#plugins-dev-chat

1 messages · Page 187 of 1

sweet flax
#

its fixed?

soft depot
#

so it's always called when you're using an item

sweet flax
#

i didint see on BugReports so i was thinking it was still broken

restive turret
#

it has a bug report

#

i can pull here

sweet flax
soft depot
#

I think that was also changed as part of it

#

or actually no

#

honestly

restive turret
sweet flax
#

just checked its still not fixed

soft depot
#

that event is really niche and specific

restive turret
#

this one is the other i dont know the part of you using rn

soft depot
sweet flax
#

i think it should use this event

#

since its an item and its use has been completed

soft depot
#

well what's even the problem then

restive turret
#

I love naot 🔥

sweet flax
#

and what would happen if i updated my harmony to 2.4.2 and still use exiled it would break or smth or is there no breaking changes?

soft depot
#

there shouldn't be any issues with harmony

restive turret
#

ye just dont downgrade to 1.0

celest thorn
#

can you check if a word is banend on this discord?

#

im curious lol

upper vapor
#

try it and see

#

lucid will not be very happy about it though

celest thorn
#

yaoi

#

Its not banned

#

i saw in another discord someone getting smited

#

so i wanted to see

soft depot
# sweet flax https://discord.com/channels/656673194693885975/1237333320065355786 still this

here are the docs for the event, the adrenaline triggering is just because of how it's coded

        /// <summary>
        /// Invoked before a <see cref="API.Features.Player"/> finishes using a <see cref="API.Features.Items.Usable"/>. In other words, it is invoked after the animation finishes but before the <see cref="API.Features.Items.Usable"/> is actually used.
        /// </summary>

if you want an event for when a player's receiving effects from a consumable and that doesnt exist already, then make a suggestion

sweet flax
#

isnt the adrenaline a consumable which is usable?

soft depot
#

yea, but it's coded so you receive the AHP from it like 10% into the consumption animation

#

whereas for a medkit, you only get the HP once the consumable is forcibly removed from your inventory, which can be denied by UsingItemCompleted

sweet flax
#

they both use OnEffectsActivated

soft depot
#

mhm

sweet flax
#

oh i see

sweet flax
soft depot
#

codematcher doesnt support pooled lists so no

#

also each new instance of a codematcher literally copies the code instructions from the instructions provided

#

now if the codematcher was made a little smarter (with less fields and properties defaulting to new values and such) then I might've been able to set the private readonly fields for the instructions, but alas, it's all really inconvenient

#

it's also likely slower performance too

thin shuttle
#

Someone fixed it it's kinda annoying lol

cyan crown
burnt hearth
slate flume
#

I use the latest Harmony

#

Why, do you not?

#

Oh you're an Exiled user nvm

#

Yeah I don't use Exiled personally

#

I keep my shit on lock and up-to-date

#

-# (whenever I remember to check for updates)

sweet flax
#

I updated it

slate flume
#

I've been telling people not to cling to old dependencies

slate flume
#

Actually I wonder how possible that is

#

It would be very ironic

#

I like codematcher cause imo it's easier to read and to work with
It's not really that different from just changing the instructions yourself, and it's probably a bit less optimized, and it has some quirks, but it makes things easy
Maybe i should just make my own CodeMatcher scheme

#

I actually don't think it'd be incredibly difficult to make something for my use cases cause I absolutely do not use like 90% of the CodeMatcher library

upper vapor
#

Maybe i should just make my own CodeMatcher

#

perhaps

#

and waaaa the codematcher is slower by like 4 microseconds

#

like it matters upon startup

#

-# sucks to have a 100+ patches toomuchtrolling

celest thorn
#

Lets create more pools

upper vapor
#

Let's not do that

celest thorn
#

i would be down

restive turret
worn gull
upper vapor
#

No

#

They're annoying

#

The world is underpopulated and overpopulated at the same time

slate flume
#

Double it and give it to the next person lmao

vast canopy
#

implement isshooting in labapi 👏

hearty shard
hearty shard
vast canopy
slate flume
vast canopy
#

i still didnt see it so yeah

slate flume
#

Generally LabAPI isn't going to implement complex mechanics that require things like coroutines or components

#

Especially for minor features

upper vapor
worn gull
upper vapor
#

Really investing in that adókedvezmény

thin shuttle
upper vapor
#

The median is maybe 2 (if we count patches per plugin)

thin shuttle
#

I mean per server

upper vapor
#

Uh

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No idea

thin shuttle
#

like all plugin count

#

newInstructions[^1].labels.Add(returnLabel);
newInstructions[newInstructions.Count - 1].labels.Add(returnLabel);
what people prefere between this two line ?

#

i found ^1 or ..1 or 1.. pretty hard to get

#

when you reading code

upper vapor
thin shuttle
#

honnestly ?

#

when will this be fixed

worn gull
worn gull
#

Just don't tell it to Nemzeti Adó és Vámhivatal

upper vapor
#

Mega troll

upper vapor
restive turret
upper vapor
#

Glorp

hearty shard
#

its time to be evil

soft depot
#

I knew you were always evil

hearty shard
#

this is what happens

sweet flax
#

is there a way to get position of the third person model of players current item?

sinful bronze
#

heyo plugin dudes

#

can i kill player with Particle Disruptor without it

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like with command using

hearty shard
#

wat

sinful bronze
hearty shard
#

oh

#

yes

#

not with a command afaik

#

but with a plugin you can make it without a disruptor i believe

sinful bronze
#

yeah i try to do that

#

but i cant find method for this

hearty shard
#

disruptor damage handler

sinful bronze
#

guh

hearty shard
#

nvm i lied you do need a disruptor for the damage handler

sinful bronze
#

im stupid

#

thx

#

fuck

#

i will check

hearty shard
#
Kill(new DisruptorDamageHandler(new DisruptorShotEvent(Item.Create(ItemType.ParticleDisruptor, attacker).Base as InventorySystem.Items.Firearms.Firearm, DisruptorActionModule.FiringState.FiringSingle), Vector3.up, -1))

^EXILED

sinful bronze
#

for exiled i know

#

cuz i made this before

#

but now im a labapi suicide enjoyer

sinful bronze
#

i will call to my disruptor

soft turtle
#

!csg

regal lakeBOT
halcyon folio
static meteor
#

I do this

        public static void Vaporize(this Player player, Player? attacker = null)
        {
            if (!InventoryItemLoader.TryGetItem(ItemType.ParticleDisruptor, out ParticleDisruptor disruptor))
                return;

            if (attacker != null)
                disruptor.Owner = attacker.ReferenceHub;

            DisruptorShotEvent shotEvent = new(disruptor, DisruptorActionModule.FiringState.FiringSingle);
            DisruptorDamageHandler damageHandler = new(shotEvent, Vector3.up, -1);
            player.ReferenceHub.playerStats.KillPlayer(damageHandler);
        }
celest thorn
restive turret
#

curse

worn gull
hearty shard
celest thorn
#

nvm

hearty shard
#

Brainrot

#

@soft depot what do you even do

#

outside exiled

soft depot
#

School

hearty shard
soft depot
#

Tria.os (Roblox parkour game)

hearty shard
#

quit school

soft depot
#

That’s about it

soft depot
hearty shard
#

Good

#

Go eat grass

#

Become a cow

soft depot
#

I’m in my senior year so I’m boutta head to college as well

#

Why do you ask tho?

hearty shard
#

see you around but never rly knew what you did

soft depot
soft depot
hearty shard
hearty shard
soft depot
hearty shard
soft depot
hearty shard
#

blåhajphobia

hearty shard
#

Go moo

soft depot
#

That’s one crazy request 😭

#

Not quite my style though

hearty shard
#

what

#

why did it

#

i did not see there was 2 images in that one

soft depot
#

Sounds like krill issue

#

I want to be eepy car like this lady

hearty shard
soft depot
hearty shard
#

Awh :(

soft depot
#

hehe

hearty shard
#

what is happening in vc

#

it looks gay

soft depot
#

maro is getting some content for marketing meow editor

hearty shard
#

im feeling

#

Hateful

slate flume
#

How does SL perform the check with SpeakerToy.MaxDistance to determine if a player can hear a SpeakerToy?

#

I'm having occasional issues where players are getting the AudioMessage in their ears because the SpeakerToy is out of range instead of hearing it from the Speaker

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Wait hm

#

The problem is culling

#

If MaxDistance produces a volume and it's outside the range where the SpeakerToy is culled, it sends it right in the ears

#

How do I fix this

#

I don't want the client culling the SpeakerToy

soft depot
#

I don't think client would ever cull a speaker toy unless it was the child of a culling toy

slate flume
soft depot
#

¯_(ツ)_/¯

slate flume
#

@soft depot Called it

#

Okay well I know what I have to do now

slate flume
sinful bronze
#

Three steps to

soft depot
slate flume
#

You're seeing the result of a speaker being culled

#

The audio message still gets transmitted to the player

#

This is like the whole problem I've been outlining and documenting

slate flume
#

I apologize for the bluntness but so far you have given me multiple comments that, to the best of my understanding, are entirely wrong, and I'm trying to find an earnest solution to this problem

#

I'm unsure if the culling is based on the MaxDistance of a SpeakerToy or a different factor

#

Would that mean there's a max MaxDistance?

upper vapor
#

Ludwig mentioned?(

upper vapor
upper vapor
#

You'd think the scale adjusts to max distance automatically

#

But don't expect anything meaningful from unity Kek

upper vapor
slate flume
#

I was sent this clip (warning: very loud)
The context is that I added an additional explosion sound to explosions spawning
Usually the volume is nowhere near this loud because it's all spatial, and I haven't been able to replicate this

#

Now I assumed that it was loud because the SpeakerToy is being culled and causing the audio to no longer be spatial

#

It only happened 1/2 times at a distance like that

#

I was thinking maybe the issue was my code having a mismatch with how the game determines whether or not to cull a SpeakerToy
I base it on player position, but maybe it has to do with a player's camera position?
Causing something like this

#

My hope is to learn what the game's criteria is for culling SpeakerToys, and if my code matches that, then the problem is something else to do with loudness

upper vapor
#

or like

#

what

slate flume
#

You know about as much as I do atp

slate flume
#

And it happens at a specific distance

upper vapor
#

so can you explain the issue in monke terms
cuz what i concluded that you can't heart the speaker beyond some point

slate flume
#

SpeakerToy has MaxDistance
I check MaxDistance before sending AudioMessage to make sure player can actually hear the SpeakerToy and it isn't culled
I send AudioMessage, but for some reason, the SpeakerToy appears to have been culled by the client, and it causes the AudioMessage to play right in a person's ear

#

It only happens at a specific distance, seemingly barely out of range of the player

upper vapor
#

to make sure player can actually hear the SpeakerToy and it isn't culled
technically you don't need that but it does save decoding time

#

play right in a person's ear

#

this is crazy

slate flume
#

True story

#

At least afaik

upper vapor
#

do you have duplicate controller IDs per chance?

slate flume
#

No

#

No shot

upper vapor
#

are you fake syncing positions or anything fancy like that?

slate flume
#

Nope

upper vapor
#

-# i bet this wouldn't be an issue if you used SecretLabNAudio toomuchtrolling

slate flume
upper vapor
#

can you show your speaker setup code

slate flume
#

Like what I do when I create the speaker?

upper vapor
#

ye

#

unity shouldn't "un-spatialize" it beyond x distance

slate flume
slate flume
upper vapor
#

you would just hear it fading out slowly
SL doesn't "enqueue" the samples if the speaker is past max distance

upper vapor
#

like it doesn't make sense

slate flume
#

Wdym

upper vapor
#

from a spatial perspective it's like it gets put to the right of the player

slate flume
#

It appears to me the sound eminates from the player's position, instead of where the explosion happened

upper vapor
# slate flume

what if you don't spawn it in Create, set network props and then spawn
it would probably not change anything but worth a try

slate flume
#

If a SpeakerToy is out of range, and you send an AudioMessage from it to the client, the sound comes from the player

upper vapor
slate flume
#

Ong

upper vapor
#

i'll try to reproduce it on my own when i get home but could you make a minimal example

slate flume
#

I experienced it when I first set up SCP Prox Chat
I assumed SpeakerToys being out of range would mean the client would automatically not hear the message but instead the audio was produced right in their ears

vast canopy
#

Every time i open that chat i see some theories from thatguy

#

I love to read them

slate flume
upper vapor
#

the client would automatically not hear the message
yeah that should be what's happening

upper vapor
slate flume
#

But it's a minor difference tbf

slate flume
#

I'm constantly finding new problems that baffle people

#

And it's making me lose my mind slowly

upper vapor
#

sad

vast canopy
#

Its hard to integrate it in mine api

upper vapor
#

oh wow

#

thanks github

#

https://youtu.be/6btaXm3BU8s
the surface speakers have the same controller id, and if you really listen, the outside speakers get a bit out of sync if you go past their maxdistance
but no spatial issues

upper vapor
upper vapor
upper vapor
#

i can say with a 99.9% certainty that your code is not responsible for the issue\

slate flume
#

YES

#

Hell yeah!

#

Love to hear it

#

I love knowing I'm not the problem

upper vapor
slate flume
#

I'm setting up an example atm

#

👍🏻

upper vapor
#

it would be funny if you couldn't reproduce it toomuchtrolling

#

unity 💞

#

also, whoever wrote this had an interesting approach to the problem

upper vapor
#

client desync ig

slate flume
upper vapor
#

right

slate flume
#

When I check position I use the player's position, not the player's camera position

upper vapor
#

you usedt the player's gameobject's pos

slate flume
upper vapor
#

ugh

#

but if they don't receive the AudioMessage

#

why would they hear the audio

slate flume
upper vapor
#

0.001 units off

#

=

#

cooked

slate flume
#

Crazy how that small of a difference makes a huge change

#

Ideally this bug wouldn't have been found if culled SpeakerToys didn't blast audio in people's ears lmao

upper vapor
#

even then, australian players will still face the issue toomuchtrolling

slate flume
#

The really interesting thing is every publicly available prox chat plugin I've seen (or similar plugins) don't use camera position for speakertoy validation

waxen kayak
#

we are turning sl to the nextroblox

upper vapor
unique crane
slate flume
#

Culling doesn't prevent a player from receiving AudioMessages from a SpeakerToy

#

They still get the messages and have to interpret it, and it interprets that from the local 0,0,0

#

Because the SpeakerToy is culled

upper vapor
#

damn i love kernel pannics

upper vapor
slate flume
upper vapor
#

yes

#

also love how decoding is duplicated

#

per speaker

slate flume
#

Like lmao dude are we deadass

icy knoll
#

i doubt bro even knows what the em dash is used for, so yeah

slate flume
#

Also triangle primitive doesn't automatically mean things are fixed, we'd need to add vertex positioning to actually make arbitrary meshes

upper vapor
#

EXACTLY

slate flume
#

If it's the same as all the other primitives then it's not gonna do anything

#

Really what we need is vertex positioning for the existing quads

upper vapor
#

and when i ask "how are you gonna make an arbitrary mesh"
the response is "you're just a hater" and "this argument is pointless"

icy knoll
slate flume
#

That's how it should be

upper vapor
#

crash the game before the player joins the server

slate flume
#

Free blender extensions exist for it

slate flume
upper vapor
waxen kayak
#

just allow players import custom prefab

upper vapor
waxen kayak
#

boom all problem gone

slate flume
#

How do you relay that information to the clients?

upper vapor
#

probably uhhh

#

steam workshop

#

at that point SL would just be gmod

waxen kayak
upper vapor
#

ew

slate flume
#

SL is not adding steam workshop support
The experience they're looking for is not like GMod where you spend 5 years loading assets when joining a server, it's as plug-and-play as possible

upper vapor
#

i'll say this again
if you can import arbitrary meshes, that erases the art style of using primitives
arguably, making schematics with primitives is tedious and time consuming, but you (and others) will be much more proud of your work

waxen kayak
#

move anticheat to server side and dont use il2cpp on client

waxen kayak
slate flume
#

Not using IL2CPP is not going to allow us to mod the client lmao

waxen kayak
#

hmm

slate flume
#

IL2CPP gets flack from modders because it's harder to work with after it's been built, it doesn't actually change what we have access to

slate flume
#

👍🏻

waxen kayak
#

i mean
remove sl-ac.dll and allow us use harmony on client

unique crane
#

Haha

#

Nice one

upper vapor
#

this is not minecraft 😭

#

judt

#

just

#

make your own game

unique crypt
icy knoll
#

let's make it possible to do the actual impossible

slate flume
slate flume
unique crypt
#

there's a fixed up breach on the workshop that works just fine on latest gmod

waxen kayak
#

😨

unique crane
#

Peak was SL in Pavlov VR

upper vapor
#

run sudo dnf upgrade
laptop restarts mid-upgrade

slate flume
#

Every moddable game has a set of constraints you have to work within

upper vapor
icy knoll
#

plus if we allowed execution of code on the client... uh yeah that would be a fucking massive XSS nightmare and the game would get pulled from steam

waxen kayak
#

soo we send lua code to client and client run it

upper vapor
icy knoll
upper vapor
#

(has happened in many many other projects)

unique crane
#

We talked about it 500 times

icy knoll
#

so maybe let go of your dreams this time around

unique crane
#

There is no way to differentiate mod and cheat

#

If it was on workshop

#

And malicious code

upper vapor
#

if it was anywhere tbh 😭

waxen kayak
#

hm

#

but i want to show image on client😭

icy knoll
#

why 😭

slate flume
waxen kayak
#

show sex image(just kidding)

icy knoll
#

and that's not allowed under the CSG

#

😭

unique crane
#

Not the main one, but yea

icy knoll
#

ah yes let's give more work to our already overworked s&c specialists

slate flume
#

The real reason SL doesn't have workshop support is because the way it was designed didn't have it in mind, and it'd be hard to add it retroactively
Claiming it's because there's no way to distinguish mods and cheats is wild and heavy hyperbole

unique crypt
#

I still remember when my gmod suddenly showed a 2d goatse overlay as soon as I loaded into a map 💀 💀 💀

#

I think it was Glue Library on gmod's workshop whose author had a change of heart

upper vapor
unique crypt
#

and added this stuff in

waxen kayak
upper vapor
#

skill issue

#

don't have high res images then

unique crypt
slate flume
upper vapor
upper vapor
slate flume
#

I forget, was there a release date stated for DisplayKit stuff?
Is it whenever 15.0 drops?

unique crane
#

15.0 is our target yes

sharp hedge
#

displaykit?

#

is that going to be like PMER 2.0 or something

obtuse spruce
#

UI Building with unity native components smth like that

sharp hedge
#

oh

#

even better

obtuse spruce
#

No more complexe interface system

#

the first plugin to release using displaykit is to display video on the screen directly i swear

slate flume
sharp hedge
#

i am aware yes

#

i was asking if it was something like that

#

letting plugin developers make things that isnt just code

slate flume
#

Yeah not happening

#

Lmao

#

Quite outlandish

sharp hedge
#

very sad

slate flume
#

I want displaykit so all the hintmanagers become obsolete

soft turtle
#

Where is Scp1509DamageHandler?

icy knoll
soft turtle
restive turret
# slate flume The real reason SL doesn't have workshop support is because the way it was desig...

It is both .
Since it doesnt designed in mind that client should have mods it wouldn't be viable to do this. Even IF workshop support be added it would be server sided. But it would end up same as Oxygen Not Included or PlateUp! where they upload dlls and stuff, which would be much harder to manage what can and cant be uploaded.
And many security check would be required both place (upload & download) so you arent just gonna remove stuff or exfiliate someone's server data, or grt the verkey or whatever

thin shuttle
restive turret
#

Also while many server using their own plugins and they never gonna upload it in public, it is still would be less reason to have it imo.

thin shuttle
restive turret
#

Well yea but even if steam checks my funny dll it could still can do damage

upper vapor
unique crane
#

Works for me /shrug

upper vapor
#

Might be outdated references TrollDespair

thin shuttle
#

like Hoi4 modding

ashen quiver
#

Guys somebody know why when it´s round ended the ff in the RA seems activate but when u try to shoot a teammate they can´t deal damage?

icy knoll
#

does the log appear at the right time?

hearty shard
#

Rats

ashen quiver
vast canopy
#

rats

#

How I can make collider ignore bullets but not pickups?

celest thorn
celest thorn
#

let me find it for you

vast canopy
#

I tried IgnoreRaycasts and InvisibleCollider

celest thorn
#

there's not one ig

unique crane
vast canopy
celest thorn
unique crane
#

Wait

#

We do

#

Fence

vast canopy
#

that

#

unexpected answer ngl

celest thorn
#

lol???

#

Why?

unique crane
#

Hcz clutter fence

#

You can shoot through it

#

But it blocks pickups

celest thorn
#

Thats crazy

vast canopy
#

i gonna test it.. its really funny

tired tinsel
#

Wait why am i here

vast canopy
#

thats... works..

#

🐀

celest thorn
vast canopy
celest thorn
#

AWWWW

#

Military ratttt

#

Chonky rat

worn gull
#

Hey, is it possible to spawn a custom generator?

celest thorn
#

Just spawn the prefab

worn gull
#

Ah nice

#

Alr

celest thorn
#

if i remember you need to do that

#

and thats it

soft depot
cyan crown
#

😨

#

🇫🇷

tulip kiln
unique crane
#

Fence

rose basalt
#

can i have it sir.

thin shuttle
#

always has been @unique crane

static meteor
thin shuttle
#

@cyan crown^ all layer

#

@vast canopy ^ if you want all layer

vast canopy
#

man

#

where u have been

thin shuttle
#

?

vast canopy
#

if i add custom component to pickup, then pick them and drop

#

will component stay?

#

every time im writing questions here i feel dumb

hearty shard
restive turret
#

no

#

it removes the pickup

upper vapor
#

^^^

serene vine
#

@strong lagoon hiya, just an fyi, we do not allow posts regarding hires

hearty shard
#

guh?

thin shuttle
vast canopy
thin shuttle
#

The Item get destroyed when drop

vast canopy
thin shuttle
#

And pickup get destroyed when pickedup

#

But there way to deal with it

#

With OnAddedItem

#

And OnRemovedItem

hollow remnant
#

Who is the ReferenceHub? speaker or the listener?

hearty shard
#

i believe there is one

hollow remnant
hollow remnant
#

okaaay

hearty shard
#

also i think VoiceMessage is for Speakers

#

or is it not

#

i dont remember

hollow remnant
hearty shard
#

i would like to hire eve as eve manager

upper vapor
serene vine
hearty shard
#

noemi r u real

hollow remnant
#

Does InventorySystem.InventoryExtensions.OnItemAdded include item pickups or not?

hearty shard
#

@upper vapor why r u a cheeseburger

pallid galleon
#

Is there a list of all kick reasons I can find?

#

I noticed in the event args the reason is just a string

hearty shard
pallid galleon
#

I mean like vanilla, built in reasons. I.e. AFK

hearty shard
#

ya my point was just thats why its a string

pallid galleon
#

I get that

#

Just don't know all the reasons lol

hearty shard
#

idk the defined kick reasons tho

#

you could check what afk detection does

icy knoll
#

AFK just kicks for AFK unless defined differently

slate flume
#

I apologize for being blunt and confrontational but I don't know what you want me to say
I'm telling you and showing you I have an issue and you're taking every opportunity to dismiss it as if the issue doesn't exist and I don't get why you're doing that

slate flume
#

I already know SpeakerToy culling was happening, that's the damn problem in the first place

hearty shard
#

Guh

tulip kiln
#

I'll interrupt the drama for a second cause I need to know which base-game object would be best suited for a CancelWIth statement in order to kill a coroutine should a round be restarted during its execution thanks

hearty shard
#

On that gameobject dying -> stop the coroutine

#

i usually do the server host

tulip kiln
#

Thanks okis

slate flume
hearty shard
#

that might be a different method

#

never used that one

tulip kiln
hearty shard
#

ik CancelWith has a gameobject parameter that you can have the coroutine stop with

tulip kiln
#

host object will be fine

slate flume
hearty shard
#

Timing.RunCoroutine(UpdateStatusTimed(), Segment.RealtimeUpdate, Server.Host?.GameObject);

#

old code, but afaik it hasnt changed

slate flume
#

What's the difference between checking that the host exists and checking NetworkServer.isActive

hearty shard
#

So gameobject death = kill coroutine

slate flume
hearty shard
#

tldr imagine on the Death event of a player, doing something
OR do a while loop and constantly check if player died every frame

hearty shard
#

Timing.RunCoroutine(DoExplosion(player).CancelWith(player.GameObject));

#

thats another example

slate flume
# hearty shard well the thing above is for a gameobject

Yeah but
Server.Host?.GameObject's implicit cast to boolean tells you if the host player exists
NetworkServer.isActive tells you if the server is online or something

Is there any difference between those? Or would they be functionally the same

hearty shard
#

I dont think it does so

slate flume
#

Interesting so you could do
Timing.RunCoroutine(Routine().CancelWith(() => NetworkServer.isActive))

hearty shard
#

but thing is

#

Afaik

#

It literally just waits for the gameobject to die, it doesnt like

#

Cast it to bool

#

And you're showing an Predicate of bool

#

Idk

slate flume
#

Oh interesting
I wanna look into this

thin shuttle
hearty shard
#

i see.

#

It did in fact not do what I thought it did

restive turret
#

Tbh i never used cancel with

thin shuttle
#

until i check

#

rn

slate flume
hearty shard
#

i thought it was tied to an event

slate flume
#

You were quick to the draw

hearty shard
#

But im also realizing that unity stinks

thin shuttle
#

but the game kinda use it

#

the KeycardScanner

#

it's probably the most heavy of all of them

slate flume
#

So use () => NetworkServer.active because that's a simple check (one stored bool), instead of running a null check on the GameObject every frame @tulip kiln

thin shuttle
#

oh no it's only about animation

#

so it's fine

tulip kiln
#

or am I tripping

thin shuttle
#

also @hearty shard @slate flume this is probably only check when looping not like every single tick if you make it wait for 2seconds

slate flume
slate flume
thin shuttle
#

i will send it

restive turret
#

Round.IsRunning ?

thin shuttle
#

SceneManager.sceneUnloaded

#

or OnRestartingRound()

#

using event

#

and foreach kill all of them

slate flume
#

Cancel when that returns true

#

Which happens in the initiation for a round restart

thin shuttle
#

ChangingScene

#

event

tulip kiln
#

I think I'll just tank the performance hit from using CancelWith with a gameobject

thin shuttle
#

lol

tulip kiln
#

Let's be honest, one coroutine checking this will not kill the server

thin shuttle
#

true

#

but now i have verified

#

SceneManager.sceneUnloaded it's the best used

restive turret
#

Why not put a check inside yo coroutine

slate flume
#

^ this is what I do 99% of the time

tulip kiln
slate flume
#

What is this coroutine

restive turret
#

Peak

thin shuttle
#

why 75seconds ?

slate flume
#

^

tulip kiln
#

Arbitrary number

thin shuttle
#

:3

#

i am curious

slate flume
thin shuttle
#

Timing.RunDelayed

#

if you only delay the call

restive turret
#

Y'know you can also cache the return and kill the coroutine when the round restarting even gets called

thin shuttle
#

yeah

#

we told that

restive turret
#

There is like 4 possible svhebetios

thin shuttle
#

wish one do you prefer to use Slejm ?

slate flume
#

Waddup @warped prairie

#

Good to see ya

restive turret
thin shuttle
#

lel

restive turret
#

Prob event since that more reliable ig

warped prairie
restive turret
#

The OnSleepingOnTheJob event

thin shuttle
#

that don't exist

#

SceneManager.sceneUnloaded or OnRestarting

#

or OnEndedRound

slate flume
thin shuttle
#

(kinda OnEnded is bad)

restive turret
#

Pff idk

slate flume
#

I just use OnServerRoundRestarted() from LabAPI

strong lagoon
#

Yo to load a schematic do I have to drag the folder into schematics or just the json?

warped prairie
#

i have 5 of them

tulip kiln
warped prairie
slate flume
#

This makes me so much more curious I can't even lie

thin shuttle
#

why i see no call on it

restive turret
#

Lol

thin shuttle
#

my bad

#

wrong method

#

just didn't know

#

where to go lol

slate flume
#

Okay

#

What am I doing wrong

#

Nevermind I figured it out

warped prairie
#

lmao

slate flume
#

Like incredibly dumb

#

Made me look like a huge idiot

warped prairie
#

its ok, i do that to myself legit once an hour touching my codebase.

#

so your on a roll

slate flume
#

The problem was also bricking my second server so it's nice I fixed it

warped prairie
#

loll

#

also, im like ultra hype for display kit. im gonna have to research a bit into it

#

mind you we dont know what will and wont be implemented exactly with it but it gon be hype

slate flume
#

Hint managers suck

warped prairie
# slate flume Hint managers suck

yee. I had my own type of "wrapper" around RueI because of templating and other things so now all i need to do is completly refactor it to be with DisplayKit instead of whatever else

#

you know of any good docs for displaykit

slate flume
#

It'll probably be like SSSS where we get some examples and just have to wing it

warped prairie
soft depot
warped prairie
soft depot
#

SAD (Simply Applicable DisplayKit)

warped prairie
#

sad :(

teal junco
#

Nah just pray they make it good the first time

upper vapor
upper vapor
upper vapor
vast canopy
upper vapor
#

Huh

#

Wdym

slate flume
#

I love it

spare zodiac
upper vapor
#

I'd get if you made convenience extension members but a wrapper will be unnecessary

thin shuttle
#

Full wrapper

dusk tangle
#

Could someone tell me the value of team_respawn_queue?

slate flume
#

Gg

#

Server host baby

restive turret
#

Well the config value doesn't do anything

dusk tangle
restive turret
#

Since 13.x

dusk tangle
#

nooooooSCP096Panic

restive turret
#

Good luck finding where the values are

celest thorn
#

Im trying c# 14

#

extension thingy

#

but it doesn't work lol

#
public static class TaskExtensions
{
    extension(Task)
    {
    }
}

This throws a shit ton of errors

#

nvm i did a utils and just using that easier tbh

icy knoll
#

this exact code

celest thorn
#

idk why for me it doesn't

#

i installed dotnet 10 sdk

icy knoll
#

lang ver 14?

#

in ur csproj

celest thorn
#

yea

#

i restarted my pc too

celest thorn
#

idk

#

let me copy and paste yours

icy knoll
#

make sure to recode before you commit

#

otherwise breach of license

#

lol

celest thorn
icy knoll
#

what's the error saying?

celest thorn
icy knoll
#

you sure that the lang version is set for the correct project? double check and everything

celest thorn
#

Yea

icy knoll
#

idk then lol

celest thorn
#

even if i go to proprietaries on C#

#

Idk fuck c#

#

then

#

removed your class

#

so it should be fine

#

or did i

#

(i did)

#

@serene vine

#

Nuke the mf

serene vine
#

Copy thay

celest thorn
#

@regal lake nuke the mf too

upper vapor
celest thorn
#

I WANNA DISABLE THAT MF

upper vapor
upper vapor
celest thorn
#

omg

#

no boom

upper vapor
celest thorn
#

10.0.103 [C:\Program Files (x86)\dotnet\sdk]

upper vapor
upper vapor
celest thorn
upper vapor
#

Yeah that should work

celest thorn
#

but it doesn't

#

so who cares

upper vapor
#

Does dotnet build work?

celest thorn
upper vapor
#

Try creating a new project and using extension members there

#

Though that should not make a diff

#

Installing Linux might just solve the issue toomuchtrolling

thin shuttle
#

lol

#

how to solve windows problem

#

use Linux

upper vapor
#

Open the doors

dusk tangle
#

As far as I remember, it used to be possible to display custom messages with UnitName using a Harmony patch. Is that no longer possible?

restive turret
#

no

dusk tangle
#

what

restive turret
#

Is that no longer possible? -> No

dusk tangle
#

oh

#

okHmmThumbsUp

slate flume
#

Is that no longer possible?

No.

That means it's not no longer possible, meaning it is possible

restive turret
#

guh

hearty shard
#

evil creature

dusk tangle
#

I'm not good at English

upper vapor
#

So the answer is

#

It's not possible

upper vapor
slate flume
upper vapor
#

Troll

#

1!!!!!!!

#

2!!!!!!!!!!!!!!!!!!! = 2

slate flume
#

4! = 24
4!! = 8
(4!)! = 620,448,401,733,239,439,360,000

hearty shard
#

what the hell

slate flume
hearty shard
#

what the fuck is factorial

#

ok so its just

#

5! = 5 x 4 x 3 x 2 x 1

#

ok

#

😭

unique crane
#

Eve uncovering basic math

hearty shard
#

i never searched the word

tulip kiln
hearty shard
#

fun fact

#

im not american

#

or british

unique crane
#

I know

#

Your from Denmark or something like that

#

You ssid

#

Said

hearty shard
#

ya

snow ruin
#

News on this, do i miss a property or something ?

pickupRb = _followPickup.GameObject.GetComponent<Rigidbody>();
if (pickupRb != null)
{
  pickupRb.useGravity = false;
}
hearty shard
#

wait

#

the translation is literally just faktoriel

#

😭

#

i suppose i fell asleep one day and never learnt it

unique crane
#

Locking it cause no movement

slate flume
snow ruin
#

ahh

slate flume
#

Because SL fucked it up

hearty shard
#

skittles

slate flume
#

At least last I checked

slate flume
# snow ruin ahh

Also use IsKinematic or IsStatic or something instead of UseGravity

#

It broke last september

snow ruin
#

smth like this ?

slate flume
snow ruin
#

the thing is i think i can only make it works with firearms

#

i dont think i can get the worldmodel of non firearm items

slate flume
#

var pickup = Pickup.Create(...)
pickup.PickupStandardPhysics?.Rb

#

Last I checked at least

snow ruin
slate flume
snow ruin
#

ahh

hearty shard
#

skittles

slate flume
#

GetComponent calls are expensive

upper vapor
#

You just call it

slate flume
#

Scroll down

#

Hey did you guys ever fix the issues with isKinematic and stuff not syncing?

#

It broke last september

snow ruin
#

this is every frame

hearty shard
slate flume
upper vapor
hearty shard
#

itll fix it

thin shuttle
slate flume
true cedar
restive turret
upper vapor
#

WifEvil

snow ruin
upper vapor
#

5 GHz

slate flume
thin shuttle
restive turret
slate flume
snow ruin
slate flume
#

Thank you very cool 🙏🏻

snow ruin
#

ah

slate flume
#

Pickups don't sync parenting

restive turret
#

Fixed Pickup physics not updating when a plugin modifies the sync data.

#

14.2.3

#

ye even if you do networkserver.spawn it does NOT parent to anywhere

snow ruin
#

there has to be a way

restive turret
#

even if you instanciate as spawning there

#

It made my days horrible

slate flume
#

That includes Primitives

snow ruin
#

i update pos

slate flume
#

And WHY DON'T YOU PARENT THEM 😭

snow ruin
#

and i dont want to bother fixing it TrollDespair

upper vapor
snow ruin
#

💀

slate flume
upper vapor
upper vapor
snow ruin
#

idk when i parent them to player bone all prims disappear

upper vapor
#

Bones don't have network identities

snow ruin
#

then thats why i update pos

upper vapor
#

So arguably it is simpler to move each one manually, yeah

snow ruin
#

yeah thats what i do

slate flume
snow ruin
#

and prim move smoothing is 60 also

thin shuttle
restive turret
#

ye i posted when exactly