's what is over my knowlage xd
well
you could just
[HarmonyPatch(typeof()] and put all of them in
public static MethodBase TargetMethod()
{
// use normal reflection or helper methods in <AccessTools> to find the method/constructor
// you want to patch and return its MethodInfo/ConstructorInfo
//
var type = AccessTools.FirstInner(typeof(TheClass), t => t.Name.Contains("Stuff"));
return AccessTools.FirstMethod(type, method => method.Name.Contains("SomeMethod"));
}
its this
but
IEnumerable<MethodBase> and TargetMethods
afaik
Aint you can just do this?
[HarmonyPatch(typeof(PlayerRoleBase), nameof(PlayerRoleBase.Team), MethodType.Getter)]
internal static class PlayerRoleBase_Team
{
public static bool Prefix(PlayerRoleBase __instance, ref Team __result)
{
if (__instance.TryGetOwner(out var owner))
return true;
Player player = Player.Get(owner);
if (!CustomRoleHelpers.TryGetCustomRole(player, out var customRoleInfo))
return true;
if (customRoleInfo.OverrideTeam != Team.Dead)
{
__result = customRoleInfo.OverrideTeam;
return false;
}
return true;
}
}
i check it anyway
pretty sure that doesnt work
i check
HarmonyLib.HarmonyException: Patching exception in method abstract virtual PlayerRoles.Team PlayerRoles.PlayerRoleBase::get_Team() ---> System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentException: Label #2 is not marked in method `PlayerRoles.PlayerRoleBase.get_Team_Patch
ah ye
Easier to write one transpiler and have target methods
doesnt non transpiler allow this too?
public static IEnumerable<MethodBase> TargetMethods()
{
string TeamGetter = AccessTools.PropertyGetter(typeof(PlayerRoleBase), nameof(PlayerRoleBase.Team)).Name;
return AccessTools.AllTypes().Where(type =>
typeof(PlayerRoleBase).IsAssignableFrom(type) &&
type.GetMethods(AccessTools.allDeclared).Any(method => method.Name.Contains(TeamGetter) && method.HasMethodBody())
).Select(type => type.GetMethods(AccessTools.allDeclared).FirstOrDefault(method => method.Name.Contains(TeamGetter) && method.HasMethodBody()));
}
public static bool Prefix(PlayerRoleBase __instance, ref Team __result)
{
__result = Team.SCPs;
return true;
}
Oh wait i forgot to say it should be done when the player is dying
on that event
fuck
can you change it?
why not jkust
getproperty("team").getmethod
i dont think the string ever chaning
and also it doing useless calculation for just getting that string
well unlikely but no point hardcoding impl details when you can just not
and make it cleaner
iirc AccessTools.PropertyGetter(typeof(PlayerRoleBase), nameof(PlayerRoleBase.Team))
Accidentally parented a primitive with collider to me
changed
@hearty shard how'd you install the new c# version
dotnet website get the sdk, install it
then update rider
r*der
shush

stfu
no!
i swear to god
How can I use this? 😅
i still testing if works
Is there a better way to delay something by two frames xD
yes!
tell me which parts of the text I should change, and I will!
create a method for it
CallDelayed acts as just a coroutine, so youd do the same
Ya
Like
IE<float> MyCor()
{
yield return T.WOF;
yield return T.WOF;
//My thing here
}
Tbf youd probably wanna accept int frameCount
And do it like that
The reproduce to reproduce it you need to do all of the timing.calldelayed on dying
@hearty shard guess what
Chicken butt
ruei will have support for extension members
so proud of you
public static class ActionExtensions
{
public static CoroutineHandle CallInXFrames(this Action action, int frames)
{
return Timing.RunCoroutine(DelayByXFrames(action, frames));
}
private static IEnumerator<float> DelayByXFrames(Action action, int frames)
{
var framesLeft = frames;
while (framesLeft > 0)
{
--framesLeft;
yield return Timing.WaitForOneFrame;
}
action();
}
thanks ^^
new Action(() =>
{
Logger.Info("Hello 2 frames later");
}).CallInXFrames(2);
lmk if it works please
nah
idk how it even do it
right
using HarmonyLib;
using LabApi.Features.Wrappers;
using PlayerRoles;
using SimpleCustomRoles.Helpers;
using System.Reflection;
namespace SimpleCustomRoles.Patches;
[HarmonyPatch]
internal static class PlayerRoleBase_Team
{
public static IEnumerable<MethodBase> TargetMethods()
{
string TeamGetter = AccessTools.PropertyGetter(typeof(PlayerRoleBase), nameof(PlayerRoleBase.Team)).Name;
return AccessTools.AllTypes().Where(type =>
typeof(PlayerRoleBase).IsAssignableFrom(type) &&
type.GetMethods(AccessTools.allDeclared).Any(method => method.Name.Contains(TeamGetter) && method.HasMethodBody())
).Select(type => type.GetMethods(AccessTools.allDeclared).FirstOrDefault(method => method.Name.Contains(TeamGetter) && method.HasMethodBody()));
}
public static bool Prefix(PlayerRoleBase __instance, ref Team __result)
{
if (!__instance.TryGetOwner(out var owner))
return true;
Player player = Player.Get(owner);
if (!CustomRoleHelpers.TryGetCustomRole(player, out var customRoleInfo))
return true;
if (customRoleInfo.OverrideTeam != Team.Dead)
{
__result = customRoleInfo.OverrideTeam;
return false;
}
return true;
}
}
I set myself as CI, OverrideTeam to SCPs but nah still not visible via 079
and still can hurt the other scps
so nah
079 uses client side btw
Nah
then my shit is either busted or idk
Logger!
atleast the SCP count works
nvm client side it shows the hit thing but doesnt do any dmg
still busted af but anyway
some things works
this has the biggest delay as i can see so prob as Cyn said prob transpilers would be better than this
🔥
You're trying to make a player of a non-SCP role register as an SCP?
I was able to do that and vice-versa
But it takes a lot of patching
Well
Not a lot but you get the idea
I patched the hitreg instead of the team getter
Not me so
Fair enough
You have to patch a couple things (like Amnestic cloud) separately
At least doing my method
Ye many need patching
Sadly can't add in 079 :(
Thats scp target counter
Not 079
oh
Idk about 079 specifically
that one didn't get updated? rip
It's part of the chain
I do because I talked with David lol
It's why I linked the chain
do you know of any other solutions or just hopefully wait for a fix... (or @swift nexus )
avoid using dummies for combat purposes. Otherwise a stronger machine could help
we're working on some changes that should help gun fights feel better
thats nice, its been shit ever since 14.0
it just made them wors- i mean reworked them for no reason lmao
then what good are they
they are primarily for developers and testers, and they have a lot of uses. I wouldn't recommend using them as active combatants
Theyre for testing
even for testing having working hitboxes for them seems like a pretty basic thing they should have but eh

I keep trying to tell people the problem isn't exclusive to dummies
But no one fucking believes me it's insane
they have working hitboxes, the issue probably has to do with backtracking
especially if the server is on low end hardware
tell anyone who plays pvp they will agree
Yes
^^^
The problem is for players too
That's my whole point
Maybe there is player backtracking and not dummy backtracking, idk, but that sounds improbable, and either way the hitreg sucks ass for both
its a dummy issue
on that server
but yeah hitreg in general is rly laggy due to weird hitboxes
what kind
ah yes no access
skill issue
our bad for not funding huberts coke addiction or wherever else the money is disappearing to
Would say in my pockets but i would be lying
🔥🔥🔥
i would try setting the position through the wrapper or just use ServerOverridePosition. other than that your out of luck
Make the hit validation more lenient
This isn't Valorant/CS you don't need to check which bone was hit, cheaters are already going to laser your head off anyway
isnt really up to me, but checking which bone(or hitbox type) is kinda important especially if your trying to make it harder for cheaters as they would have to "lock on" if they want to be effective rather than just claiming they hit the head(even if they didnt) to get a free damage multiplier which imo is harder to spot if your a spectator(as you dont get any feedback about what hitbox is hit)
now the above kinda gets ruined by the fact that silent aim is a thing, which is why i think they should move in the opposite direction. i.e. do it properly instead of the mid mess we have now
You're realistically not going to be able to get rid of silent aim, which is why I'm more of a "make it feel good for players, do some validation to prevent cheaters from killing you through walls" kind of person for games like these
And due to how the movement is networked spectators already get desync between what they see and what the player was doing when shooting
and they already call hacks because of that, so it's really not gonna do much for specs
- there's the cost
I get NW doesn't care about servers over 30 players but they exist heh
idk if they have an opinion about it, i think its just that the game doesnt run well with alot of players so that they dont recommend large servers where players end up having a poor experience FPS wise
IIRC QA rejects bugs that happen on servers over that amount or something
but yeah fair
i agree it cant be removed completely, its just rn theres like a 20 degree range which is pretty lenient
hmmm, is that todo with VC?
that's one of them
i do remember something about that and player count
the whole can't hear people bug over X amount of players on the server
But yeah, cheaters are gonna cheat, they already do, I'd focus on making it less crappy hitreg wise for regular players
the stance could have changed, since i remember the VSR talking about 60 player caps, and the CSG doenst have a cap anymore
CC @swift nexus ^
The game wont run well at that high of a player count anyway heh
hopefully NW focused on performance fixes soon
yeah
I'm giving myself the target of 64 players stable, 100 players at 30FPS (server FPS)
on my project
Mostly as a bit of training so I don't get rusty
I thought you meant SL for a second lmao
nah
I'd need access to the client
and I'm already working a full time job + some clients on the weekend, I don't really wanna apply to NW heh
Technically I wanna push it to 128 players
And I know I can do so
That's fire
Just that it's a lot of work and I'd rather get 64 players @ 60 FPS working
then I can push it more once I have an actual game lol
I mean Unreal has a pretty good networking framework and the new one is even better
Considering it's my specialty it's not gonna take me 2 years heh
Make the game in Unity 😁
No wonder Hubert's bald
right now im focusing on the modding framework
since I want to build parts of the game as a mod

I'd normally call that a good idea
but
in C++ that's a bit crazy 
I want clientside mods
Lua is easy to sandbox
Meaning servers can send clients mods
And have client & server side mods communicate with each other
sandboxing is never fully secure
I can get rid of most dangerous functions the Lua libs offer
Provide my own alternatives
Garry's Mod can do it fine
That's the kind of sandboxing I'm talking about, without access to OS stuff they can't do much damage
Crash the game for the player sure, but that's fine
And by making parts of the game mods, I'll know what the modding framework needs
legitimately how much could you do with extremely muzzled clientsided mods
and without the game's source
ic
The thing you see in the RA under map control or something
GATE_A, 106_PRIMARY, etc
LET'S GO
Just setting the team is not enough
Exactly
Have you tried the hitbox extender plugin? It might help a bit
Luau (Roblox lua) is so sandbox it actually removes most dangerous functions it has
I wish they hadn't tho
I also wish it had JIT
Since most of the stuff they add are actually really good extensions to the lua language
With enums and stricter typing
How tf do hyper realistic roblgx games function without that
magic
Can Light toys stop 173?
Pretty sure they can't
No
Because luau does the bytecode ahead of time I think
Crazy
Is there any alternative or should I just go make a suggestion on the GitHub
Do you want to? If yes then d, otherwise it'll be forgotten
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