#plugins-dev-chat
1 messages · Page 179 of 1
alternatives such as simply sending a PlayAs in a speakertoy solves that problem, and also tackles the initial concern that lead to it in the first place
imagine joining a server and they kick you for muting annoying sounds or admins ban you when you mute them
Okay so Cedric
The server has access to way more incriminating info than who someone has muted (IP address for instance)
Isn't there a clause in the CSG dictating that servers can't disclose that info nor discriminate based on other personal info like that?
Thanks
why make a rule to dicate it when we could just prevent it alltogether and provide you with a different way to achieve what you wanted:
speakertoys that follow client mutes by simply sending what player it should play as 
But it means better flexibility for devs and better user experience for players (as you could enforce client-mutes in text chat implementations and otherwise)
yes
just because they shouldn't doesn't mean they won't
Also it would be hard to forbid displaying it to staff
Because it fixes one subsect of the problem, not the problem as a whole
Yeah and a server I join may publicly display my IP
that is unavoidable
okay, staff knows that player A hates player B
now what
theres a difference between information a server needs to have (they need the ip to send a response to you)
and information that is not required for the server to work
just because you visit a website (they have your ip and browser metadata!!) doesn't mean they should just get your full name as well
ip is harmless
if a mod knows you muted them they could get quite pissy
it's also a design choice/slippery slope you go down
this whole conv doesnt go anywhere
obviously
Report them to SL trust and safety?
can you two lovebirds take it to dms
then it's the owner's responsibility to hire staff that aren't so influenced by emotions
ah yes, lets just make it possible and let trust & safety clean up the mess
surely
tf they gonna do? force unmute the guy on your client?
reality is often dissappointing
That's literally what the CSG is about big bro
convert this conv into cat memes
spam broadcasts saying to unmute them
budd
can't hear staff -> gets banned -> requests unban
crazy idea
This just goes right back to the idea of the CSG
like that do shit? I warn people over to mute soundboard or stop this or that but they still continue so
theres no respect in scp sl bub
This conversation isnt going anywhere so im going to just end it here.
No we will not be adding it into the CSG, that goes against the principle we setup when redesigning the VSR into the CSG (we do not want to have a giant rulebook with a bunch of small things that can be solved differently and caused a massive workload on S&C)
You will not be able to access client mutes, sorry.
As you had concerns about speakertoys, i presented an alternative method for you to achieve that goal
The textchat concern is valid, but you can easily add a mute command, this is a null argument as you werent able to access mutes in the first place and had to do this already.
So your solution is to instead implement a server-specific mute system to enforce mutes instead of using the base-game system?
Does that not fall into the existing pitfalls you've mentioned?
Is that not also worse for the playerbase?
Ridiculous
This whole thing is absurd as hell
alternative solution currently vs when done will be completly different.
guys guys I swear man the security lead is tweaking I NEED this
i was gonna ask iced or normal
how about both
but then I realized do british people even consider iced tea, tea?
great question
@icy knoll
He presented the idea to play the voice message "as the player", letting the client handle the muting themself
thats a brand "ice tea"
audio visual be like
💔
You missed my point
What about text chat?
That was what I was pointing out in his comment
idk man I know generic ice tea from supermarkets
on top its current time + on bottom ticks
The only way I can advocate for myself is in these channels, I'm going to speak my mind on these even though you wish to ridicule me
I'm talking about server-specific implementations of text chats
They have no way to abide by client mutes
at lumi
^
the removal of hints ratelimit and it's consequences
Does he know

i love fft (no clue how it works but some guy cooked with it)
what
I really don't I stopped very actively following SL development before it happened...
or is this DisplayKit? I imagined it would be possible with some tmp tag that does line height, without DisplayKit?
doing that with line height is insanely finicky
ye
idk i never did hints
some minor-er update
This is display kit yes
And we will allow seperate components for UI
You mean multiple at once? I thought that was given
I already asked ced, I am more interested about custom UXML. You guys seemed to suggest that custom UCCS or whatever it's called will be possible already
Currently its done by code
i have zero clue about that 😭
going from hints to DisplayKit to continue displaying a progress bar via characters would be pretty dumb
Well
no one stops you from making converter
^
what if converter is already done
It depends on what the client accepts right
No you send raw bytes
if the client will happily serialize and display whatever then no issue
I understood that
it was because you guys are wrapping the unity comps from what I saw and assumed
me sending over my 2GB UXML
you can optimize stuff way easier instead of sending raw XML string
basically
And networking them
who are them
you guys did say the available wrappers/comps would be a topic
so I assumed that not all would be wrapped (the list is huge)
you will see what is available someday
If canvas and DisplayText are unity base classes
then you can discard everything I said, I assumed wrong
their not the base classes, their a wrapped version of them afaik
^^
-> if a wrapper for a bar was missing
This should give you the idea of what it available
behind
2023 06 23 14 44
ILE
💔 misunderstand my question
given that the current uses wrapper (networking, etc), I assume not all of these https://docs.unity3d.com/6000.3/Documentation/ScriptReference/UnityEngine.UIElementsModule.html will be available to use
-> unless you can send over custom UXML or tag or whatever (see code idea I sent)
You will be able to seen soon what can and cannot be done.
ok sure
damn these too much, just checked
bruh
i scrolled and felt infinite
just theres elements + properties for these elements
you can only sleep at night or during thunderstorms
well then there's a thunderstorm somewhere
also not all fields are available for unity runtime
what you seen there
most its editor only
thats what UI toolkit supports for runtime
there is no iconfig in labapi
okay, but how do I do the configuration?
check the Examples
check the Examples
There is no such a thing as IConfig
Also I suggest learning basic C#
interfaces cant have overrides in earlier .net version either
wdym?
interface testytest
{
virtual void test() {}
}
I think they added overriding support for inherited types
you can do this in .net standard
which is technically what unity uses
default interface implementation
never seen unity using interface
if you remember the scandal about the property that was added to ICommand with a default implementation
that used this c# feature
c# 8
scandal
either it still not valid for either exiled or labapi
remember getting compiler errors about that once
critikal here
idk where ur getting this from btw
no i also dont remember
from the no idea about how to write C#, probably
what
I don't understand why SL restricts the ability of developers so much
what
What?
what ?
how do I write this code?
how to fix errors блять уебан сука
Ну бля пойми сначала что ты пишешь в коде, перед тем как понять в чем проблема
and how to change just delete using
but I need a config.
Okay, and how to solve it
And how do I do it?
Idk what you want to do
Keep it to English here please!
You and you guys triangles
Clearly a message from God
So what happened in the stream?
hopefully we get the recap announcement soon
A quick powernap later
Is there a way to make a Player count towards a team without having to Lock the round? Im trying to implement something like SCP 035, however im struggling with making him actually count towards being an SCP.
I recorded it , wasn't great recording but if u want can share here
I'm very amateur recorder
Sure
yay
Subscribe to RoundEndingConditionsCheckEvent or whatever the name is
Thanks!
Happy to help :)
Or you can patch the team so he will be with SCPs even if he's a humanrole
how would one do that?
hmmmmmmmmmmm, that's a bit complicated to be honest. You could patch PlayerRoleUtils.GetTeam(ReferenceHub) with a prefix to return Team.SCPs if the ReferenceHub is your 035 or something, but I wouldn't know how that'd impact things overall
it'd definitely affect the round stopping
i personally just wrote a transformer to redirect that one call to GetTeam and it works perfectly for me for that usage
thank you all
To note, @quiet rune, this doesn't work with everything
Some parts of the codebase run checks like if (player.CurrentRole is SpectatorRole), which only returns true if the players actual role is based around being a spectator
I'm not sure if similar things are done for SCPs elsewhere in the codebase
Where I can start learn to program?
You'll have to learn C#, there's a lot of great resources out there
I can't say what would work the best, as that's ultimately dependent on how you learn
Microsoft has their own course though
Okey thanks u tomorrow I start
In Spain is 4 am
Yeah, it's a long journey, but I personally enjoy it
Okay so you guys know how 096 door is now fucked up and half of it doesn't work
Is there a way to detect if a door is that type
not sure, I know you def can't break it even tho it's marked as breakable
Bro will do ANYTHING but go into the facility
Yo
I do kinda wonder can you like detect if a player mutes another player? like a sync value?
there was a whole ass argument about this yesterday
fr?
He proposed alternative to it tho
he proposed what was already proposed 
He said it louder
the thing is i just wanted to check so i can see if i should display a message on my custom chat system
and didn't wanna bother the player with "Hey go to SSSS to do that"
yeah that's the only solution pretty much
every single system
has to implement their own muting
i would veto ced's veto
hard in the current state of the world
wow shitcord works perfectly
yea i know its for privacy reason lol
you know like why tf should i collect who you hate and want to mute lol
like who cares who tf wants to know that?
Im gonna sell you a repellant for "This guy" that you muted on SCP:SL
XDD
btw updating an entire project and rewriting all of the docs and everything
for like methods and shit
i had 200k erros
fuckoing sucks?
yes....

more added than removed 
all of code repetition and stuff like that
but i still need to do a bit more stuff
and added stylecop
ah helll nahhhh
?
crazy ik
the source code is old asf too
like im telling you 13.5 around
now we are almost 15
so
...
tf did you do
@celest thorn when triangle release date
first gm, and second you think i work at nw 
i will throw party for my team
lol
knowledge
1 bottle of alcohol for each nw staff who contributes
is a powerful thing
i know one is def getting a gift
ill send them smth
idk here is kinda a tradition to give gift for big thing like idk christmas we give doctors big boxes of gift and shit
and ALOT of alcohol

wine especially
idk man i just blew like a grand at the liquor store
damn...
Lmao
just need the git commit history 
watch the code slowly go from readable to completely uncomphrehendable as they drink
lol
it seems that opening a cmd and doing scpsl.exe -fdiscord doesn't work anymore there's any other way to start another instance?
Just starting the .exe should work no?
it doesn't
they want different user IDs
oooooof
just only if i start it from steam
it does
Start from steam with discord auth and then start via .exe?
let me check
ExplosiveGrenadeProjectile.SpawnActive(position, ItemType.GrenadeHE, null, 0.01);
How do I detonate a grenade and damage players?
If the player is null, the grenade explodes but does no damage.
I've seen that the PID just stops
Dummy
for the one opened with the .exe
Check log
is there a footprint overload?
Creating dummy every time is a bad idea
which logs?
Just create one and hide it from the list
The player log
-dx11
forgot to reply but yes it worked
holy macaroni im eve
we didnt make any changes in regard to this, so it should still work 
if you read past on top i found out sl went on default to vulkan
and that crashed it
unity moment
how can i set players custom info with multipile lines?
usin \n just puts it raw \n
Try <br>
Pretty sure \n should work
okey nvm i used cinfo
br is i think illegal
Yeah \n is treated literally in commands
Unless if you paste a newline
Good evening!
I wanted to ask if it’s allowed to create a launcher and custom central servers for older game versions. I read in the EULA that “Developing, hosting, distributing, sharing, or using an Emulated Central Server is forbidden,” but I’ve seen similar projects exist, so I’m not sure how this applies to non-commercial, community-focused projects.
I’d like to host these servers in my Discord community alongside newer versions so people can play together.
This would be purely for learning, experimentation, and community use.
Thank you for your guidance!
Afaik you should email security to get permission? @languid temple ?
We offer special permission for central servers in select cases, which you can get by contacting the security email:
security@scpslgame.com
Without permission this would be a violation of our EULA, whatever it's purpose
damn you lucid
but yes
in this case they need to email security
Yipee I got it right
!rep @unique crane
You have just given @unique crane a reputation point!
good job
payday
Alright, thanks! I’ll email the security team.
!rep @hearty shard
You can't give a rep to yourself!
!rep @dense widget
Member "@dense widget" not found.
Эхх
You have just given @hearty shard a reputation point!
They will
We alr have many removed illegal central servers...
But shhh
This must know only security
laxiledapi typ x chatgpt
Me connecting to my "::" central server

How can i figure out the Player that cuffed someone inside the OnPlayerEscaped Event?
Basically ev.Player.DisarmedBy but before the player escaped.
Escaping
damn didnt see that event, sorry 
@thin shuttle i might have found the issue for 939 and 106 (tho Idk about the camera one, never seen such a thing).
Hopefully can verify my findings soon™
are you able to show the code or that confidential ?
also if we can have a way to make than 106 can't got through door that would be nice too
i mean this time intentionally
FpcMotorProcessor and when removing it does i-- so it removing the previous one and not the current (I assume as that)
In 939 some effect(?)
There should be a door property
CanGoThrou but i have to check the code for it
door property is only for door lock
so we need to fakesync the lock
to make it can't go through
why then make it IScp106passable lol
if the value would be false
Because for example the 079 door is behaving differently if not all gens active
106 can't go tru that, only if all gens actived
in the past i remember it used to be go through lol
I was in 106Movement
I cant remember if you could go tru that
Maybe because the lockedstate is added after that?
no worry i thinks that working for year
until someone said me it's wasn't
btw slejm
i remind that
I can gitblame
i have a question do you have client side code
because i was doing it
Yes
ok
yeah they can modify it
MovementInaccuracyModule wtf is this?
nah i wanna understand wtf is this
lol
if its used by the server or not
because i cannot find any reference
ig this code is a mystery for slejm too
btw yamato how you doing?
fine :3
thats cool
btw i found a bug with a client that i was doing plugin and shit
and it was on exiled
WHY is exiled using for scp079 recontain the shitty section of it that actually bugs the facility lol
rather than using same method nw uses
Gives you inaccuracy based on movement and attachments
yea i saw that but it has a look into function
As you can read from code
so is it used for like the accstats
it has a menu context lol
amazing context nw
without this i wouldn't know it cleared cache
xD
Its a button(?) show in the inspection menu
I think
I never checked what firearms have
Calling the Scooby gang to find clues
nw code is a mystery
before nw knew how it worked
now only god knows
I mean I can read the xml doc but
Idk if client or server sided btw
I assume its both
i assume too
because i think this is the one that shows accuracy
else why there would be a method for that?
I was doing something with MovementInaccuracyModule on the server a while back
You can change the inaccuracy on the server it just won't change the visuals on clinet iirc
I was making it so movement has no effect on accuracy. Lemme find you my patch. Idk if it'll be of much help
nah
it was a friend of mine asking me what it was
i didn't have answer either
because i saw 0 use
Where would I report the following bug: Scp173 being unaffected by Silent Walk effect.
Like LabAPI or normal game? Since IIRC Yamato said something at one point about getting regular reports ignored because they required RA to reproduce.
Wdym by not affected
you can hear the scraping sound
all other SCPs have their footsteps muted (includes 939 running).
@restive turret So where do I report?
Idk
i'll try base game then.
normal game
if you can test it on a server without plugin
and it does same behavior
then yea
Ye it does
time to wipe my local dedicated!
so then base game lol
You can run on other port
I have stuff in global
I'm just renaming LabApi to LabApi-backup
You can tell the profile not to load global stuff
LabApi-0.yml
renaming is easier
Yeah but then you'll need to do it again if you need a clean dedicated server
you sure? this is from https://git.scpslgame.com/northwood-qa/scpsl-bug-reporting/-/wikis/List-of-"Not-SCP:SL-Bugs"
We should add the same for labapu bugreport

Mega troll
people die when they are killed
I see a few reports with [RA] in the name so I'll give it a shot
Let's test it (in SL)
guys sl needs to add peripheral modes
like it supports hardware idk like a shotgun
you die in game and you get shot irl
Interesting plugin ideas
i did a plugin in the past that connected to real life peripheral which wasn't so family friendly
lets say drunk and developer isn't the smartest idea
but someone coff yamato coff liked it and wanted src 
i still wonder wtf yamato did with that
@celest thorn is this normal?
it went through the second time I hope
could you said what exactly isn't working
ehm idk even the guy was kinda confused when he explained it to me but it seems that when the round restarts and the event is canceled for scp079 recontain it blocks all of the doors
but this doesn't happen with labapi because its placed in a different position rather checking each player
than the event in general
maybe add something to check recontainment for each player rather than the entire method like how labapi does
its more versitile to be honest
Well you would need to connect to the server with the peripheral instead of your client right
So usually itll be slightly out of sync with your client
yes i did it like that
the tool i used uses a websocket connection
that allows a server to send data
for the thing to do stuff irl
So scp sl is probably not the most friendly for perihperal
what method exactly can you send the link
i am not getting it
https://i.e-z.host/🐀/rjkj90jl.png
exiled adds code in here
instead labapi does here
https://i.e-z.host/🐀/1weiqapj.png
which doesn't bug out the cassie and risk that the map gets softlocked which appears to happen in game but really rare but with denying the exiled event for recontain it happens 99%
i couldn't verify it because i changed the code and fixed it but the guy told me that
Event
its an event
the SCP079Recontain event
it points to that code and adds the return and stuff
yes
we do not add anything ?
the code..?
other than event it's self ?
yea the code of the event
public void OnRecontaining(RecontainingEventArgs ev) {
if (Player.Enumerable.Any(p => p.IsNPC && p.Role.Type == RoleTypeId.Scp079))
{
ev.IsAllowed = false;
Log.Info("1");
}
Log.Info("2");
}
This code seemed to softlock the entire next round without allowing to open doors and stuff
because of an infinite overcharge
which i fixed by changing to the labapi one
also this was made before LabAPI existed
yea but idk now it causes issues
with this code you can softlock the next round the explanation i was given
i think NWAPI was placed here
and our index didn't got broken
but got placed somewhere else because of that
and that might be the reason
magic
since nobody did report on it
you guys never fixed it
we never got reported
and i randomly stumble upon it because of a developer trying to fix my "code"
when my code was correct 
ig gg for the guy who randomly decided to change my code to Exiled stuff i used the labapi because i knew it used the player and continued if denied
have fun fixing it
but in case make it similar to the labapi because that would be gg
but look if we got have a report on it before it's would have been already fixed
nope
its 2 years that anyone ever talked about it
on issues
ig i will do the report
Why SpeakerToy::IsPlaying always true?
If i play a sound and the sound has already stopped playing, SpeakerToy::IsPlaying will still remain true.
Hey, the summary about the last stage hasn't been published yet ?
Currently not. Should be sent today or tomorrow.
If you still wish to see what was on the stage can link a video with timestamps
That's for the AudioTransmiter provided by labapi
And in theory, no, it shouldn't be always true
But it always true
Well
More precisely, it is initially False, but if you play the sound and the sound ends, it will remain True.
Yep. I using SpeakerToy::CurrentTime
CurrentTime shows the duration of the sound, but if the sound stops, it shows 0
I guess you might be able to use that
If the clips list is empty and the current time is 0
Already
Then you have an IsPlayong = false
Yeah
If there's no such bug report yet, please report it
@upper vapor
i have a question
how hard would it be
to make a server that isn't a server
like sitelink but with steroids 
Reaching near the level of self murder
Hmmm would it be impressive?
Write a Minecraft server in rust
Write an SL server in Zig
Lame
else i would kill myself
crazy because i see that i cannot breach the point of optimization
i have a last bottleneck
and that is UNITY
unity is stopping me from reaching my full potential
Yeah have fun with proper collisions xd
True
that is something i will have a lot fun with :3
but ig it is even worth it?
to just get more ram and more instances running at a low cost
pratically free
bam bam
I think you prob could
its sheep time
Without even touching mirror (maybe just looking at the code)
I mean
the most i need is movement
and syncing between players
and just toys running
that would be enough
You'll probably die of natural causes before figuring that out
and then rewrite the entire plugin
Sitelink alr hande most thing
yea... but not everything i need
so im probably gonna make a multithreaded build of that
F
and just try to make it run as good as possible
The duality of plugin developer:
"I want a triangle"
"I'm gonna rewrite the SL server without unity"
"im gonna make my own game"
That sucks
modding is way funnier
and painful
Both are painful
That's a different topic
Screaming into unity or game why it behave as that
my last bottlenecks
in life is unity
once that is removed
i can do ANYTHING
60 tps
100%
even 200k tps
And 0 players
and in a college degree it would be impressive
idc
atleast i did do something that is complex
and makes me learn more
and i can say i did it
Well goog luck
idk i still need to discuss this
Idk how you would handle labapi event and such
wdym?
Or unity server related events
labapi isn't just server side?
Oh for that im probably gonna make not a replacement
thats highly stupid
and just way hard
For example you cant handle escapes ig
i mean idc
escape is something for weak people
So wouldn't be fully operatable
ig
but idc for that
i care for custom gamemodes
more than anything
SSS might work
OH fuck
If displaykit release that would work too
Its mainly just reading message
Rust in SL 
minecraft but
without anyhting
you need to code everything from pratically almost scratch
but runs really light
because there's something crazy pissing me off alot rn, sometimes the server goes 59 tps for a split frame
i still don't understand what it is
everything has been optimized
to a point idk what to even optimize
That would be awesome thanks
congrats you discovered frame lag
1 tps isn't gonna do anything
it is...
it pisses me off
so much
WHY it exist
im going through insanity to find that
but i cannot
Stage event recorded at 2026.01.31
Times:
0:00 - Start
0:50 - Recap of 2025
1:55 - 2:40 - Builds for host early
2:55 - 4:05 - Polaris update
4:25 - 15.0 started in development
4:55 - DisplayKit!
6:42 - DiplayKit example code.
8:55 - DisplayKit available time (Soon)
9:10 - Clickable UI talk
10:10 - Questions from the Stage
11:32 - "Get Sopfie'd...
false.?
makes frame perfect stuff impossible
eg, what i use
Latency would probably put a stop to that before anything
dosent matter
we removed that
everything is client based
when is it better to use Update() in monobehaviour and when use coroutine?
because ive been thinkiing about it and i came to conclusin that nothing needs to be done every frame
idk they are really similar
They're the same thing essentially if you only use WaitForOneFrame and WaitForSeconds
when is the client modding goping to be released?
never
Looks ai generated
Ah, it is
Can information of a corpse be changed after it is spawned? Like the name of the player or such?
Thank you
also, i would still assume that setting a ragdoll position wouldnt update it to client, right?
Oh woah i just saw UnFreeze

First gif i found when searching for copeium
you spelled it wrong
A stupid question how does a client send the nickname only via the CMD?
How does stutter work now in cassie announcements?
wdym
Is there a way to convert old announcements to new ones easily?
How exactly did the old jam work then?
good question
i think it was like
DelayDelayDelay_Repeats
the delay might have been a percentage? i'm not sure
not that i'm aware of unfortunately
if i get really bored i might make an online converter
AI image spotted
ye
mirro message
yea i just made a wrapper
if it works im crying
https://i.e-z.host/🐀/r9z62zu4.png
I've never been so happy to see my steam nick
So you did started making a server
yes
and i got 10% of it working
now im making movement
Yea i know
I did figure it out how to do something
it works movement
but
i cannot get the precise position
so what im doing is making a wrapper to attach to the player a specific waypoint
and just check that 
What
So you know the WaypointToy
i attach it to the client
and say "plz go attach yourself"
and just check from the FPC packet which is the nearest if it is the waypoint toy then its fine
else nope
Ah
rn im fixing something crazy that is called PlayerEffectsController
being empty makes it cry
How did you manage that 😭
Ehm i've made a server from scratch
Custom server
💀
atleast i can connect and stay in the pocket
You are gonna end up with something that holds together by sheer will
NetworkWriter wr = new NetworkWriter();
wr.WriteUShort(PleaseSpeedINeedMyRPCMessage);
wr.WriteUInt(toy.NetworkId);
wr.WriteByte(0);
wr.WriteUShort(6504);
NetworkWriter wr2 = new NetworkWriter();
wr2.WriteUInt(NetworkIdentityId);
wr.WriteArraySegmentAndSize(wr2.ToArraySegment());
btw why tf this doesn't work?
nah
trust
im gonna rival the scp sl default servers 
yea im kinda doing it to learn mirror better
but at the same time as a test
Didn't Killers make a functional C# SL server or am I tripping
He kinda did
He made the uhhh
yea but that is missing alot
Idk if works 100% all time
Sitelink
Allocate more
like idk why this lovely rpc doesn't wor
Operation Secret Members
Omega Super Modders
What

Honestly I tried it with making a full C# emu for tarkov
And took me months to say "fuck you tatkov!"
nah
I think the first commit was that
to be honest
idk why tf the RPC for parenting
doesn't work
im spawning it, it works
but no movement
Your parenting then sucks
idk

Maybe there is some underlying thing with SyncVars?
Maybe ask your parent
there's no syncvar for that or am i crazy?
Well for position there is no?
i saw on meow i added it at the time
wait
thats why i added it
because for some reason on the deserialize
that is added
@celest thorn
what?
.
lol
Whats the ushort? What is that message (so i can check source for mirror)
The PleaseSpeedINeedMyRPCMessage = 33978
Mf I do not know those values by memory
6504 is AdminToyBase::RpcChangeParent
its just the RPC message and 0 is index, and then other ushort should be the rpc funcHash then the second writer is just for sending the value so the new NetworkIdentity
it should be correct
wait in the client there are no errors
maybe i need to do it smaller
nope always same position hmmm
Are you sure the second writer is WriteUInt?
Pff idk then
1 : X:0 Y:0 Z:0
So it works
but it gets the local position lol
PositionX = reader.ReadShort();
PositionY = reader.ReadShort();
PositionZ = reader.ReadShort();
MeowLogger.Info($"{waypointId} : {PositionX} {PositionY} {PositionZ}");
WaypointId = waypointId;
RelativePosition = new Vector3(PositionX * InverseAccuracy, PositionY * InverseAccuracy, PositionZ * InverseAccuracy);
I just do this
Well duh
wdym?
I know that the client sends a position when they have a relative
i jsut check for what the client sends
whenever i try to see what the client sent i see 0, -299, 0
Lol
which is the spawn position of the client
because for some reason the surface doesn't spawn lol
i do that obv
And maybe the seed is -1
no its like 69
Y'know you can hook the Send function and show what bytes and the (mayhaps?) full backtrace of what happens
I was tryna work this out, but I also think some commands are straight up broken
pretty sure the $SPAC Command is not working as intended
yea, the modifiers straight up apply to all future lines as well instead of applying to only the next word like the docs say they should
Why does this error appear randomly? 1-2 times a day.
internal static GameObject SpawnObjects(Vector3 position, string prefabName, Quaternion rotation, Vector3 scale)
{
GameObject prefubObject = NetworkClient.prefabs.Where(x => x.Value.name.Contains(prefabName)).FirstOrDefault().Value;
if (prefubObject == null)
{
Logger.Error($"Prefub {prefabName} not found!");
return null;
}
GameObject gameObject = Object.Instantiate(prefubObject, position, rotation);
gameObject.transform.localScale = scale;
if (gameObject.TryGetComponent(out Locker locker))
locker.Loot = Array.Empty<LockerLoot>();
if (gameObject.TryGetComponent(out StructurePositionSync structurePositionSync))
structurePositionSync.Start();
NetworkServer.Spawn(gameObject);
return gameObject;
}
[02.02.2026 21:18:21] [ERROR] [SCP-294] ERORR while spawn 14
System.NullReferenceException: Object reference not set to an instance of an object
at Mirror.LocalConnectionToClient.Send (System.ArraySegment`1[T] segment, System.Int32 channelId) [0x00000] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkConnection.Send[T] (T message, System.Int32 channelId) [0x0005e] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.SendSpawnMessage (Mirror.NetworkIdentity identity, Mirror.NetworkConnection conn) [0x000b5] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.ShowForConnection (Mirror.NetworkIdentity identity, Mirror.NetworkConnection conn) [0x00008] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkConnectionToClient.AddToObserving (Mirror.NetworkIdentity netIdentity) [0x0000d] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkIdentity.AddObserver (Mirror.NetworkConnectionToClient conn) [0x00039] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.AddAllReadyServerConnectionsToObservers (Mirror.NetworkIdentity identity) [0x00022] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.RebuildObserversDefault (Mirror.NetworkIdentity identity, System.Boolean initialize) [0x0000c] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.RebuildObservers (Mirror.NetworkIdentity identity, System.Boolean initialize) [0x00016] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.SpawnObject (UnityEngine.GameObject obj, Mirror.NetworkConnection ownerConnection) [0x00127] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at Mirror.NetworkServer.Spawn (UnityEngine.GameObject obj, Mirror.NetworkConnection ownerConnection) [0x00000] in <8edc8ab9348e47b2ab7e66c903f2b942>:0
at SCP_294.Main.SpawnObjects (UnityEngine.Vector3 position, System.String prefabName, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00090] in <00f4d989ec274234a801ec91c2090792>:0
at SC
It is called in OnRoundStarted
¯_(ツ)_/¯
I spawn an object with NetworkServer.Spawn
LocalConnectionToClient
Bruh
Where?
In the exception stack trace
Mirror.LocalConnectionToClient.Send?
Society if the new CASSIE version was tested properly
How can I fix this if I use NetworkServer.Spawn?
(might be QA's fault)

Might be your fault
didnt hubert code the whole thing himself?
I don't even know how this happens ngl
Anything can slip since they can't test what hasn't been written down to test

I ain't using Cassie either with those fancy ass filters so
Me reaction when I realized that sleep affects every word unless you explicitly reset it to 0
Genuinely no clue how this works (I wrote this like 2 months ago)
Hi clueless
Does the CommandExecuting event work with RA?
If I enter roundrestart in the admin console, the event is called, but if I click the RoundRestart button in RA, the event is not called.
I had similar problem, I fixed it by Timing.CallDelayed(1f,
Maybe it will help you too
Wut?
I need to cancel the action
Read what it's replying to
your content length measurement is fucked
you can just configure the server to fully restart every round
or set RoundRestart.NextRoundAction
why tf it works on everything except to the fucking inventory
Maybe you missed something
no?




