#plugins-dev-chat
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older_person emoji
makes sense
Hello apple?

Wtf is this
does fit them
this is another reason why i don't use apple
She will never understand because she has me blocked lol 
Hi
bye
im tryna find a new phone that isn't apple but i cant figure out how to tell if a phone company is a megacorp ๐ญ
I will like someone to make plugins for me
buy nothing?
Buy nothing
i hate nothing phones, they look so ugly ๐ญ
Lol
buy groceries
!c#
They LOOK soo good
i hate how they look
And customizable
pay a dev to do work for you
You are boring ngl
the oneplus 15 just came out and im like... hmmm it's a child to oppo so im unsure if it's a megacorp...
Honestly why you care if its from a megacorp
grapheneos
At the end of the day you are giving it even by talking on discord
So
wtf r u on about now
owners are sketch, and it only works on pixels
right
interesting
discord isn't classified as mega corp yet
Make your own OS
Graphene is setting a deal with a manufacturer, were there any info about that?

huh
if only it was that easy...
Honestly, the next best thing after Android/ios is Linux phones, but those are FAR FAR away from usable
Lumi can you become the next terry davis?
who the hell is terry davis
Check him up
too lazy dying rn tbh
I'm currently waiting for this OEM to introduce these new devices and switch to them
would buy a pixel phone, but I don't think its worth it
well, i have to wait til next year for a new phone anyway as i got my last phone last year, dont want a new phone within a year of getting my last ๐ญ
He is a schizo developer who got told by god to create an os with 333 lines for each file and for that he created an alternative version of C (Holy C) that has the same characteristics and this OS still works today
no
hm
templeos
He is famous for a ton of reasons mainly for the OS but for being a great developer just suffering from schizophrenia
I will delete your toilet and throw you to the gulag in my gambling server
The real gambling
*quarters not actual money
then its BAD
It's GOOD
I got a dev cooking, they're rebuilding it as we speak. The original plugin is spaghetti
I will be able to
I someone is interested to by my dev plugin talk to mi md
if that were the case it would be criminal 
thats the point!
No battlepass, no real money involved
Betting odds is still pretty funny though, someone losing quarters is always a giggle
they should add a battle pass to this game
they should add cosmetics
and females
and gays
You know what... for you saying that I should micro you 100 times at once, the sound may be ear piercing but oh well 
and lootboxes
Those already exist? Micro transactions being in the game or anything similar is just nuh uh
:<
Evil
sometimes
so true
i'm gonna kill this fucking game engine
i've quit the game
went back to coding
idk what i pressed but windows started to not register keypresses properly anymore, i couldn't use the taskbar
taskkill /f /im unity.exe
killed 2 processes
and now the system works
๐ญ
You can and should kill unity
Remember kids ^^^^
ai ๐คฎ
microsoft forums were of no help
no way to turn off the music in the elevator?
nope, that's client-side
np
Im looking for a plugin developer
If someone is interested talk to me in my md
To be my dev plugin developer for mi server
Money
All people like that i think
That for interested people @celest thorn
Depends in the plugin
Exiled has a forum for paid plugin requests
I want to make a plugins that makes a aurora around the body of the player who puts / aurora and the color they like
I prefer labapi
But where is that?
then there's this channel as well in there
https://discord.com/channels/656673194693885975/682701812997816383
If you want dm me
I would do like a bounty board for plugins but I think i've already outsourced what I can't really do
being damned to HTML and basic python

Don't you look at me like that, I at least can make a pastebin and map edit
I at least can make a pastebin and map edit
what are you trying to suggest with this
I can make maps, develop and make website
that you cant 
Nothing, some server owners don't know how to do either sometimes and it's scary
i just posted
cuz python is shit and i don't wish programming in it upon anyone
But it pays the bills and swords
So
Still good
the pastebin inability is truly scary
Thats much more simpler
gotta do what you gotta do ig
Yea
I'm bitch slapping Patpeter next time he hops on SL
Lets be honest you pay me and you know your money are going towards pills (HRT) and just me buying stupid shit to decorate my room
Like isnโt that crazy
5 usd
sick
The sword cost 500 euros but thats something else
Maybe im gonna buy a cheaper one
And just paint over some details that look shit
Hiii snivy
wrong chat? 
Maybe
PFFT 

I can get out of my house and use a sword against robbers
shank
How do I check a player for permissions? I cant seem to find a good way to cover all bases
player.HasPermission(string)
I'm very curious what's the most expensive plugin that I could find that was commissioned for SL 
Cedmod replaces it
I mean i did it for free but the most complex and hardest is probably what i made in my opinion for what iโve seen in projects
Let me get it i have it
that's free though... no one probably has went over $20 USD unless it was really a complicated plugin like very complicated things or learning curves to actually accomplish a project.
/// <summary>
/// Checks whether the player has a keycard of a specific permission.
/// </summary>
/// <param name="player"><see cref="Player" /> trying to interact.</param>
/// <param name="permissions">The permission that's gonna be searched for.</param>
/// <returns>Whether the player has the required keycard.</returns>
public static bool HasKeycardPermission(this Player player, IDoorPermissionRequester permissions)
=> player.Items.Any(item => item is KeycardItem keycard && item.Base is IDoorPermissionProvider keycardProvider && permissions.PermissionsPolicy.CheckPermissions(keycardProvider.GetPermissions(permissions)));
i've made a plugin for 1K
that was my max ever
why 
the plugin needed an entire randomly generator for custom roles and custom abilities
in old sl
with random modifiers and stuff
seeds
support with discord
an entire dashboard
like that took me a month
okay then... crazy work, old SL was also insane with some things
check secretapi
rn the craziest project i've worked is ATOH, which is an entire custom parkour server without using any SL assets but just primitives and makes triple the fps of base game
9 months of work
I just remember when primitives were just admin toys and not used in plugins
i do too
but i always worked with them
until someday i had a voice in my head saying "MAKE THEM CLIENT SIDE"
and it worked too well
CT needs to learn then I guess, most the servers that exist use a map editor but don't know much more than basics
May as well crack open the archives of Sloc and MER projects
the owner of CT played an alpha of the server
and we use client side primitives for alot of stuff and projects not only for that
I still have a backrooms model I was working on
it's a list of things ranging from actual server things to documents, and then map editing for map files and whatnot
I think its not possible without some magic of having proxy in background
to make this possible you need to be connected to server still and send messages that you are not ready to client etc
Why does every item's variables reset whenever a player picks up or drops it?
that should only be the case for regular items, not for firearms nor the micro nor the jailbird
could you elaborate?
be more specific
ItemBase become ItemPickupBase (which only saves stuff it needs to)
and then ItemBase again when you pick it up
where do i get an idoorpermissionrequester?
like is there one i can access or is there a specific class i should instantiate
Door::Base
door itsels is a IDoorPermission
and some other
r u on about checking permisisions
on doors and gens etc
No
i should specify
it doesnt involve a base game perm checker
so not a door or gen
specify
idk then how to help
what r u doing
if you don't specify
checking a players permissions when they interact with an interactable toy
to decide whether interaction is allowed
you could always have a class that inherits IDoorPermissionRequester and check it the same way basegame does
no need to use secretapi ur free to look at the code
After writing assembly for arm, im gonna say god arm sucks ass please throw your phone away
Why so low level xd
Why so serious
Got moved to a new project at work
Finished downloading it, a little over 1TB for just the project
I need a new NVME rip
XXXXXXXXXDDDDDDDDDDDDDDD
Insert Western game dev has been here meme
I mean projects are always gonna be a lot bigger than the game itself heh
please tell me that's the size with cached assets and not just the raw download
What happens if ignore the Player LayerMask?
Conditionally, I want to include a collision between player models, is it possible without using CapsuleCollider?
I want to include a collision between player models
what's this for?
you could do raycasting with only the player mask
i'm not entirely sure what you mean
thats gonna be laggy as hell
as you cant apply a collider to the player from the server
other than spawning a primitive and parrenting it to the player or something, that might work
itll have to have ignore collisions with the player its parented to, plus despawn on the player side
but it should work, albeit buggily
are we trying to make minecraft-like collisions?
or like in CS?
would it?
aslong as the primitive is on the default layer it should work 
i think minecraft collisions would be harder
yea
i mean itll probably introduce unexpected bugs
but itll likely work 99% fine at a basic level
There is no unexpected bugs , just happy little features
so you wanna prevent shooting 
expected happy little features
make it smaller than the player itself, duh
server should have it be on a different layer too
Make it 2x big then the player
make it Vector3.one * float.MaxValue
despawn the players and just move the primitives around
despawn the players from World.Real so there's absolutely no collision
wdym cached assets
No raw
It's a big project
or well they're the assets of the project in Unreal form but no intermediate compiled stuff is on the source control server
no point
big projects be like
@candid spire turning off exiled helped with radio issue?
Parent other toys to it
If your player doesnt look at it
the toy itself and any child in it becomes hidden
Yeah but it's seems to do nothing, i've put the spawnable culling toy in parent of many (admin toys) primitives objects
It's because I don't use the labapi wrappers ? I'm only using adminToys for every toy I need
How do you know it's doing nothing?
Also why not use the LabAPI wrappers
This is very vexing
I've tested it, and its seems to do nothing
PMer use AdminToys i believe
The wrappers doesn't works, but admintoys does
I wonder, would the CulllingToy react to the LOS broken by toy? Then you could spawn a transparent toy and check that way
Yes but how are you testing it
You're testing a feature where an object is culled when it's out of your line of sight, so how do you know it's not being culled if it's not in your line of sight?
What
What are we talking about
Why wouldn't the wrappers work
Idk
Then why don't you use them
Are you not using them because you believe they don't work or because you tested them and they don't work
Idk why it doesnt work*
This is an important question
I've tested them, for example, a schematic contains only AdminToys.PrimitiveObject
Ohhh you mean when creating PMER schematics you can't use LabAPI wrappers
That makes sense
Yeah okay dope
This is the follow-up
With the culling toy, the games should be smoother, right ?
Yep
Ehhh depends
Culling toys reduce client load, not server load, afaik
Yes
Because the server still processes the toys, the client just doesn't process it because it's out of view
Yes
So you'd have to check FPS vs TPS
Very interesting
The exact same thing
How many primitives did you add culling toys too
But i need to deal with the bounds of the culling toy, which is in some way a bit difficult, is not simpler as "put the culling toy in parent" ?
I don't have the numbers, but many, maybe over 10-15k
So you mean, the difference should appear if i hit a certain amount of primitives ?
That's logical, but with 10k, a difference should appear no ?
This is a great question for uh
Where are they
@celest thorn
What do you mean ?
Zerotwo is the local primitives expert
what
10k - 15k is gonna crash client
Based
i made 50k and client crashed
lowered it via math and other shit and max i ever tested is 500
Even if i add culling toy ?
but i have broken limits
I have an entire custom system
so base game
max i've ever seen is 5k
mine works even with billions
My map should be over 100k primitives lol
making me make a 200k primitives map ๐
5k is like a single big room
Im sorry to say
but no
sl isn't that powerful
and WTF ARE YOU DOING WITH 100k
not even fucking atoh has this many
and the map is detailed asf
how are you making your maps bro ๐ญ
We optimize everything, but yeah, many rooms, so many primitives
Consider not having that many
Yeah
We reduce primitives as much as possible
Bruh @modern lark ๐
So culling toys can't help us ?
can unity even handle 100k at once?
no
In different scenes, yes
I don't think even vanilla unity can handle this many gameobjects lol
start considering maybe using less primitives
Yeah, we are doing that, since we have started
Honestly im impressed that you used this many prim
lol
im curious to know what are you doing
Not 100k, but i expect this number i think
We have probably 15k for our map right now, but its not finished
are you making a gamemode or smth
Maybe 100k is exaggerated, but yeah maybe most likely 30-40k
Yeah a gamemode
With a full custom map
then its either incredible detailed or not optimized
30-40k works but not in a way that you think
because to make work 100k prim in SL i've made an entire editor really complicated
Detailed and optimized
"Optimized"
We have separated our scenes
can you explain what you are doing i can try help
^^
We use as few primitives as possible, but with quality detail
If you want details, think outside the box
Who has that one sandwich image
We use different schematic, different scnes in unity
do you know how SL works?
because i don't think you know
and don't wanna burst your bubble
but Scenes in a server aren't possible (they are but trust me really complicated)
This texturing was done using text toys
A lot easier computationally than a ton of primitives

Scenes in unity*
they don't work
But verry laggy
Huh ? I think you don't understand what i mean
If I make a full map in Unity, in only one scene, unity editor is verry laggy, so i separate schematic with a new scene, uhm, i said "I", but my team mate did that
A couple text toys are going to be less laggy then 100 primitives, I don't understand your point
On a sandwich yes, but on a map no
If I use textoys, for every wall, its super laggy than one primitive
And again you misunderstand my point
I told you to get creative
You say you're using thousands of primitives for one room
That is very different from one primitive for a wall
I'm saying for more intricate stuff, think outside the box
Texturing? Don't layer primitives, try a text toy, try masking it in some other way
Reduce the primitive abuse
We already doing that
gl gamer
We are aware of that, and we know what we are doing
no you don't
Yes we are
Maybe not me, but my team mate, 100% aware of that
I'm not a level designer or a 3d artist, but my mate is
Anyway, so for the culling toys, AdminToys isnt good ?
it is
just if you don't abuse
and no
And how i know if this thing work ?
if you knew how sl worked then atleast 90% of the stuff you said you would know its wrong
or the limits
but by seeing your git it doesn't surprise me much, but beware that what you are doing is seriously impossible
Yeah my github is very old, with many old and archived projets, with garbage code, but yeah lol
Preach sister
My current & serious projects are in private, i'm not the guy who you think i am, don't judge me by my github
Like what ? 40k primitives is not possible ?
i don't wanna be mean or anything but SL development isn't like you are modding a normal game this game is already running in mystical ways, so don't expect much i did pull off a ton of primitives but with sweats and cries
for days
Not with MER
it took me 9 months to just make possible 30k primitive with 300fps
max 4k (and its already not that stable)
and i already knew how this game worked pretty much, but by considering you are coming from other modding community / making your own game this game isn't as much customizable as you think
I'm coding on SL for like one year, but thats ok
im sorry to break your bubble
then you would know that Scenes in SL aren't possible
Yeah ?
I'm working with 15k prim and I don't have any issue
I didnt said that
Chats
15k without crashing the server?
Public MER?
Well, yes ?
I was talking about unity
are they ALL statics?
Yeah, that's my team mate
Yes ?
then that explains why
They didnt trust me lol
im not trusting you because i see that you don't have the knowledge and doing 40k is impossible
I messed up once and spawned the map twice, and no issue was apparent
Yeah, i prefer to trust majorfox
You said 15k is impossible
15k moving is impossible
i can do 15k moving

But 15k is possible
Why would you move 15k ๐ญ
Oh yeah, a map is always moving
And i'm the stupid guy, alright
I talked about a map, why i would move a entire map ??????

Congrats !
the game dev pipeline will get you eventually david
Yeah it crashed...
๐
Crash #15000
๐
Me when they didn't fix the Gate B wall issue so I had to manually add it in so people couldn't see into other rooms
๐ง
ngl bro thanks for calling me a genius thanks for that :3
I don't wanted to be mean, but explains us, why we would move an entire map ?
Im not saying you need to move the entire map but as soon as you need to like update something then your server tps is going to explode
SL runs already like shit
so
Yeah you're right, but a map is like 99.9% static no ?
no?
Uhmmm
and btw you will crash the client not even the server lol
when they join they will be flooded
Like what update, except for some elevators, i don't see what will be updated in runtime
I never tried this and will never x)
those elevator are going to be your doom
๐
3 elevators max i think
But we can reduce at one
I hope it will be fine
Thanks for your help everyone anyway, we will see in the future if the culling toys is very helpfull
I remember this... I broke a gate with MER
good luck with culling toys
im stupid and couldnt figure it out
please let me know if you do
ALSO
why do you need so many damn prims
Are custom primitive builds so important?
Idk
what did you do?
who up developing they plugins rn
I think this is base game (173 gate not closing)
How do I get players to see the keycard swipe animation?
send RPC I believe in keycard
Me when I got 10K+ working
FPS isn't the best but it's not unusable either
Okay yeah that's not as horrible
But culling toys are easy
Maybe a pmer issue that you don't see a performance difference?
So you don't use as few as possible
^^^^
no I absolutely wrecked the map by unloading the gate on accident
๐ฃ๏ธ ๐ฃ๏ธ ๐ฃ๏ธ
opened that git profile out of curiosity and I see empty repos with readmes stating to download arbitrary executables or DLLs with no source code available

Me when
Static children
Only move the root
wouldn't that still update the transform of children
or does Unity do some wizardry to optimize that
It will at least cause the toy not to set the transform values
Unity probably won't tank performance as much if you only move the parent
But if you start to have thousands of toys that aren't static which move with a parent, tps drops significantly
Hollow emoji
is it just because of the network overhead of updating all the children
Partially yeah
Also the engine calls xd
yeeee
Though Hubert optimized them a little :3
started working on the modding API plugin of my project
since the Luau one has progressed enough to be used that way
thinking about how I want mods to be laid out
Btw the disable collider is just for the body but not the hands so im gonna reuse the same loop i created before and applying it and then just remake it how it was
nvm i found out im a dumbass
Huh
Yes, that's a specificity of this awful game lol.
(Everyone use github just to distribute plugins on this game, and nobody want to share the code, but don't check my archived plugins, that's shit)
I know how to use github, but anyway there's no point in criticizing me on such old things
Is it possible to detect when SCP079 tries to open the map? I want to adjust the hint position, since it might overlap with the games default UI text, but I cant find the right method for it
No its client side
everything client sided huh 
Make it a suggestion maybe they are going to add it
Go to labapi github and make a suggestion for it
yes
how do you think spectators see 079's map 
just postfix Scp079MapToggler.ServerProcessCmd
ty
np
also make a github suggestion so it is evented
i can guarantee 99% that there exists an issue for it
Goal Description One thing that is missing from the SCP-079 events is being able to track when PC opens and closes the Map, or the Tab menu, whatever you like to call it. It seems like it is imposs...
closed with "moved internally"
why are they closed without implemention
now we are in the dark
also other tickets are open are closed when released?
Or are these closed cause it modifies base game?
skill issue tbh
wait what are you saying
some tickets are open and only closed when it is released in SL
yeah that might be due to base game implementation
though it varies kek
some are closed, some aren't
all I see is most of them closed with same copy paste
and now only ppl who have access to internal git knows when it is released
lol
it feels like that yeah
it kinda goes into limbo for us
cause if it is rejected in the internal one, it won't be reflected to the ticket :\
I think none of them got rejected yet
Probably the "Close as duplicate" or something (the white one) is used mostly in other places
What
Can u rephrase this
Ah
coffee not yet active in my brain 
Well if its bug ofc
If idea well
Idk
Git auto closing it when a PR runs
Merges
No, they are closed manually
not with PR
atleast that is what I remember, it is possible that it is closed with PR
If its a bug it supposed to be closed when PR merged
If an idea well idk
If you want can comment on prev and fut Ideas when got implemented
Yeah but most [IDEA] issues are closed with with "moved to internal" and now there is no feedback on it
As far as I know you can still talk in there
It just my 2 cents that I find this weird instead of labeling
Itโs so sad that Steve Jobs died of ligma
Yeah but closing means someone will open a new one with same idea
Who is Steve jobs
for example with the 079 Map open event
Ligma balls
its not the fact you cannot comment or anything. You'll read the changelogs so you know if your idea is implemented
I just personally find it weird how it is currently [IDEA] issues are handled, thats all
Now I'm disappearing again for another month, bye
Maybe can create labels as "Moved To Internal" & "Accepted/Denied"
Cant believe he died by hava
Whatโs hava
But these mostly handled by Jesus so have to ask him
City?
Robin you
Robin who?
Yu
Call the doctor
who?
Also those (and all ideas) have to be accepted to start working on it.
Its not like "ya I have this idea, there it is already implemented"
Yes, but the closure does not indicate if this was accepted or not
Yes, but wouldn't the lifecycle of a ticket indicate the implementation state, whether it was rejected, started implementation or implemented?
Instead of "yeah this moved internally" and now only "implemented" is available (if you read the changelog)
I didn't seen any that has been rejected, mostly just changed what the idea was
Many are in a backlog
But ye i agree with it
Tbh I don't think the "started implementing* needed
MovedToInternal, Accepted, Rejected, Completed
the thing is tho, not everything we work on gets into the next release
so if we say "oh we've already done that", people will get hyped like "omg next update" just for it to not come with the update
also, a little surprise is nice for when stuff does eventually release
Yeah that is given, there are priorities of course and there is feature freeze before release
Just that it is closed with a copy paste and now you are in the dark is weird for me
There is an explanation why, but still is weird :\
Bravo Six going dark
Also especially, since if you have an internal repo, why keep the outer clean by closing everything, when you can just link back to the public repo from the internal
and prevent duplicates
and see that "yeah this is still requires implementation"
Hi! How can I disable the Scp1509's revive ability and the effect on the scp item?
Patch for now
Alright
ur so funny ax, please don't go bald
is it just me or do SS keybinds with preventInteractionOnGui: true cannot be triggered by 079 unless they open the map?
they keybind also works if you hold space
does not work on breach scanner which is expected
Lel
โOops I dropped my mag oops I dropped my mag oops I dropped my magโ

anyone willing to help with some scpdiscord issues?
Which kind of help you needed?
cant seem to get rolesync to work, might be doing something wrong
let me show ya
alright
So the 10min skelly timer works but the visual timer for all players still has the default, so i guess i need to set the value differently.
My best guess is WriteCooldown, but i am not sure how to call that as it needs a NetworkWriter. Any ideas?
you need to send the rpc on the ability
check how the RemainingDuration works
how to get scp049gate?
Like the gate from the area 049 spawns at?
Prob like
public static Gate FindGate()
{
if (!RoleSpawnpointManager.DefinedSpawnpoints.First(spawnpoint => spawnpoint.Roles.Contains(RoleTypeId.Scp049)).CompatibleSpawnpoints.First().TryGetSpawnpoint(out Vector3 position, out _))
throw new Exception("No spawnpoint found for SCP-049.");
return Gate.List.OrderBy(gate => (gate.Position - position).sqrMagnitude).First();
}
It most certainly does
I just don't wanna boot up my game to find out
Every door/gate/whatever else is gonna have a string name on the gameobject
So figure out which name the 049 gate has and if it's unique just do smthn like Gate.List.First(gate => gate.GameObject.name == "...")
The heartbeat didnt start 
[2025-10-30 18:27:47.447 -05:00] >>> sr
[2025-10-30 18:27:47.527 -05:00] Server will softly restart in a couple of seconds.
[2025-10-30 18:27:48.050 -05:00] [DEBUG] [CustomItemsAPI] OnRemoved 2 False False
[2025-10-30 18:28:28.996 -05:00] Refreshed public key of central server - key hash not changed.
[2025-10-30 18:28:41.965 -05:00] Could not update data on server list (legacy)- Rejected - provided IPv6 (not supported yet - many players don't have one). Please set server_ip in config_gameplay file to your external IPv4 address.
[2025-10-30 18:29:07.711 -05:00] >>> sr
how can i set SCP-106 attack cooldown manually?
There might be a better way to do it but this should work i think. Idk if it will sync with the client though
[HarmonyPatch(typeof(Scp106Attack))]
internal static class Scp106CooldownExtender
{
[HarmonyPatch(nameof(Scp106Attack.SendCooldown))]
private static bool Prefix(Scp106Attack __instance, float cooldown)
{
double newcooldown = 94; // Edit this to whatever value you want
__instance._nextAttack = NetworkTime.time + newcooldown;
__instance.ServerSendRpc((ReferenceHub x) => x == __instance.Owner || __instance.Owner.IsSpectatedBy(x));
return false;
}
}
awesome! i'll try it.
identity.ServerSendRpc
Hello! How much TextToys are eating the server TPS/FPS? I want to make some textures with it for walls etc
riptide would like to speak
When a player leaves the game, the PlayerDeath event also gets triggered. Is there any way to get the SCPs last HP, or somehow retrieve it from the PlayerLeft event?
yo guys twitch integration works SOOO WELL on SL

https://i.e-z.host/๐/u2d7xi43.mp4
I can check alot of shit
Checking for Raids, Events, Messages etc...
im probably going to integrate a command system to it too
it took me not too much but requires 0 logging just channel name
there was this event to patch but i forgot what it was...
god damnit
i should probably add an event for when that's called anyway
PreDisconnecting or what will it be called?
yeah the naming is the weird part
you need to patch CustomNetworkManager::OnServerDisconnect
How i change StartRound gameobject to translucent
iirc there is a alpha color setting but i forgot where it is
I think that's client sided
uh i saw some servers make it like that
If i make it an API people could do crazy shit
but none is gonna be using it
Not like you gonna be using it
Im gonna be using it
Ur not a streamer
Tournaments 
Ah
To troll player send "troll <id> <trollType>"
The bot tho cannot answer thats the only thing
but commands could be made
https://i.e-z.host/๐/vj9gqo03.png
This is what i can check
And i can check with twitchuser some other stuff like What role do they have and some other stuff
GameObject.Find("RoundStart") or smth
Idk what exactly it has you can change server side but you can change the scale
can i
Try it
I don't think
its a network identity so obv it works with scale
no
help me wabo 
set the scale of RoundStart.singleton to Vector3.zero
on waiting for players
i think that's it
Wait, that is Synced?
don't use GameObject.Find
ya
i don't think the 2nd line is needed at all tbh
welcome to mirror
yes i just put it here to compare
aight
you can't make it partially transparent, no
me when
me when
github
just suggest it
suggest a fully lobby screen rework 
or just 1 syncvar 
LabAPI wrapper
Then can i scale it down proportionally and align it to the top left on screen?
iirc we can do that before
ye
huh
ye i just want to remove the black background
i don't think you can fully remove the background
Can i remove my npcs from this?
why do I wanna see 106 doing a sick kickflip on a skateboard
move them temporarily or apply invibility
effect?
yea
okay
i wouldn't be surprised if someone's already made a video like that
oh
well
that sucks
spawn them at the start of the round ig
not very good practice but what can you do at this point
set their SyncedUserId to ID_Host maybe
Fake despawn them then on the client 
ig that's an option too
just synceduserid
Do you need to set those before spawning or it works after as well?
okey
synceduserid? i'm not sure tbh
well, we'll find out from the feedback
yeah
not work
Try setting them before spawning then
set it to null?
fr? okay
i'm just guessing
Ax, fix it!
I cant 
Could make a public library that contains niche things like this
@upper vaporAx it seems like nightvision effect doesn't work?
Hiiii
Oh fuck i replied someone
as a mistake
ehm
sorry
btw that requires patches too
no worries lule
?
how
because they still count in some aspects
Targets...
end round
etc...

I think she meant for the NPC impl
but I guess the whole thing applies for you as you just want interractable NPCs
Actually! Do you move those?
What are the purpose of them
I know how to move them too 
not in heavy
still didn't figure it out a nice way
Aren't they just using the Fpc to move like a normal player?
Yes but i mean like moving randomly
or other stuff

I'll destroy them after round started
What if you replace them with the prefab ragdoll that is frozen?
oooh
that would be awesome, an AI movement system where you could implement pathfinding
Zombie mode in SL 
someone done this iirc
I remember someone complaining about not having mesh path nodes
I did that
never went anywhere else
I have an entire AI system that still works
today
not that AI, I still mean the oldschool AI meaning
where the actions are pre programmed
You cannot really do bots in sl with ai
i mean this one is a proof
but useless asf
oh okay
I mean for a simple zombie survival game it would be fine no?
The one he showed or the one i was mentioning?
wait no sorry, this just an automated AI, not the LLM based one I assumed from the description
kinda both?
Yours is the basic pre-determined AI as well, not the LLM one no?
for objectives
Mine thinks a bit on itself
based on some stuff
Ah
Its NOT AI
tho
LLM
one
it has a probability system attached to it
on the next move
Yeah I would skip ALL of the complicated self thinking steps and implement a very simple pathfind + kill system
you can make it stupid
nobody wants zombies that have very advanced AI 
zombies
are stupid
they don't have thinking for example
they just kill
and follow 049
The other is done for the players human classes
for example if you give a gun to a ClassD the classD is gonna take cover
and try to hit as many headshot as possible
heal and see where is the nearest heal
mine is advanced because i did it for a showcase at school and got the max grade for creativity
it was really hard
to explain to boomers how you can make this kind of prediction
and i still don't know why but my AI is so scared of Tutorials
probably because the flag for being scared is like int.maxvalue when class isn't found
how do i disable 1509's resurrect ability? i tried to prefix Scp1509Item.CanResurrect and Scp1509RespawnEligibility.IsAnyEligibleSpectator but neither worked
[HarmonyPatch(typeof(Scp1509Item))]
[HarmonyPatch(nameof(Scp1509Item.CanResurrect), MethodType.Getter)]
public static class Scp1509RespawnEligibilityPatch
{
[HarmonyPrefix]
public static bool Prefix(ref bool __result)
{
__result = false;
return false;
}
}```
```cs
[HarmonyPatch(typeof(Scp1509RespawnEligibility))]
[HarmonyPatch(nameof(Scp1509RespawnEligibility.IsAnyEligibleSpectators), MethodType.Normal)]
public static class Scp1509RespawnEligibilityPatch
{
[HarmonyPrefix]
public static bool Prefix(ref bool __result)
{
__result = false;
return false;
}
}```
patch ServerProcessKill in Scp1509Item
if you dont want 1509 to respawn, might as well cancel the weapon spawning at that point ๐ญ
funny knife
sooo now my game crashes when i equip it ๐ฅด
um
i blame the person who implemented the item
oh theres a very simple solution
_nextResurrectTime
set it to like
a lot
Because both check by client too
ok so the crash was unrelated it just happened 3 times in a row right when i gave myself the item
awesome
but it works 
tysm
So I know you already did that but couldn't you just patch ServerProcessKill to do nothing?
I mean that's how it does the logic, no?
[HarmonyPatch(typeof(Scp1509Item), nameof(Scp1509Item.ServerProcessKill))]
public class Scp1509Patch
{
public static bool Prefix() => false;
}
Right?
or just transpile and return an empty array lol
Woops
I read this
And though they did that
I didn't bother to scroll up

๐ฅ I love overcomplicating shit
I just had to redo the port forwarding on my router cause my ip and my ipv4 changed
I have a dynamic IP address with my internet company but it changes like a few times a year
So the IP address I've memorized for months no longer works ๐ข
you have to redo port forwarding then?
what the helly
Well I went from 192.168.1.17 to 192.168.1.5
right
So I had to change the port forwarding to be for my new ipv4
make a reserved address for your machine
Cause I had it for 192.168.1.17:7777
Sounds like too much work
but that's your local one so that could've happened at any time technically
Its just a page on my router
not sure why your external IP changing leads to reassignment internally
no clue
No reserved addresses
or you can set it in your computer's settings
I just know I woke up this morning and tried to connect and suddenly both my internal and external addresses are different
It shouldn't
that's honestly crazy
My computers internal ip is 10.0.0.6




