#plugins-dev-chat
1 messages · Page 146 of 1
thats why
lol
you need to check if there are certain stuff
else everyone would be denied
if thats the case why is the human being able to speak to scps freely
yes but you are blocking everyone and just sending it to scp
you should block it only when its that certain human
right
and then send it to the scps
im blocking everyone and only sending all messages to scps
you can use the send & receive events
check for that player
on send, set channel: if channel == proximity ? scpchat : original
on receive: if channel == scp ? scpchat : original
makes sense
same condition
thank you so much guys
np
ill send the code later when i get it finished so i can get some feedback
no problem :3
yo axwabo i do wonder something
can you get how loud is a player speaking
just want to point it out, scpchat doesnt work at all
oh you mean channel
oops
i mean like
setting channel to scpchat doesnt work
you can check for it though yes
yes
right
the players normally dont hear their own voice right
or do i have to prevent that as well lol
i have a receive patch as well
set the channel to round summary when an scp receives an scp chat message
okay so
this works for me
public override void OnPlayerSendingVoiceMessage(PlayerSendingVoiceMessageEventArgs ev)
{
if (ev.Message.Channel == VoiceChatChannel.ScpChat || active035.ContainsKey(ev.Player))
{
ev.IsAllowed = false;
ev.Message.Channel = VoiceChatChannel.RoundSummary;
foreach (Player listener in Player.ReadyList)
{
if (listener.Team == Team.SCPs) listener.Connection.Send(ev.Message);
else if (active035.ContainsKey(listener)) listener.Connection.Send(ev.Message);
}
}
}```
GG
i did not need to do the received event since i just replaced all scp vc with roundsumamry
is that good?
idk test it with someone else
yeah i already did that
but if im talking ill hear myself so..
What if the voice comes out as like
yeah and?
idk
I wont know
wdym 😭
it would sound garbled if you fucked up something with sending
is it intentional that if you set IsAllowed to flase
false
here public override void OnPlayerPickingUpArmor(PlayerPickingUpArmorEventArgs ev)
then it would be disabled permanently because no ppl can pick it up now
is that intentional or
np

use this one instead of PickingUp
oh, thank you again!
question, is it intentional that even though im doing ev.IsAllowed = false;, it continues to let me search?
ah i see
it does let you search but the event gets cancelled at the end upon completion anyway
How can I check easily if a Cassie announcement is a ntf or ci spawn?
if the cassie announcement class is given, just check it matches the ones in the spawn waves
new StackTrace() 
look at the...
nvm subtitles are handled separately
f
Isn't it different every time because of the effects?
It would be a lot of Contains() xd
if (ev.Words.StartsWith("MTFUNIT EPSILON 11 DESIGNATED"
might not work during holidays
you can check the stack trace and see if it's from WaveAnnouncementBase
how stack trace the stack of trace?
how do.. i prevent an item from being locked
when i disallow the evnet
in OnPlayerUsingItem event
nvm fixed it
does anyone know whats the official list of colors
depends what color list you're asking for
like <color=# ...>
no no like
use the Hex
the official color list
yes, doesnt northwood only allow specific colors ingame?
depends
player info
hints/broadbasts?
yeah hints
then any color works
oh
its player info where its not all
i mean its also to badges
well badge is prevented to prevent faking being nw or using their colors
and thus custom info on player info is also disabled to prevent using that to add it
shut UP EVE
SHUT UP
Could you use a hint to fake this stuff though…
I need help on this: the max artificial health, what does it mean?
max ahp
green bar
ah hell nawh
ok thanks
np
ok
blud got the grandpa music playing
to be honest it was peak since i was adding that feature at like 3 am
Can’t wait to make an API to fake badges and get hints removed from the game 
Me after GCS removes your server
remove hints?
good luck
-# i mean if you patch sending the hintmessage
if (sendingHint)
dont()
exactly
wait wait wait
can we make a static dont function
that cancels anything you put in the if before it
if you throw ye
200IQ right
20000000000
throw new DoNotRunException
I meant get NW to remove hints from the game, not just stop hints from being sent (maybe make them validate hints
)
Nah, throw new InvalidOperationException(“Sorry, you’re not a sigma”);
if (user is apart of this group)
anyone know how to get permission groups like that. ;o
You mean the labapi permission or the badge permissions?
Uhhh
Cause technically both use the same
There is Player.UserGroup/ ReferenceHub.serverRoles.Group for their stuff, there you can get Name, permissions etc
if you have a group named mod then the Name will be mod
Thank ya so much
is there a way to create more texts than just hints and broadcasts
like what if i want to position texts
create a hint framework or use an existing one
or use text toys but thats not recommended if you want text on someones screen
I HAVE TO CREATE A MESSAGE SYSTEM OR USE AN EXISTING ONE
if you want it in the world then go ahead
yeah i want text on someones screen
waut
3d texts exists?
OMG
Thank You Spooky Eve!
TextToy
Good call i was gonan ask what it is specificially
yea its for placing in the world, but for UI you should use hints
a hint of gay
yup, its fun 
NW jump scare
oh yuck more nw devs
:c

oh... erm...
There you go
we lost another one 
északfa
Északfa Hivatalos Bekapcsoló API Főtainer
😭😭
Hivatalos Kiszolgálógazda Assisztens
Only good use of TextToy UI is you can actually place text of any alignment on a players screen, it would be hella cool to set up, unfortunately player cameras aren’t network identities so you can’t have the text follow perfectly
I really wish NW would give us some sort of parenting solutions, even if terribly made, for common client side objects
find the magic lamp 
is there a method to unequip
i cant find it
nvm foujnd it
Item.Base.IsEquipped = false;
i found it for the first time without asking anyone wow
player.Item = null;
or CurrentItem
or something
that might throw an error so im going with this to see if it works
it's not gonna work
I think its CurrentItem yes
that doesn't mean it sets the current item and syncs
can i kill this piece of garbage app
...i see
Congrats
Congrats
Ty
if i want to change an item, it would be destroying an item and adding a new item right?
player.CurrentItem
set this
oh no i know
different question
then?
Why would it destroy it
if i want to change an item like L1, to something else like L3,
the way to do that is to remove the old item and add the new item right?
Inventory exists
so i can replace it with an "new item"
@upper vapor @restive turret Congrat! 🥳
Then set it as the current item
Ty
If you wanna get rid of the old one, yeah
Please make LabAPI better 
We'll make another one
I'm gonna name it KelenföldAPI
I meant SLAPI
Lol
MÁVApi
:D
That was the initial idea but the máv api already exists at jegy.mav.hu
This fucking app just crashed thanks dc
why would you name it that, all requests would be delayed by 30 minutes
Only 30min? XD
Only on better days
imagine you receive events on 3 rounds later 💀
unity netode for gameobjects
I suggested fishnet also
i was gonna try it but i'm already like 40% into the project :'(
porting shit will require me to rewrite a lot of scripts and i'm lazy😼
Ik
@upper vapor i dont need Spawn() right?
Yes as in i dont need spawn()
What spawn for items 😭
Pickup?
You want to swap an item in the player's hand, no?
Yeah
player.CurrentItem = player.AddItem(ItemType.Medkit)
this would make the player equip it no? so im just adding that separately
if ur trying to equip, otherwise remove the assignment
thank you guys again
This guy gets it
Yes
:(
:(
If you've sent an email off already I can do it manually for you now 
Sent you back a response via email 
Np!
"make it sound good with no artifacts" yeah and that's just math
It's about taking a sound wave, grabbing specific points in time from it, and interpolating a wave from that
Yep! I played the entire original trilogy
Haven't gotten to STALKER 2 yet tho
I mean hertz is literally just how many data points you grab in a second
That's why there's the association of higher Hz = better quality
It's about taking a sound wave, grabbing specific points in time from it, and interpolating a wave from that
im not sure why you mention this considering you can do that without learning any DSP concepts
ok im getting real dunning kruger from you rn
You said it's not "just math" but it essentially is
If you say so man
I just think audio processing isn't like fucking Everest, take some time to study it and it's not really that hard to understand
I learned as both a musician and a programmer a couple years ago
Albeit it's not like I learned everything in the field, just some of the important shit
doing audio processing with high level tools/apis is not hard, not to suggest thats what you did as idk what you did in your studies, im only referring to DSP which was what was originally mentioned. which i think is far removed from alot of other cs concepts
btw just because i think its hard shouldnt discourage anyone from trying to learn it. i do think labling it as easy or saying "difficulty is overblown" might give people an incorrect impression about it which can be damaging if it does turn out for someone to be difficult as then they might assume they are just stupid rather than the subject just being diffucult
DSP is literally mostly just math and it's all been well researched and documented
.


dont alot of disciplines fall under researched and documented are you suggesting all of them are easy?
Know but that's not my main point
Math is essentially just another programming language
Once you learn a lot of the basic calculus a lot of the formulas are easy to understand
honestly i dont trust axwabo's opinion on this(sorry axwabo) considering not long ago we had to explain how to amplify a audio signal
And I think people have a tendency to overexaggerate or overcomplicate things to make themselves seem smarter
but then again they could of learnt alot since then
I think this is just exactly the case for a lot of audio-related things
There's much easier ways to understand these concepts than some books or documents explain it
I don't think I'm smart for knowing basic audio stuff because it's not that complicated and I think with the proper explanation a lot of programmers could learn it

With an amount of a relative ease
Me when I have to convert from math to prog-like lang than back to math
Worse is math to normal words
i dont doubt that, but sometimes things are alot more nuanced then understanding formulas. i cant really go into much detail since i dont think im qualified, i can only really just say what i have experienced
My opinion primarily stems from this:
I think when people have difficulties understanding a topic, oftentimes the problem is the way it's communicated rather than the actual topic at hand
A lot of people, whether they realize it or not, explain topics at times as if the other person already understands it rather than as if they're actually trying to teach it
It's something I've learned from school and textbooks and otherwise
I think generally speaking a lot of audio topics are plighted with the same issues of these "great mathematicians" never properly explaining or addressing the things that need it
yeah i believe most people can learn it and i think people should check it otu as its actually really interesting and the only reason i stuck with learning some of it myself was because of that curiosity, i just didnt want people to have the wrong impression about it
I mean if you don't know calculus stuff it's gonna be pretty difficult to get into
It helps an incredible amount to have that foundation
And it's not like audio processing is a cakewalk but I think it gets hyped up more than it should be
Primarily because audio processing is mostly just applied mathematics
"How do we create a wave out of these data points?" The answer is use math to interpolate the wave
I think generally speaking a lot of audio topics are plighted with the same issues of these "great mathematicians" never properly explaining or addressing the things that need it
yeah, sad some people have to sound smart
i think the best example i can give of something not just being "math" would probably be a time-strech or picth-shift type transform
It pisses me off all the time because I spent a lot of time in my younger years trying to build intuition behind things like calculus concepts and I've always found the explanations provided by teachers or in textbooks to be really unintuitive
Tbh most math subject is really poorly written
not saying that you dont use math, but rather theres no correct way of doing it
Well even then it's just changing the wavelength/amplitude of a wave, which has measured results, but I get your point
Yes!
A good teacher is usually a key to understand some of it
But if you don't get the "ahhh, it's clicked, i know!" in some cases well
Well things like that are more of an abstract concept
Once you start talking about how changes are perceived by the human ear you deviate from the math and more into the "trial and error" aspect
Like trying to figure out how much gain to give a piece of audio to make it sound 2x louder is more of an approximate conversion than an exact one
Real and true
My teacher for calc sucked so I spent more time studying the subject in my free time than I ever did doing the classwork
Bombed the homework but rocked the tests
I love error driven programming
Lmao that's how I learn how to use new libraries ngl
That's how I program most of the times
I read the front page of the docs to get an idea and then just fuckin wing it
Write and pray
This is how im learning Discord.Net
how to create Role Appearance?
If you dont want to fuck with mirror I would use
https://discord.com/channels/330432627649544202/1415579298055590011
It might crash the server tho or something
Love it
If you do please send the server and player log
Also you can just add an event to the role sync thing in FpcServerPositionDistributor
And then send a fake network message when initially syncing role
Because one time I crashed a full 30/30 server with my ".setfakerole Chaos_Maranduer ID"
Lmao peak
Little Dumbass
Car
What is responsible for what here?
@slate flume
Uhhh let me get on my PC rq
okaaay, i'm waiting
See how its used in the code
This guy doesn't have access to GitHub on phone 
average orange cat activity

Is that really orange?
He's pretty orange
oh my god
More like brownish for me, but could be the lighting
First referencehub is the player you want to fake sync the role for
Second referencehub is the person receiving the role
The visible role is the current role that the second referencehub sees
The networkwriter is the network writer
The return value is a roletypeid which determines what role the receiver actually sees
RoleSyncEvent 🤮
Oh fire
Last time we talked about this you had done some weird shit you ripped from EXILED lmao
i don't know i never had a cat :'(
It was basically some exiled with some shitty coroutine behind it to sync the roles yes
Exiled really needs something like this, for scale and gravity too, but we’re too lazy to make anything comprehensive 😭
Get one now, fast, its worth
I also might be fucked it up because of the network writer
can't afford a cat right now
🥲 I didnt bought it for money tho
Live car reaction
Nice car
This car also parking
Hell yeah nice car
Her, and she’s been clawing my lap for like the past 15 minutes. I’m supposed to have fed dogs and horses by now BUT NOW THERES A SECOND CAR HERE 😭 😭 😭 😭
What colour is it, or colours
The cat or the room
Horses?
The cat xd
So it doesn’t save? Anyways, whatever solution exiled cooks up needs to save fake values, per viewer, and be easy to use. But looks nice!
Job for neighbors
this works correctly?
Sir, a second car has hit your lap.
You don't have to Player.Get(otherHub).Team
Cant think of anything else then a farm
You can just
hub.GetTeam()
It's built-in to the game
ohhh, thxxxx
I literally dont know, we always set everyone's size back to one and we only fake scale when its absolutely necessary
Oh ok then
Nah I just live in a rural area w my parents
How do you commute to the city? Or atleast to where you study
Are a lot of the people here educated beyond the basics of their country
just wondering
You can test and if you wish create a pr to cache it and after respawn / set role with ifpc set from catched
Also because I'm still a high school student and I honestly thought more young people'd be here
Or that is what i would do
I just graduated HS
Like
But but I'm young
3 months ago
Headshot?
It's entirely possible you're older than me
I was one of the youngest in my grade
Are you like 19 or am I thinking of someone else
I'm a sophomore so not even close to graduating
Oh lmao
By cat, takes 30 min to get to school
Nearly, more
Im young
But I've been told that I'm a "sophomore unc" whatever that means
30
I’m 17, been called unc for that, and I’m dual enrolled so I’m a giga 
Daym thats a lot ngl
I've considered dual enrollment, is it any good
By bus?
Sometimes yes i feel like a 30yr but no
By cat bro
They mean to say you're young blood
Keep up
24.5
Ah yes by cat
Depends on where you live n stuff, I get free class for dual enrolling and “home schooling” (aka trust me bro) counts so I just free high quality classes
22 i think
No
If my calculations are right
Why
It sucks major dick
Should try dual enrolling then
(if possible)
How do you like school
I already did
I love school
You're insane
I like if it's telling me to go home
I like everything about school except the work
Hardest thing is writing essays, but you learn a lot more, even if you think you don’t need to
Cuz I learn, learning importent, and bigger brain, bigger brain good, job with brain, and happy
I was required to take college classes when I hit 9th grade
I learn without school
I taught myself physics
@teal junco can back me up that I'm not bad at it
But are you gonna teach yourself economics?
That was giga by the way. I can't study anything on my own for shit
Yeah thanks again
Hey always happy to help
I did a little bit
Still a good choice but I just think what I study in classes are enough and I just revise at home or do the homework, and my teachers are nice guys so
I despise homework
Here’s a photo of my cat (though mostly hidden for privacy reasons)
Uni places close at 20:00 and last time when there was a party nearby i got told to that the places closing soon so do not go in again if i don't wanna get locked down
I failed all my classes in college and became a dropout because I never did my homework
I also have things I would like to study but the little things I already have are hella work
We were graded on our fucking notes
L dogshit
My test scores were amazing but I never did the damn homework
Homework is a big fucking scam
But homework is practice
I don't need mandatory practice
I showed them on tests that I know what I'm talking about
Fun fact, i never learned any songs the teacher said i have to learn and memories
And they were still like "Oh you need your mandatory practice"
Are we deadass?
If I know the topic why do I need to do a fuck ton of homework
I'm graded on my notes for an AP but I think it makes a bit more sense because he wants to encourage us to study the books at all. He only grades us on having the outline of the book. But I dont expect to ever do that in college
Well it depends on the prof and the class
But I can tell you some college classes grade on notes
There is a good quote for this but I cant find it, like it tells you abt you never not need practice
The system is built for the majority people
Bro I'm not wasting away doing hours of homework every night
I have a social life
Some people (like you) don't need it to learn, and it sucks that you still have to do it
some people do need it to learn
🗣️ 🔥
School sucks balls
Imagine spending hours on HW (I just speedrun it)

You cannot account for every edge case when designing a system
unfortunately
I wrote a majority of my essays with AI
Ye let the dog eat it

they should have reverse 504 for geniuses

But if you think abt it, you start off with hours of doing the homework but if you are getting used to it you can do it in like 5 mins
The school system just should be more personalized and not be abysmal dogshit
You dont know
Genuinely dreadful
I always procrastinated doing homework
My mental health was shit because of school
Not for college classes
Lmao
Yeah
But social life is a good point but then why you study math, they cant coexist with eachother
I have proven they can
Just git gud
I don't do a shit ton of homework so I get more free time than you

I always count it backwards but idk if the end year or current one is the one usually people say
I hate the school system because it failed me abysmally in Middle school.
My stats and probs course had mandatory vocabulary where we had to submit a handwritten list of vocab words and their definitions every week
Luckily high school is better
The school system failed me in every level
Cuz you have never studied math hard enough before thats why, no off
But I assume many people struggle in HS the way I did in Middle
Lmao? You're wrong
.
Ye i don't wanna see that again until I'm prepared for it
Yep thats 3
I think you can't speak for other peoples personal experiences, and everyone experiences the world differently
I live in a rural area so I never got access to really cool teachers or dope learning programs or anything else
Didn't help that I wasn't diagnosed with inattentive ADHD until like 10th grade
Whatever issues ThatGuy has with school doesn't necessarily mean that it applies to you, or vice versa
Im the xI'm either get this math subject or I will never able to learn this"
All I can give is my experience and opinions
Was kidding about the social life thing, but I think you have to sacrifice something to obtain that knowledge
Homework is a useful tool, but not everyone benefits from it the same way
True
Facts
🗣️ 🔥
True
I benefit from it but I know some people (like right now) don't get anything really out of it for one reason or another
I don't get immediate result like in closed test so
I only developed a social life about a year ago ngl
My old schools sucked
I ended up hanging with all the stoner kids last year
Had a blast
Still friends with them
What does stoner mean?
Smokes weed
But I respect you for that
Because smoking weed gets you "stoned"
Yes, ngl I still respect you for getting friends, but
If you are happy then thats cool
Ngl learning math as well as I did took a lot of my free time
Had almost no social life with it until last year
I still studied math and shit just I didn't hit it as hard
I'd actually hang out with people
So you were entirely correct lmao
I was just ribbing you
What made you so into math tho? Like do you have a relative who is a math guy or something or you were just naturally interested in it
Or for pure knowledge
I didn't have friends growing up and I'd be constantly getting in trouble at school which meant getting punished at home so I had just about nothing else to do in my free time
I generally got really into anything we had around the house
Holy, I remember learning Sigma notation with my dad at age like 8. Then I forgot it all lmao
Damn
We had a rubiks cube I found when I was like 8 so I learned that
Lol
I used to carry around a cheat sheet with all the algorithms I needed to memorize
so did i
I got into programming because of my father
And you just studied whatever books you had around the house or you were more picky
I learned full OLL at some point in my life but Ive forgotten most cases by now
I never got into reading cause imo we never had any interesting books
but sometimes I'm in the middle of a solve and I come across a case which looks vaguely familiar to me and I freeze up trying to remember the alg
Well at least until later in life when I got access to my dad's bookshelves
Read a great three part trilogy on the american civil war
I dont even remember why I got into programming
I got into programming so I could cheat in video games
but I know without it I would have infinitely more trouble with doing SL mods the first time around
You studied math without books? I would never see myself studying without books
Iirc I still have my old notes from like age of 6 or 8 when my father explained bools and stuff
And how a computer works (at that time)
I primarily just used the knowledge I had to discover more stuff
yea
I essentially learned from scratch the intuition behind different fields of mathematics
Cuz if I want to learn a new topic I always go to the library in the city
I got banned from warframe when I was 7/8 because I used cheat engine to give myself infinite ammo
And other stuff I think
Cheat engine got me into learning assembly code
Then somehow i only know that I started doing "programming" because I was gonna make a Minecraft map with command blocks and stuff
Based
Minecraft command blocks are a fun challenge
I made a physics engine in minecraft and that was my magnum opus
1.12.2 was when I stopped, wasn't much but was good
Then I found out sethbling came out with a video talking about how he did the same thing like two weeks before I completed my project
That was wild
Then there was a 2 year when I actively RE'd Rainbow Six Siege so can create some tools for it and understanding how the game works
Average siege player
Command blocks are great honestly
I didn't know how half of the things worked so
I love the new tools Mojang added to Minecraft
I do kinda miss the simplicity of the old days
and how they generally converted a lot of basegame behaviours to data driven stuff
It's great ye, they recently added stopwatch
i remember wondering where it went
It was really like the height of minecraft
Yes
I watched so many yt vids about modded mc
Same
I used to watch a lot of those
Only One Command videos
I ended up making my own
The earlier was like 1.6.4
The Minecraft datapack being disabled apparently breaks a lot of things. I mean. no shit right. But Mojang exposing all these behaviours to json files for modders to use is amazing
Or something
I made an orbital strike only one command block that did a raycast to wherever you pointed and sent down a bunch of tnt on the location
Wait I didn't know about this
Old youtube, literal peak
Simpler times
Things used to be so much less complicated
Nostalgia man
Yeah. Minecraft datapacks have been growing over the years, and Mojang transfers functionality to a data driven format
You guys ever GregTech?
Oh man I did Skyfactory but never got to GregTech
I think advancements is a big example of this
achievements were "hardcoded" before, I think. But now theyre literally jsons
Yes
GT is old version factory mod, nowadays entire packs are based around it n chemistry n stuff
Hard af
I believe block tags and recipes had the same thing
What stage of gregification u at?
Gtnh
Oh i just love seeing how others do it and explain it
I played like modern and until Cleanroom
I also ordered terrafirmagreg
My best worst decision
Yeah I had someone nerd out about it to me a while back
I wanna do a gtnh playthrough, but I don’t got the time
I did beat nomifactory tho w a friend
For whatever reason, I never got deep into minecraft modpacks
They never were really my jam
I fucking loved Doom 2016 though
Same. I think im just not built for it tbh
Vanilla with light mods was always my favorite
Yeah idk I played a bit of skyfactory and burnt out after a couple weeks
We should all do a compact claustrophobia playthrough sometime lmao
I was never a huge minecraft guy unless it was about command blocks and redstone
Same happened to me with most games, especially Factorio
Real as hell
Mindustry too
I love making factories and automation, so my fav modpacks typically center around that
Or sometimes heavy mods but I never really liked the idea of tech mods with their own progression. Heaviest mods would always be shit like guns or more monsters to kill
Shapez was one of the only factory games I fully completed
I only don’t get burnt out with modded mc packs tho
If not the only
Shit was like crack
I may be interested in Create mod though. I might add it to my world sometime
I dont like create tbh
I'm very picky when it comes to games
Great great but nyeh
Not a lot scratch the itch
I like machines and stuff not cogwheel
Create is overhyped
I like it, more than most tech mods
Fair
but just generally am not a tech mod guy
NC or what?
Meka
Mekanisms endgame is kinda ehhh ngl
I liked the custom TNT mods
And immersive portals
Omg
Immersive portals is peak
I've done so many NC chains it's not even funny 😭
I've made so many nuclear nightmares
I built the craziest fucking teleporting nightmare shits with immersive portals
it's funny, but kinda hard to use w command blocks n stuff, also really unstable last I checked
i like those classic types of mods but its not the thing I usually play with
Performance is a nightmare
The other i like is botania
I just never played much survival minecraft
I do enjoy how ridiculously huge tnts expose whatever math Minecraft uses to calculate destruction
Just because of the fight with gaia
It's kinda mesmerizing
botania's fun, but my fav mod is astral sorcery, I just love the effects ❤️
it rarely gets ported to newer versions though 😔
Its funny when you get kicked and when u rejoin it just nothing
I didn't really liked the progression of AS
But effects was spot on ye
the leveling system's kinda mid ngl
exponential XP requirements is just sad cuz you never get to max without cheating
i was on my buddy's school chromebook with minecraft open and I was like "ooh whats this creative world" and he said "No don't open that!" and it was a superflat tnt world with a single lit tnt
LOL
So his chromebook was kinda fucked
:D
Minecraft cracked his laptop
No that was my hand that did that. When he slammed the chromebook shut as hard as possible while I was using it
Lol
More specifically my left hand index knuckle
guys, how to change damage amount?
like exiled DamageHandler.Damage = 100
ehh im not too proficient on it, ill let sombody more knowledgeable answer it precicely
guuuys, help me pleaseeee
that should work, are you getting an error when you try that?
could be that you need a publicized assembly
actually checked and all you need todo is cast to StandardDamageHandler
nw
I was about to say lol
It's odd but damagehandler doesn't actually come with .Damage
funnily enough, DamageHandlerBase only has one direct inheritor which is StandardDamageHandler
not sure why DamageHandlerBase needs to exist but maybe there was a reason at the time of creation
Hey Riptide
I have a question
What causes the bug where player positions don't update
Is it a NW thing or a plugin thing
Or a server provider thing
is it the one involving StaticUnityUpdate?
yeah i have seen something like this, for me the character controller component was null for one player, so one of the events subscribed to StaticUnityUpdate(or something named like that) was throwing due to the null CC. and since theres no try catch or anything none of the other movement updates work for any other players(but sometimes some players can still move since it depends when the error occurs)
I could not figure out why it was null other than reverting one of the last updates i had on the plugin. which was super weird as i didnt touch the CC in anyway and all i had done was add CustomInterestManagement so i could have vanish
although check your logs first to see if its the same issue, technically anything that throws in StaticUnityUpdate can cause this
See that's interesting because this problem randomly cropped up on one of our two servers
They use the same plugin
i have seen other people have the same issue, i belive it can happen on vanilla but its pretty rare. how offten does this happen for you?
This is the first time that I know of
ahh, could just be the base-game then
for me it was happening like every 12ish rounds
which was really terrible
Well I'm gonna check out the localadminlogs and get back to you
Actually I remember seeing this before
It was months ago
[2025-10-15 23:24:11.716 +00:00] [STDOUT] NullReferenceException: Object reference not set to an instance of an object.
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <0deee1b9576d40a7a211b55014778fa6>:0
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at UnityEngine.CharacterController.get_radius () [0x00006] in <80561691956e42ebafb647fbf7695776>:0
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at PlayerRoles.FirstPersonControl.FpcMotor.UpdatePosition (System.Boolean& sendJump) [0x00062] in <683b197cfbd14f82a3a00d90e64b9cac>:0
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at PlayerRoles.FirstPersonControl.FirstPersonMovementModule.UpdateMovement () [0x0001d] in <683b197cfbd14f82a3a00d90e64b9cac>:0
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at (wrapper delegate-invoke) <Module>.invoke_void()
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at PlayerRoles.FirstPersonControl.FirstPersonMovementModule+<>c.<Init>b__116_0 () [0x0000e] in <683b197cfbd14f82a3a00d90e64b9cac>:0
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at (wrapper delegate-invoke) <Module>.invoke_void()
[2025-10-15 23:24:11.716 +00:00] [STDOUT] at StaticUnityMethods.Update () [0x00009] in <683b197cfbd14f82a3a00d90e64b9cac>:0
Does this mean I need to make a patch
yeah thats the one
in the past i had another more experienced dev try patching by trying to fix the character controller but had no luck in fixing it
Is there a way to reproduce the issue?
today i would try maybe wrap the inside of PlayerRoles.FirstPersonControl.FpcMotor.UpdatePosition in a try catch and just deal with the logs(or maybe not log the error at all) when the issue occurs
i couldnt find one, and from what i have heard from others no one can find the actual cause
I could just null check the char controller and do an early return if it's null
yeah that should work too
wondering its an actual player thats its happening too or a maybe a player which was already destroyed, i guess you would find out as if its the former you would end up with 1 player every now and again thats unable to move
Yeah if I do an early return it'll be one person unable to move it it's a regular player with a null charcontroller
But I suspect the problem is just that there's an FpcMotor that isn't properly cleaned up or is misattributed
But
no clue
also now that i think of it, you might want to check the gameObject before the CC just in case it is a destroyed player
Smart
yeah
@worthy rune I have never seen this base game, are you sure it's not plugin related?
I should make an extension to wrap any method in a try catch with a transpiler...
try blocks are pretty tough with harmony but I did it once
That's wild
Could you not force the method call to be in a helper method that does the try catch
Well that's probably hacky
I have no idea how try catch is done in IL
blocks
I can send my try finally patch stuff if you want
I mean it'd be weird if it's plugin related because the issue only happens on very rare occasions
I think adding a try-catch is a band-aid fix
You're not addressing the actual problem
You're just making it not shit itself when it has a problem
it seemed like Init was throwing the error tho
The problem is in UpdatePosition
the problem with unhandled exceptions is that they forcefully stop stuff
like if you throw an error in static unity update, it stops all later events
The error started before anyone joined
[2025-10-15 23:13:43.444 +00:00] Logging started.
[2025-10-15 23:13:43.444 +00:00] Timezone offset: +00:00
[2025-10-15 23:13:43.455 +00:00] Waiting for players...
[2025-10-15 23:13:43.513 +00:00] [STDOUT] Unloading 246 unused Assets to reduce memory usage. Loaded Objects now: 501197.
[2025-10-15 23:13:43.514 +00:00] [STDOUT] Total: 127.840351 ms (FindLiveObjects: 27.192829 ms CreateObjectMapping: 14.091361 ms MarkObjects: 85.338111 ms DeleteObjects: 1.217700 ms)
[2025-10-15 23:13:43.514 +00:00] [STDOUT] Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
[2025-10-15 23:13:43.514 +00:00] [STDOUT] NullReferenceException: Object reference not set to an instance of an object.
[2025-10-15 23:13:43.514 +00:00] [STDOUT] at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <0deee1b9576d40a7a211b55014778fa6>:0
[2025-10-15 23:13:43.514 +00:00] [STDOUT] at UnityEngine.CharacterController.get_radius () [0x00006] in <80561691956e42ebafb647fbf7695776>:0
[2025-10-15 23:13:43.514 +00:00] [STDOUT] at PlayerRoles.FirstPersonControl.FpcMotor.UpdatePosition (System.Boolean& sendJump) [0x00062] in <683b197cfbd14f82a3a00d90e64b9cac>:0
[2025-10-15 23:13:43.514 +00:00] [STDOUT] at PlayerRoles.FirstPersonControl.FirstPersonMovementModule.UpdateMovement () [0x0001d] in <683b197cfbd14f82a3a00d90e64b9cac>:0
[2025-10-15 23:13:43.515 +00:00] [STDOUT] at PlayerRoles.FirstPersonControl.FirstPersonMovementModule+<>c.<Init>b__116_0 () [0x0000e] in <683b197cfbd14f82a3a00d90e64b9cac>:0
[2025-10-15 23:13:43.515 +00:00] [STDOUT] at (wrapper delegate-invoke) <Module>.invoke_void()
So it must've not properly cleaned up the FpcMotor from a previous round or something
for me it was, but i couldn't pin point the actual cause in the plugin. i have just seen it happen to alot of different people and everytime it comes up there isnt exactly a way to pinpoint due to it being rare. so i cant really say if its a plugin/base-game issue for sure
I was told the problem was persisting between restarts
So I think this is the issue
Not server restarts, round restarts
yeah that follows
I'm just gonna patch update position with a null check for character controller and run an early return if needed
No need to do logging if I already know the player doesn't exist
That should about do it
I'm so happy I learned transpilers
I <3 transpilers
I think this just worked first try
Code never works first try
I must be getting better at this stuff
God I hope I find more stuff to write transpilers for
I love them
just rewrite the entire game 🙃
anyways, here's my untested method for creating a Try Catch block for a patch:
/// <summary>
/// Wraps a simple try catch block around a given method, can cause errors.
/// </summary>
/// <param name="instructions">The instructions to modify.</param>
/// <param name="generator">The IL generator (if needed).</param>
public static void WrapTryCatch(List<CodeInstruction> instructions, ILGenerator generator)
{
instructions[0].WithBlocks(new ExceptionBlock(ExceptionBlockType.BeginExceptionBlock));
CodeInstruction retInstruction = instructions[instructions.Count - 1];
Label retLabel = retInstruction.labels.Count > 0 ? retInstruction.labels[0] : generator.DefineLabel();
instructions.InsertRange(instructions.Count - 2, [
new CodeInstruction(OpCodes.Call, Method(typeof(Log), nameof(Log.Error), [typeof(object)])).WithBlocks(new ExceptionBlock(ExceptionBlockType.BeginCatchBlock)),
new CodeInstruction(OpCodes.Leave, retLabel),
]);
}
Put this in #1274618202227216414 so it doesn't get buried
Idk who needs it but if they do
¯_(ツ)_/¯
Also I noticed
Why do you keep using ILGenerators
They're only needed if you're using a code matcher
You can remove the parameter
they're what harmony provide, and you need them to declare locals or define labels???
what I sent isnt even a patch
just a static method
Oh true
Forgot about that
I just like codematcher imo
CodeMatchers are based
anyways, if you want a schizophrenic project to work on, try ball aimbot or an effect API with parallelism and seamless integration of base game effects and custom effects where you can just code an effect to do something, define what type of inputs each parallel thing takes (like does it take in 2 floats for diff stats of effect?), and make it easy to use. And for ball aimbot, try making the aimbot hard to notice, but still hit you
You mean in SL?
yea?
Custom effects don't really sync that well
Afaik
That's what I've been told by others
wdym?
Like a lot of the effects don't sync with the client
here I made this as a custom effect and it works fine
then how does a client know when to do literally anything?
What is this?
you could either transpile SetIntensity or make your own handler for effects or something
I already did
usage of effect API I made, it's an effect that changes your size
so an EffectObject tracks all CustomEffects of its generic type and then the effects can do stuff to modify intensity whilst the EffectObject handles creating a "default intensity" and setting intensity
You mean write an entirely custom effects API that can do things the server syncs with the client like setting size and things
yea, so instead of making weird coroutines, just make it behave like an effect
here's another EffectObject
I don't tend to use coroutines anyways
a custom one
here are all the actual CustomEffect classes
so I could have an effect be disabled for like 30s and still have the EffectObject track all other CustomEffect instances and decrement their duration while the effect is disable, etc...
Interesting
I can also make an effect that makes TickingEffects run faster / slower
here's an effect that only applies itself while some condition is true
I liked the convenience of putting everything into one API, so far everything I've coded (minus the custom EffectObjects) have some legitimate use
Nice
here's an effect that lets you control its intensity every time you update it
I mean I made an API for custom items
Cause I needed that
It was interesting trying to get a unique static dictionary working in a derived class
so like say I want every person near you to give u 5% movement boost, I just add an effect to foreach nearby players and update the EffectObject with a unity spherical collider or something (I can also just manually edit a normal CustomEffects intensity)
It was a bit roundabout but it was fun
So you essentially just use it as a component?
you creating a CustomItem instance for every item that's custom?
I guess? Cuz it's all generics I added a bunch of helper methods, but if you knew the generic, you'd just go to a Dictionary<Player, List<IEffectObject>> (all EffectObjects inherit IEffectObject so I can all classify them as something), cast the IEffectObject to your generic, add a CustomEffect to the EffectObjects effects List, then just call EffectObject<>::UpdateIntensity();
anyways I have all these dictionaries of methods so I can just use a custom enum (CustomEffectType) and use that enum like Exiled
Nice
I even did this whole thing where I made a Parser class that, given a CustomEffect<T> and some strings as parameters, would get the type of the ctor of that custom effect, TryParse all the inputs, then construct the effect
that way I could make this API seamless with a SSS RA thing I have
you just select an EffectObject (like MovementBoost), select a CustomEffect (like additive), the menu would find the parameters to create the effect, create a list of settings for you to input them, then when you hit add effect, would create the effect and add it
anything for trolling 
Feels a little excessive for what most people need though lol
now I can make anybody have the Fade effect with a sinusoidal intensity, and it took 0 effort compared to any other effect, the API did it all for me (so like adding 1 feature added the feature to ALL effects)
I mean a lot of these effects could just be like one component you add to a player
but let's say you wanted to stack them lol
you'd get conflicts easily with individual components
but
but why
but EffectObject<T> acts as a handler for everything
Really?
well when one effect component triggers something, how does it know where to get the intensity from and modify it?
does it just assume it's the only thing affecting others?
Wdym
let's try to be more specific with wording, do you think EffectObject<T> could be a component, or CustomEffect<T> could be a component?
Idk I think given an effect you could probably easily make it a component instead of needing an API for it
Like with this example from earlier
well sure I could make components for my custom effects, but I wanted custom effect modifiers
but with this API I can make any custom effect, and have it utilize the work I've already made for all the other effect modifiers
You can add modifiers to a component
Add a public property
And change the property of the component
And if you really needed you could have a base component with any common implementations that you derive effects from
anyways, you're saying EffectObject<T> could be a component, which it can, but with the current system it's a Dict lookup and a foreach instead of a GetComponent call
You can store components
I avoid GetComponent calls
fair enough, but why would I want it to be a component?
the only active stuff it does it update duration on modifiers, which can be handled easily with a coroutine
My main point is just what you're describing seems really excessive, no offense
Maybe it works great for your purposes but I feel like it could really be simplified
I respect the time and effort
It just seems like a lot for so little
well how would I define custom effect modifers and custom effect requirements?
Depends on what you mean by that
I have items that give special effects and things but I've never had any need to merge those into one huge API
like for my Size effect, I made an interface, I3DEffect, where only a modifier with that interface can apply to that effect (at least via the SSS RA)
well with this API, you can apply any effect to anybody, with a universal system, and have all sorts of modifiers without copy pasting anything
I think the funniest thing I made for this API was having it so base game effects are just defined like so
so if I need an effect to use this API for some reason, I just define it like so
Yeah I mean I get that
It's just interesting that you came across the need to make all of this
Seems niche








