#plugins-dev-chat
1 messages ยท Page 162 of 1
Anything that doesn't work with C# needs a glue layer made in GDScript for it to be accessible in C#
Mostly because extensions have to go out of their way to implement C# support
That's why it sucks
โ built-in, optimized collections
โ
GDCollection
also I tried the new windows "dev drive" feature for my W: drive
and it does seem to speed up compilation times
What the helly
Dev drive ๐
Watch out
it might be yet another vibe coded feature that will corrupt your drive

I thought you were gonna say it's gonna crash into you
Dev drives have been a feature in windows 11 for like a year now I think
I can't say I've used them because I don't have the storage space to put a drive image on a drive
Since dev drives are vhd/vhdx files lmao
Windows are great at advertising Linux
XDD
How can I get the current vigor of a 106 player? And how can I force a 106 player to teleport? Both of these were pretty trivial with exiled so maybe I'm missing something obvious but I've been diving through assemblies and can't work it out
for first get the Scp106Role
if (player.RoleBase is not Scp106Role scp106)
return;
and then uhhh scp106 youll have to get the vigor
there'll be role wrappers at some point
Not sure how to get the vigor from this.
subroutines
if (Server.Host!.RoleBase is Scp106Role scp106 &&
scp106.SubroutineModule.TryGetSubroutine(out Scp106VigorAbilityBase vigorAbilityBase))
vigorAbilityBase.VigorAmount = 0;
so just access it from their assembly instead duh
lel
Adding task "The BIG publicization" or smth
if anyone interested I did add audio api on nuget in case of any plugin devs
VigorStat
As for teleporting, you gotta use the subroutines
If you know how to it in exiled, you can just look at their code
tbh so far it's been great
shaving off minutes compiling the engine/game projects
it's just a new file system that apparently has been a thing since Windows Server 2012 or 2017 and is supposed to replace NTFS
imagine killing server by mistake but proxy will connect me to lobby back
oh like those MC servers with a hub?
That is awesome
yeah
Does the hub have communication or just client only?
hub is client only mostly its not a real server
My brain is ticking and like a procedurally generated parkour course in a lobby, you can talk to others while you wait for joining a server
How to get Scp127Pedestal to use in plugin?
get the gameobject of the pedestal
Object.FindOfType<GameObject> will give you all ~15000 objects and filter through them
or get the room where 127 pedestal is located and all gameobjects in it
GUH???
saskyc....
Why...
PedestalLocker.List should work
Idk the exact way you'll get special 127
Im not on pc
if you're not special ||like me|| use what EVE recommends
Anyone know what might be causing nuke to not kill people and not lock elevators?
Closing doors event?
Elevator locking event?
Mer

Yeah but it's also not killing people
I don't use MER
The only thing that changes after nuke goes off is that the lights turn red
People don't die, elevators don't lock
And I have no idea why
Idk what can be
It works in our places, and then i guess in vanilla too
I don't think it's happening every round?
I've gotten like two reports about it
I'll have to test on a private server later
probably an nre somewhere
if you have any harmony patches check them
I can't get BepinEx to work, installed through nuget and added to my csproj
<Reference Include="Assembly-CSharp">
<HintPath>..\..\..\..\Program Files (x86)\Steam\steamapps\common\SCP Secret Laboratory Dedicated Server\SCPSL_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
<Publicize Include="Assembly-CSharp" />
``` I still can't access private members
The krafs one worked but then I ran into the issue with ambiguous references
You do
<Reference Include="Assembly-CSharp" Publicize="true">
<HintPath>..\..\..\..\..\..\Program Files (x86)\Steam\steamapps\common\SCP Secret Laboratory Dedicated Server\SCPSL_Data\Managed\Assembly-CSharp.dll</HintPath>
</Reference>
I tried that too
Works for me ยฏ_(ใ)_/ยฏ
have you installed the package?
you also need <PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.3" PrivateAssets="all" />
what does this le package do?
I spoke with le great chatgpt and must try this
Still not working
Gonna uninstall and try again
Can someone pls ELI5 installing and using bepinex because apparently i'm not smart enough
It publicizes the assemblies for you
I think 0.4.2 only does it when you build but I've been using 0.4.3 and when I save the csproj it publicizes instantly
I assume you're not using an SDK-style project
You'll need to convert it
Example
Notice the first line which has Sdk=...
Make sure you have the .NET SDK 8 or above installed
anyone know how i can wipe a keycard of its permissions
What
that is the greatest thing
.NET 10 comes out today
Im making a custom keycard item for a plugin but i dont want it to actually have any permissions
i think i have to work with the details?
So you wanna change a regular Keycard, right?
yeah
Yeah look at uh
PresetPermissionDetail
Or something simklar
I don't remember the name exactly
Wait what
Yes
Oh i read it at it was already out
.net conf starts <t:1762876800:R>
I changed it and still no luck
And installed the sdk
Can you show your full csproj
This is what the SDK format looks like
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net48</TargetFramework>
<LangVersion>12</LangVersion>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
<AssemblyName>SubZone</AssemblyName>
<RootNamespace>SubZone</RootNamespace>
<PlatformTarget>x64</PlatformTarget>
<Platform Condition=" '$(Platform)' == '' ">x64</Platform>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x64' ">
<DebugSymbols>true</DebugSymbols>
<DebugType>full</DebugType>
<Optimize>false</Optimize>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|x64' ">
<DebugType>pdbonly</DebugType>
<Optimize>true</Optimize>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|AnyCPU'">
<DebugType>embedded</DebugType>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="BepInEx.AssemblyPublicizer.MSBuild" Version="0.4.3">
<PrivateAssets>all</PrivateAssets>
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
<PackageReference Include="Northwood.LabAPI" Version="1.1.3" />
<Reference Include="ProjectMER" Publicize="true">
<HintPath>C:\Users\Superuser\Downloads\ProjectMER.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
</Project>
I tried adapting what axwobo sent
This is why I said ELI5
The other one worked without any trouble just installing the nuget package
But that had issues with the ambigious references
what the fuck
next time you create a project, choose the .net8 class library template and then change the target framework to net48
i'd suggest you delete the contents of your existing project's csproj and recreate it from a new project
Yeah I'm creating a new project
Why so debuggable
You can prob rem many unnecessary lines
class library or class library .net framework
class library
And this is supposed to say .net 8, correct?
Update youd VS to VS22
a simple question, does Animator.GetBoneTransform get effect on sl s human model?
I have this question because I saw this madness thing
I installed it 
Regardless its a problem I'll have to solve tonight
Thanks for trying
Or just wait for net10
trueing
what the fuck
well
try it and see
we should add a super secret toggle that turns all animations for a specific player into gmod animations /j
this will happen
how to know is a character under the light?
elaborate on this question
as in a lit room?
cuz you can't check for "regular" lighting on a dedicated server
RoomLightController.IsInDarkenedRoom
or
look at VisionInformation
thanks
np
"effect mute 1 0 2"
you don't need to type the full effect name in the command
also it's named diferently than the type
np
@thorn escarp ^
Dealt with
what is the weaved function
that does nothing for devs
It is the result of Mirror's assembly weaving for certain type of classes
^
forgor to make a remindme for this
1000000000 years later
Honestly you guys donโt know how to code 
@ spookcid ban pls thanks :3
I just create PoC most of the times
Awww nah you are fine
:3
Im talking to the guy who doesnโt know what a triangle is
โถ๏ธ what shape is this?
On it 
arrow
Crazy

arrow in a square
Idk if both of you have the combined intelligence of a 2 years old but an arrow is not a shape
Bruh
i don't make the rules
Im pretty sure an arrow isnโt a shape
When, thanks
Circle or smth
Idc
I see squares
It goes to the square hole
pixels on your screen
XDDDDDDD
Ahahahahhahah
Learning shapes with nw
Triangle is missing
@spookcid now ban for real
Crazy
At hubert give them a piece of rice for the entire month
per what
?
This ๐ญ
Lol
@upper vapor so tld for the last hour:
- net10 alive
- dotnet run file.cs exists (cool one-file-only feature)
- you can make the file.cs into a project.
- bunch of AI that I just skipped
- VS26 (U aint gonna use it so that doesnt really interested)
i know about dotnet run 
pov windows
I didnt even think about that joke duh
but thanks
np
i laughed at my own joke
peak
thats 4 more visual studios
ble as in blender?
2 actually
i hate my life
2026-2022
how long this conference
๐
very
i gonna haunt you
currently its 1:23:-- time
and atleast 10 hour will be AI
๐ญ๐ญ
"copilot, copilot, github copilot, vs ai, ai, copilot, ai"
-# -real quotes from ms employees
i can use .net in vs22
Ill use notepad++ and cmd
real
I use that for developing on C
Same
g++ -Wall -pedantic && ./a.out
I started with notepad++
i use notepads irl
But then switched to sublime
sometimes concrete slabs
whar
I love getting NullRef for UnityEngine.Transform.get_rotation ()
Anyone any clue why would IdlePoseRetainerSubcontroller.Update () and LookatSubcontroller.OnAnimatorIK cause this?
The root cause is get_rotation throwing NRE of course
just it is VERY weird
Is that base game or plugin?
Basegame
I'm pretty sure hidden cause it plugin related, but without any pointers, literally impossible to start off
since the stacktrace does not contain any usable info what so ever
Here is the relevant one
Is there an existing function to spawn a skeleton?
(a ragdoll)
I think someone from here made some script or somthing
Does Ragdoll class not have this
It appears you need a player with 3114 role.
PlayerRoles.PlayableScps.Scp3114.Scp3114RagdollToBonesConverter
cant you do gameobject == null check?
Yeah you have to spawn a dummy
ReferenceHub dummy = DummyUtils.SpawnDummy("Bones");
Timing.CallDelayed(Timing.WaitForOneFrame, () => NetworkServer.Destroy(dummy.gameObject));
PlayerRoleManager roleManager = dummy.roleManager;
roleManager.ServerSetRole(RoleTypeId.Scp3114, RoleChangeReason.None, RoleSpawnFlags.None);
var role = (Scp3114Role)roleManager.CurrentRole;
DamageHandlerBase handler = ragdoll.NetworkInfo.Handler;
Scp3114RagdollToBonesConverter.ServerConvertNew(role, ragdoll);
When it happens in the base game
oh i see
Yeah it is basegame, somehow the rotation is null?!
Yes, but how
Do you know how
and why
:)
That is a question I would very much would like to know as well
Literally 0 clue how can that happen
I'm not doing anything with owner setting, let alone creating such things
Ye i have no clue either
It is so weird cause all of these NREs happening at the start of the round
Like how, after server restart or some fast round restart
Because none of the roles that are early exist should have any fpc stuff
None, Destroyed, Spectator
Those doesn't have model or anything like that so those cannot throw nre
Player joins and leaves in the same frame perhaps?
Normal restart. We do not have fast restart
Still not creating a model for it
Can you try idk, have a log for changing/changed role
The problem that this happens maybe once a week or two weeks
@restive turret what are the performance improvement benchmarks looking like (VS22 vs VS26)
Vsvsvsvsvs
Ehh, some UI element def faster
Had to readd VS as sln, slnx, .cs files to open with the new one (since defaulted to older one)
Y'know what funny?
When they said "look how good is the loading time!" It was literally no project just an empty solution open
Xdd
LMFAOOOO
That just windows thing
I will try on big projects and stuff, Nuget packages showing/loading doesnt have any impact
Atleast new ui for changing preference settings , this includes the new nuget package sources
New icons and shit but not really interested about that
Impossible
I'm trying to build a .name / .cinfo plugin for my RP server, and every which way I go, its giving me
[2025-11-12 07:26:24.497 -05:00] [WARN] [JFDCustomNameInfo] [JFDCustomNameInfo] No Player events found to subscribe to. Will retry in background a few times.
show code
continuous integration info?
how can i get scp sl 14.2.2 rooms models for unity
Use unity asset ripper
models come broken
idk then ยฏ_(ใ)_/ยฏ
ยฏ_(ใ)_/ยฏ
:(
can I rotate the player camera?
player.Rotation?
(I dont think so)
I want to "lock" the camera meaning I will once every frame set his camera rot to smth I want
just rotate the entire player lol
camera itself cant be done afaik
good idea iirc though it's effect
not the worst idea
Not effect the subroutine
I mean rotation of the player what @EVE said should work
if only Y wouldn't change
X Z stays 1 iirc
player.LookRotation
though it'll still be jittery, since you can't prevent players from moving their camera
what do you mean by broken
might be but that's alr
it's setable right?
yep
alrighty
models not true
i don't understand
Custom Player info
how can i get scp sl 14.2.1 rooms models for unity
you need to assign the standard shaderto them
that's a side-effect of ripping assets
click on the objects that are purple, scroll down to see the material list and search for the "Standard" shader
ok
Are the assets still .blend files in the editor?
nope
There was some plugin that converted them to .fbx's or smth
Back then
Ah good, that's finally gone
So I finally got it working, but now I am running into another issue. its also telling me though the command is working, "Command Not Found"
did you use the event for handling commands?
Maybe show us the code?
Yes
Thank you! ๐
np
I dont see the new client beta option? The current one that says early access is for 14.2.0
Restart steam
it still isnt working
isnt that like a 2018 tactic
What even is there to say about scp 1509?
does it have any special properties?
actually curious
yet
does anyone else have this problem
SlejmUr rn making it 
Melee damage idk
I already made my own wrapper anyways
i do NOT remember writing this in my code
It's just disaabling the effect and wearable of 1344
Why
I do not understand my ass code
me neither
You wrote that
actually tho, why dont i have the client build avalible?
the server version is correct, but client is still 14.2.0
Have you restarted Steam?
Let me check
early-access
early access seems to still be on 14.2
i checked labapi-beta and that was 14.1
๐ค Build ID is correct on Steamworks wth
Steam moment
Verify game files
๐ Phew
You never skill issue Beryl, don't worry about it
I personally have to press this, open it again, and build gets updated
interesting
Is this Steam moment 3
It is a Steam moment.
like we had on labapi beta 1
All is good on my end
Steam has an issue in particular with public branches, from my experience
Private branches it does the same, but updates quicker
But public branches? Shit takes its time to properly update
is there some conflict with the name of the 14.2.1 beta being the same as this one?
Shouldn't be
there was one a week before 14.2.1 no?
But it should update to 14.2.2 should it not?
i have no idea
i did
again

Sadge that labapi-beta is just stays there unused
app_info_update
what are the big diffrences going to be in LABAPI 2.0?
Breaking every single plugin ๐ฅ
As usual with any major update to anything
the northwood classic 
Is there a way to show goggle orbs to players if they're not wearing goggles
give them the 1344 effect and disablewearable of 1344
Client side afaik
Please tell me this is a /j 
there will 100% be breaking changes
idk the extent
so it may break every plugin significantly or be almost unnoticable
What slejm said
We won't spoil anything 
The extents are
How can I spawn a firearm pickup with random attachments ?
FirearmPickup.Create
Set its attachments code
Spawn
Is there a good way to generate a valid attachments code ?
It's an extension method from the base game so it makes sense if you couldn't see it immediately
I need to check if a player disconnected fr or just for the round restart how can i check that?
have you ever watched dexter, love this scene
peak scene
I haven't
btw aside from that you know something crazy for this
Another scene i love is the one with trinity lol
at dexter's work

Not able to find this method :(
public static bool TryApplyAttachment(this Firearm firearm, AttachmentName name)
{
Attachment targetAttachment = firearm.GetAttachmentByName(name);
if (targetAttachment == null)
return false;
uint newCode = firearm.GetCurrentAttachmentsCode();
for (int i = 0; i < firearm.Attachments.Length; i++)
{
Attachment attachment = firearm.Attachments[i];
if (attachment.Slot == targetAttachment.Slot)
{
uint bitToRemove = 1u << i;
newCode &= ~bitToRemove;
}
}
for (int i = 0; i < firearm.Attachments.Length; i++)
{
if (firearm.Attachments[i] == targetAttachment)
{
uint bitToAdd = 1u << i;
newCode |= bitToAdd;
break;
}
}
firearm.ApplyAttachmentsCode(newCode, true);
firearm.ServerResendAttachmentCode();
return true;
}
public static bool TryApplyAttachment(this FirearmPickup firearmPickup, AttachmentName name)
{
firearmPickup.Info.ItemId.TryGetTemplate<Firearm>(out var firearm);
if (firearm == null)
return false;
AttachmentCodeSync.ServerSetCode(firearmPickup.Info.Serial, AttachmentsUtils.GetRandomAttachmentsCode(firearmPickup.Info.ItemId));
if (TryApplyAttachment(firearm, name) && firearm.WorldModel != null)
{
firearm.WorldModel.Setup(firearm.ItemId, firearm.WorldModel.WorldmodelType, firearm.GetCurrentAttachmentsCode());
return true;
}
else
return false;
}
public static Attachment GetAttachmentByName(this Firearm firearm, AttachmentName name)
{
foreach (Attachment attachment in firearm.Attachments)
{
if (attachment.Name == name)
return attachment;
}
return null;
}
public override void OnPlayerLeft(PlayerLeftEventArgs ev)
{
if (Round.IsRoundEnded)
return;
}
Does this work or nah?
I think thats set when the round ends but before the round resets
This sets a specific attachment, corret?
yes
oh thats
AttachmentsUtils.GetRandomAttachmentsCode(firearmPickup.Info.ItemId));
InventorySystem.Items.Firearms.Attachments.AttachmentsUtils.GetRandomAttachmentsCode(ItemType)
๐
Then you just do
Firearm::ApplyAttachmentsCode(newCode, true);
Firearm::ServerResendAttachmentCode();
How can I modify the ammo of a firearm pickup?
This should work i think
firearmPickup.Base.Info.ItemId.TryGetTemplate<Firearm>(out var firearm);
firearm.ItemSerial = firearmPickup.Serial;
FirearmItem labFirearm = FirearmItem.Get(firearm);
labFirearm.StoredAmmo = 100;
If it dosent then this should
firearmPickup.Base.Info.ItemId.TryGetTemplate<Firearm>(out var firearm);
firearm.ItemSerial = firearmPickup.Serial;
firearm.TryGetModule<MagazineModule>(out var mag);
mag.StoredAmmo = 100;
mag.ServerResyncData();
Alright I'll give that a shot thanks
Me when
Labapi wrapper
Yeah I used lab for that lol
what the fuck
getting the wrapper for the template is diabolical
Only works for the revolver?
And I tried the seond one it also doesn't work
Made it before the wrapper had it or i didn't see it when I was looking for it
I think it's to do with the weapons spawning without a magazine controller
I've tried LabFirearm.Reload() but that causes some exception somewhere
Any insight is appreciated
Get the firearm template, then get the MagazineModule and call ServerSetInstanceAmmo(serial, amount)
Will try this
yo axwabo check your proximity plugin that shit crashes Unity

Are you trolling or not
๐
Wrong ping
Thanks discord
I love pressing on the correct profile and then getting a wrong user inserted
@celest thorn
did you ping the wrong zero two
bro how you fuck up so badly the GC yells at you
Never seen this issue
Harmony shit
Harmony isn't the skill issue 
Probably cuz cedmod now has transpilers (thanks)
I'm gonna have to update my patch
Look at the stack trace
(Thanks to me)
please don't die doing this ax I need you
Yeah I know
@celest thorn where did your transpilers go ๐ญ
i don't see them on master
either i'm blind or github is messing with me
wtf
And it works! thysm
np
waypoint fast will cause player cant move with it
!bugreport
You can report a bug using the instructions found here: https://discord.com/channels/330432627649544202/1388685084302905464
that's a limitation of waypoints
positionoverriding time
Did anyone try the new version?
I can't join my server due to difference in game versions ๐ญ
Backwards compatible: False
uninstall SL completely, then try again
thats what worked for me
^
Eve
that one wasnt transpilerized

but i think that patch might be obsolete now
actually, not it isnt its supposed to ignore -1 and -2 from the RA list as those are the custom entries
i've seen maybe one transpiler on master
theres a few now
there's not a single transpiler on master
theres 4 of them
most things that were patches could use labapi events as the labapi had those events so the patches themselves were gone
none of the files in Patches have a transpiler on master
most patches that cm has nowadays are small prefixes
that dont return false unless its something like an exploit for or the ban method/mute commands
Can i call a cassie message when player left from server?
yes
How?
some event OnLeft and Cassie.Message
Hm, no work
wdym
public override void OnPlayerLeft(PlayerLeftEventArgs ev)
{
switch (ev.Player.Role)
{
case RoleTypeId.Scp939:
Logger.Error("1");
Cassie.Message("alpha", false, false, true);
break;
}
I use this code, and is not sending log in console
Because player role is destroyed at that point
try using OnRoleChanged and prevRole
SlejmUr does your custom item class' ItemBase field mean that each instance of a custom item has its own copy of the class?
No
Class only created once, then when a new item made / spawned with that it using the parse to do stuff with it
I checked for it if would be great to create each class for owned itembase (similarly how wrapper work) and i found out it's not really good and it fucks up performance
Im pretty sure discord WILL ban you for that kind of stuff
Blud has evaporated xd
i mightve snitched
what happened
ban
it was me 
wha
mill
aaaaaaaaaaaaa
xdddd

sounds fun
im a new soul
the guy had a symbol from the germany 1932 + 1 but with 1991 - 1 russian flag
to just put it in a way harder way to figure it out what he had
uh oh
Understood. Lost at the context but understood
Bypassed moderation in this way lol
i came to this strange world :3
I just mean what happened
:3
Thanks
a guy who had a symbol from the germany 1932 + 1 but with 1991 - 1 russian flag, was banned for it obv
and he was doing 1991 - 1 russian propaganda

Ah. I see
quite strange doing it here
yeah if it ws me i would first build a reputation for at least a year
Crazy
doing it on this server is just a big mistake
big failure of braincells
crazy
i know your country loves it so much the 1991 - 1 russia
lol
as much as i love unity crashing every 10 minutes
Crash? I was crash once
UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <0deee1b9576d40a7a211b55014778fa6>:0
moment
Why PlayerUsingRadio always getting called? Doesn't it should be called when the player speaks on the radio?
i think it's for battery draining
cuz it still drains even if it's not being "used" (spoken through) but isn't disabled
Like whenever itโs on and any voice comes through or just existing?
Whenever it's on and the battery drains, but not necessarily transmitting
That's my idea at least, can't check rn
Ye no worries. Iโm in spectator mode
did IItemNametag is server side๏ผ
is night vision still not in labapi's customeffects thing yet
is this still the case
i think it got fixed in some patch between that and now
but i dont see it
?
We readded NV effect as it was removed by accident
its in RA
RA but not CustomEffects?
wdym by customeffects
namespace
If you mean some plugin
Lmfao
Ncm then
Outdated assembly?
update yo assembly
Ya
its even public so
You're using a dll from like 14.1.x
assembly.. i thought updating labapi dll was enough
No that's not enough, you gotta update other assemblies from the dedicated server
Always keep Assembly and LabAPI updated
At least ACS
Np
hey
can you detect raycast on a cube without collision and the cube being invisible?
Yes
cuz like
i have a interactable door, but amert detection is shit so i tried to do it some other way
i just saw someone make one with their plugin
except it has normal detection, while being invisible and non collidable
Aslong the layermask on the raycast contains the primitive layer it will detect it afaik
example
Why not make it a interact toy or whatever its called
i dont need it to be neccesary non collidable, i just want the detection to be normal
No you cannot raycast on something that doesnt have collisions
but i got no idea whats amert port use
how the fuck does that work then
Use interact toy then for detection
What are you triyng to do
That is one way to do it yea
preferable
and already implemented
Use that
im trying to make an interactable door
interaction toy
player presses E on door it plays animation and a sound
Interaction toy can do that
No its before they were added
You can technically create a Primitive and then add a BoxCollider on the server with isTrigger = true and then raycast works
but please use interactivetoy, as its literally the purpose of it
PMER has interaction toy support too
yeah
i make the door as the schematic
probably gotta learn coding since amert is useless
isnt half of amert is actually useful stuff and other half of amert is just easier to create and use with your own plugins
yeah, but some people like me use amert because they cant code
but its updating pretty much died since labapi release, its just ports to new version
Cant do everything without some coding
nothing new
Sorry buddy
It should be pretty simple to make this too
at this point it is much better to learn how to code to not rely on amert maintenance and functionality
meh
i dont know where to start
!c#
Right here
i find stuff like SE & AMERT ok for start but when you try to make complex stuff with it it just adds not needed complexity weirdness and confuseness
Install a ide most people use Rider or Visual Studio
complex or smth you will actually use
A simple typo caused major desync
which framework is easier to use in work with schematics
no difference if you are talking about plugin frameworks
They're about the same
which is easier
also no difference there
only maybe like
that labapi is preinstalled
and exiled isnt
Would be like 3 files
3 files of what
.dll?
i have everything thats needed from the schematic side
I have like half of this as a plugin on my server but instead of custom doors its normal doors from unity
i dont understand what do i do
where can i get references of labapi
or open a plugin to see its code
Download the dedicated server from steam
i have it
Go to its files /SCPSlData/Managed and all needed references besides PMER will be there
Iirc SCPSLData is the name
why its red
do i need the config or wut?
Read what it tells you
The major desync wasn't caused by that though lol
The distance check simply fixes a separate issue we noticed internally when picking up items, unrelated to the rubberbanding reports
Because red is a cool color

because its evil
Everything in enable is going to be called when the plugin is loaded by the server and vice versa with disabled
yeah ik
i wrote like 2 plugins on exiled and forgot everything since
Disabled doesnt run but please unsubscribe and etc so when we make an improvement on that your plugin aint gonna cause chaos
do interactable toys detect players entering on it?
When a player presses their interact key on it
thats all it does?
so if i for example want 939 to pounce on a collider to play animation what do i use
Its basically a fake pickup
guh
Check out the wiki / examples
i did
but its complicated
i dont know english that much

The check doesnt do anything nyeeeh
It creates the UncomplicatedCustomItems folder in the config directory
Its over a year old i choose not to touch it
how can i open plugin code
where is it
I dont use Rider ยฏ_(ใ)_/ยฏ
try ctrl left click on a class thats how Visual studio works
wuh
ctrl + left click
it just opens this
doesnt work
this then
it just opens the folder??
nothinf happens
Im pretty sure its that button
Im on phone in bed rn
Ive never had issues with it
its just this
how do i look in it
you don't have a solution open
also, please don't copy assemblies into the project directory, simply reference them instead
the wiki has some code snippets, and you can look at the examples
does anyone have an idea on how i can set up my server so that another server can send and receive packets to mine? or is that a super complex thing that i probably shouldnt expect to be able to do without massive research
packets as in binary/text and audio
You mean a proxy for players?
or like
sending data between 2 server
the latter
use websockets
and then connect them between each others
thats how i did it for alot of time
and it works
- websockets allow you to do auth because as you guessed it they are like websites but with less stuff
and they can take arguments
they weight nothing to both and unity community has built alot of bridges around them
so if i write a websocket server for one side and a client for the other, i can have the two scp sl servers send data to each other
you can write to files 
are the two servers hosted on the same machine?
if so, you could use named pipes i guess
but websockets are probably the easier option
though your server will have to handle connecting the two websockets to each other (not that difficult to do)
if you want
i can send you an entire mono behavior
i did to support websockets
that doesn't lag nor crash
there are at least 2 libraries that do that for you
lol
I did it myself
because i prefered having a class and wanted to learn more

Nah, theyre not
yeah then ws
that do what? handle websockets for unity?
THIS IS A SCAM URL

google doesn't do this
!!!1!
& with websockets it can handle decoding audio samples in real time?
like websockets are fast enough?
i mean if you do that then yea
why not use ffmpeg then
its pretty instant
rtp for example
honestly
icecast
for that i would reccomend pigeons they are faster








