#plugins-dev-chat
1 messages Β· Page 188 of 1
Mirror if spawning an object would sent where would be parenting,
You'd still have to tell the client where the primitive should actually be
So
You're not ahead by a lot
and then you have to unparent stuff when the role is returned to the pool
idk how you managed to parent them damn
I guess that saves a tiny bit of time
I'm happy to release "Pyrite64", an N64 game engine and editor.
This is a project i have worked on for quite a while now, and most recently used it to create my GamJam entry.
And now it's finally ready for a first release.
You can checkout the repo or the video for more information.
Keep in mind that this project is still in development and thi...
unity but for the N64
crazy
it's not about quick or not
it's about how much it's vary between client and Server pos
you don't want server updating to 0.001 millimeter
oh wait
Yeeep
You could destroy and respawn the pickup every frame
Not sure how else you can skirt the position thing
The game doesn't want to perform a lot of physics calculations and resyncs so it does stuff like that
can we force it to thinks there velocity ?
Yeah but wouldn't that cause the client to expect the gun to move in that velocity until the next sync
Also I'm not sure if that would fix that fact that position isn't updated if it's not within a certain range
if you make it resync every frame
it's would be the best i thinks ?
That is what's already happening
There's a FreezingMode or something that could help
Btw to deal with elevators you could probably set the parent of the pickups waypoint to the players waypoint every tick I think
Will that sync with the client and has it ever been done before
yes
Yea Iβve seen waypoints rotate pickups before
Havenβt made a setup to move it perfectly though
Yeah my concern is that you won't be able to effectively sync it while also maintaining independence from other pickups and players, but I have no idea what's possible in that realm
Youβd probably just have to do some fake sync shenanigans
is there a easy way to spawn schematic in the place of gun model / item model in hands because i have run into the same problem of the null in dictioanry please help
its my second day of asking
if its a gun then i found some code that gets the world position of a gun barrel
i can give it to you later
It doesn't always work though
BarrelTipExtension. something
the dictioanry is fucking null sometimes
i love it
Yep :)
yea that
if that doesnt always work then i have no clue
Report it and give a good repro how and when broken
*report as make a git issue or basegame one
But I don't know what causes it
Me neither
how can i prevent a player from getting flashed? Does OnHurting work?
No
EffectsApplyingEvent
thank you
Ofc
TryFindWorldmodelBarrelTip
?
Yes
Sometimes the Setup doesn't run for firearms
Is there any way to check who flashed them?
Not using LabAPI ππ»
You'd have to do a Harmony patch
FlashbangGrenade::ProcessPlayer
thank you!
Of course!
Mayhaps this line?
if (AttachmentCode == attachmentCode && _wasEverSetup)
return;
I would believe it
That's wild
Will "fix" it , but would be good to give reprod steps how you even do that bug
I'm cooler actually
I pointed this out first
Like a week ago
OH WAIT IT'S A REPOST OF MY MESSAGE
YOU FORWARDED MY MESSAGE THAT SOMEONE ELSE FORWARDED
That's fucking awesome
I feel like a celebrity right now
Cinema
Dude it was wild finding out for the first time that people know me
I joined a server and some guy was like "Omg it's Tech" and that was a wild experience
"Omg is that guy that guy?"
Legit
you were clippy to me until i remembered i actually talked to you beforehand
Yeah I changed my PFP for a while but then changed it back cause I love FNV
heehaw
clippy pfps can ironically be such dickheads for some reason, i hate it cus a lot are chill.
Me 
b4 i try and send bullshit builds to QA I wanna test this more.
the PlayerShotWeaponEvent check is enough right?
otherwise i will break more of your plugins
Yes
well i guess i fixed, i aint see any of that. can you show how exactly this get reproduces? like only from picked up weapon, spawned ones
here is the plugin that shows this plz test and show yo result
also if you want you can do is print "_wasEverSetup" bool too
no more plugin
public override void OnPlayerShotWeapon(PlayerShotWeaponEventArgs ev)
{
base.OnPlayerShotWeapon(ev);
Logger.Info($"{ev.FirearmItem.Serial} {ev.FirearmItem.Type}");
if (!FirearmWorldmodel.Instances.TryGetValue(ev.FirearmItem.Serial, out var firearmWorldmodel))
{
Logger.Error("not have worldmoodel??");
return;
}
if (!firearmWorldmodel.TryGetExtension(out BarrelTipExtension extension))
{
Logger.Error("not have barreltip??");
return;
}
}
we shouldnt share dlls so i removed i t
sharing dlls is all the fun its like gambling
we arent allowed to send plugin files?
(it's just a renamed txt file lmao)
the 2 bytes of death and destruction 
01101000 01101001 of death
I actually went back in time to implement that zero day 
[2026-02-18 18:34:09.002 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:09.157 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:09.642 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:10.464 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:11.024 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:11.211 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:20.619 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:20.634 +01:00] [ERROR] [VeryFunnyNull] not have worldmoodel??
[2026-02-18 18:34:20.760 +01:00] [INFO] [VeryFunnyNull] 484 GunAK
[2026-02-18 18:34:20.775 +01:00] [ERROR] [VeryFunnyNull] not have worldmoodel??
happend after getting the gun out of inventory
Hi, guys!
I was using the code of @restive turret while studying of how LabAPI works. I made a simple plugin which applies disguises by executing a command. Everything worked well like 2 weeks ago then some update happened and now it doesnt(
I suspect something is changed or updated in the NetworkWriter 's lib, does sth similar occur to you?
{
PlayerRoleBase roleBase = roleType.GetRoleBase();
if (roleBase is HumanRole humanRole)
{
// Checking UsesUnitNames
UnitNamingRule rule;
if (NamingRulesManager.TryGetNamingRule(humanRole.Team, out rule))
{
writer.WriteByte(0); // UnitNameId = 0
}
}
if (roleBase is ZombieRole)
{
// _syncMaxHealth
writer.WriteUShort((ushort)Mathf.Clamp(Mathf.CeilToInt(hub.playerStats.GetModule<HealthStat>().MaxValue), 0, 65535));
// _showConfirmationBox
writer.WriteBool(true);
}
if (roleBase is Scp1507Role)
{
// ServerSpawnReason
writer.WriteByte((byte)hub.roleManager.CurrentRole.ServerSpawnReason);
}
FpcStandardRoleBase fpcStandardRoleBase = roleBase as FpcStandardRoleBase;
if (fpcStandardRoleBase != null)
{
if (hub.roleManager.CurrentRole is FpcStandardRoleBase fpcStandardRoleBase2)
{
fpcStandardRoleBase = fpcStandardRoleBase2;
}
ushort syncH = 0;
fpcStandardRoleBase?.FpcModule.MouseLook.GetSyncValues(0, out syncH, out var _);
// RelativePosition
writer.WriteRelativePosition(new(hub));
// syncH
writer.WriteUShort(syncH);
}
}```
yes
Sry for ping
prob cuz its a pickup
and not item
so you drop, reequip, shoot?
yes
With Item.GetAll(ItemCategory) I can get every item in the game with that ItemCategory?
nvm _wasEverSetup true does not fix this issue @slate flume
yes , should be
and also i think Item::WorldModel position is 0 0 0
Still no GD clue
Yay!
gd glue
Sounds like the shit I been huffin
muffin?
Do you know?
the muffin man?
The muffin man!
The problem is that sometimes Setup doesn't run for a firearmworldmodel
uhh this is the code I used for role data in a WIP PR to Exiled
if (data.Role.GetRoleBase() is PlayerRoles.HumanRole { UsesUnitNames: true })
{
if (data.UnitId != 0)
{
writer.WriteByte(data.UnitId);
}
else
{
if (!NamingRulesManager.GeneratedNames.TryGetValue(Team.FoundationForces, out List<string> list))
return actualRole;
writer.WriteByte((byte)list.Count);
}
}
if (data.Role.GetRoleBase() is PlayerRoles.PlayableScps.Scp1507.Scp1507Role flamingo)
writer.WriteByte((byte)flamingo.ServerSpawnReason);
if (data.Role == RoleTypeId.Scp0492)
{
writer.WriteUShort((ushort)Mathf.Clamp(Mathf.CeilToInt(owner.MaxHealth), 0, ushort.MaxValue));
writer.WriteBool(false);
}
writer.WriteRelativePosition(new RelativePosition(owner.Position));
writer.WriteUShort((ushort)Mathf.RoundToInt(Mathf.InverseLerp(0.0f, 360f, owner.Rotation.eulerAngles.y) * ushort.MaxValue));
idk if itll help tho
it also might not work, I havent tested it in a few weeks and idk when last update was π
I added a postfix to the Setup that makes sure it's added to FirearmWorldmodel.Instances and still got errors
yeah man, idk how to fix it
W dev
I never touched Firearm code !!
just ai and pray
sending data over to servers thru proxy
yeah, no clue
i did something similar with websocket and http requests so i can send events to and requests from a discord bot made with typescript
slimer
lol
Hi guys, anyone experienced the lights flickering with a lots a LightSource Toy ?
Yes
Do not use a lot of lights
Nothing you can do about that
nor us
thats unity
Use less with larger distance rather than more with small distance
I've tried many solutions to solve that like an optimizer (but it was a tps killer thanks to mirror), and after by using glow but... didnt end well. I think I've also tried your solution, but the lightning wouldnt be the same as with many lights (obviously, but I mean, with that, there will be more dark spot no ? and the lighning will be more "uggly", and there are nothing I can do to solve that isn't it ?)
i give players the night vision effect for big areas maybe you can go with that
if you're using directional lights, you can't have more than 4 at once
TimeSpan maybe
.RoleBase.ActiveTime
if you wanna do "x minutes x seconds" then you have to format it yourself
ye you can use that but!!!!
so i can do timespan.FromSeconds
get it in Escaping
obv??
i didn't know Unity was that much annoying on light
welcome to HDRP
which is not that HD as it seems

"i can't render 5 directional lights
"
it's a ThrowableItem
but
you have other even for that
pretty normal lol
honnestly it's not done badly
Usable have a fully different purpose than Throwable
Ya
Yarrr
you can't know how much it's was loved than Tut was no more count in SCP target
Who lives in a pineapple under the sea?
Spongebob squarepants
C'est Bob l'Γ©ponge carrΓ©e
i forgot in french it was called Bob l'Γ©ponge
The sponge Bob
Bob the sponge
Retrouve plein de vidΓ©os de Bob l'Γ©ponge sur NICKELODEON.fr !
http://www.nickelodeon.fr/programmes/bob-l-eponge/videos/76ypv4
You
Hi eve
Oui oui baguette
Uhm I think I have more like the regular light
, I think it's the spot light, but i have like between 300-500 lights, which is fine, unless I turn my camera in a specific orientation.. (there is a location where there is a lot of light in a small room)
Ello
Thanks for the advice, but I will try to find an another solution (because I want a beautiful light rendering), like hidding lights in a specific room and show them to the nearby players
Culling toy?
Are they working ?
Afaik they should
And for lights ?
That a you issue my friend
If your using MER idk if it supports it
I'm not limited by MER
I have my own loading system mixed with MER
But are you using culling toy for lights ?
I will thanks, I hadn't though of culling toys before

Welcome back
Good, i seen you in steamdb
Not the way I can interact since i always read it back
heh
I've been completely out of the SL dev game and I haven't felt better in a long time
Got too curious about what other devs have been doing here though so I figured it doesn't hurt to just chat and maybe help people from time to time
based
glad to know at least one of y'all is helping out
Saw the 15.0 trailer stuff too
Excited to see how surface changes
Guh
Btw @grand flower this might interest to you, 60% is like answering questions:
https://youtu.be/-4pmeZiKpwM?si=Z_IcRIZPaFnnxw2t
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...
I'll put a pin on that for later once I'm done with work
Sure
offboarding one of my two jobs atm heh
Switching between tasks , couldn't be me
Hello hello

Im rn just waiting for my mom to arrive home so i can say goodnight
nice
My next month is packed
Got a trip to San Franscisco with my boss for GDC
and then a trip to France to visit my family

like, 2 days later
just a massive stupid question
how can i check if a player is leaving or dying
because obv they are the same lol
logical
i forgot about that
There's an method you can patch somewhere
For when a player is being destroyed due to disconnect
iirc
tbh how can i check that
I don't remember where and I don't wanna open Bright's source to find out
far easier with the damagehandler
dunno if there's a special damage type for leaving
I remember seeing it
I think we patch it instead to handle a player disconnecting before their character is killed
when we want to replace the player with another
or well, Bright's patched it
I quit 
Universal and its Unknown
where is it?
What?
like
where is the line that kills the player
so i can then do an if check on the PlayerDyingEventArgs
what do you mean ?
like the one set your role to spectator ?
PlayerDyingEventArgs triggers when the player is on Destroyed
so like when they leave
oh
i have a fix on my plugin on it
to make it not Unknown reason
CustomNetworkManager.OnServerDisconnect
if(ev.DamageHandler.DeathScreenText == DeathTranslations.Unknown.DeathscreenTranslation)
return;
ig this works
lol
kill command use it
@celest thorn
that the only two Unknown
like its a pro it doesn't log that
else i would have tryharders crying in my dms
that they got killed by that command
i never got tired of SL
the person i talk everyday is a tryharder and i love her anyways
I just don't like how SL's more of a shooter than a horror game atm
amongst other things
it's an arcade shooter
my main gripe is with the modding tbf
i'd say the arcade shooter aspect would be 2nd
tbh
for me
the crazier i can do shit
the more fun i have
its fun to find creative solutions to problems
I also wanna do pure shooter but it is realistic and not like r6s, cs or tarkov
I would have to go in shooting ground for it
Which my body weight vs guns I would be a complete nooby of to handle it
Btw nikita knows knowledge
Like tbh they are probably the most fun and trolling company iβve ever seen
Only knows how to mess with RE's
Like pure official account
It WAS TRY to be one
After y3 it was bad
after hibana and echo tbh
We went on rant how many stuff can't really be done
It was like 15/50 operator could be done in irl
better than 0
what the fuck
hello there
rip
I'll trade places with you if you'd like
Dealing with Unreal and re-implementing Steam integration from scratch heh

It's been fun though
I like being challenged
And once it's done it'll probably be one of the best open source Steam plugins for UE out there
So I'm excited
Besides I've got my Luau plugin finished, same with my new virtual filesystem plugin finished, so my modding framework is ready to go
even blueprint support?
No, because that's ass
I can add it later but it'll be on top of the C++ stuff
I want a plugin that's great for C++ compared to all the ones out there that are BP-first with a shitty C++ API
Just need full control on the Steam front since I'm gonna have downloading of Luau scripts from game servers to clients on join
Steam Sockets & SDR will be perfect for that
ye i seen many pb stuff
tbh mostly i seen people write shitty blueprint when can be written better c++
especially in this echonomy where it is really good
Outside of UI stuff I really don't use them, or as final derived classes just to set class settings
Ugggghhh that's how I did it, I just didn't test it becuase I wasn't sure
I get the feeling haha
This reminds me you know a while back I made an SCP Friendly Fire thing and in doing so I accidentally made it so that every time peanut blinked, he killed himself π
Nahhh that's some A tier coding right there
lol
thats fire
So because I really dont want to open the game and shit, how much damange the particle and jailbird do? does anyone know off the top of their heads?
AI coding :
Exactly, AI code gives like A tier, no, S tier code
S tier when it comes to fumbling
Amen
Anyone^, please?
No? Uggh
I guess I'll just ask ChatGPT
So it said particle disrupter is instant no matter what and jailbird is 100 per hit
Sweet as
What?
That's what chatgpt said
Bruh
Imma trust AI on this one
All good, just do let it happen again
Scream
AHHHH
Goog
Hoh
https://i.e-z.host/π/64p35lq8.png
Btw i just wanna ask guys is this how sl handles gun shootin?
what game is this?
it was like casualties unknown or something
Casaulties: Unknown yea
yea
cool i will try
its pretty cool
You will die a lot
im kinda doing something stupid for this is this like the same code or atleast because it works like how the client sends it but i just wanna make sure
btw
lol
It's.... Complicated
like im trying emulating from the server like a player shot
so this should be how the server gets it
on the action module
we know its complicated but any explanation is helpful
Well you have the server code, what you actually interested in it?
Checking the ray? Sending out shots?
it's all raycasts 
Ye basically
Raycast, send some effect or something
this is the same code that technically runs whenthe fucking client sends a shot right?
ok lets put simple
is ServerProcessCmd the one that the client calls for when a fucking shot is trying to be done
ok amazing so its same logic as the client if i call this correct
I mean this one is used for shots that one i don't remember tbh
there's just a cmd
not an rpc
lol
@serene vine Hang them
@serene vine anotha one
and another
@serene vine
Dang
bot waves
damn it's getting crazy
and hacked accs, cuz i think i know one of those who sent that here
what
WOW
SL players must be worse than the average person scam wise
just keep @ ing me
nah
they sometimes just straight up hack your acc
I meant it as falling for scams or phising links and losing their accounts
do they like not enabling 2fa
Won't matter if their token is stolen
yea 2FA does nothing when your token is gone
by malware?
just prevents ppl logging in with only knowing ur password
generally yea
skill issue then
yup
Another
copy
prev waves seemed smaller
Btw @grand flower
This world is so cookee
I seen on other games too
Yeah another server just had one so it's just a wave
Probs just because this server has a lot of peeps
Ye
But yeah I'll set that up on mine, on top of some other stuff to make patching easier

People aint reading docs enough
It helps a little but it's not a fixall
We do it on VEIN and we've still got patching issues heh, so we'll have to improve it later
and Reflection isn't at a stage where I'm building and uploading it to Steam yet anyway
Although I'm almost ready for a quick Steam auth & connectivity test with some other peeps
Ye i just share it cus i find it useful
Me omw to tag every unreal devs with this info who put their 90gb pak file on steam
hah
mfw a 2gb update causes a 90GB integrity check on my HDD
Using an HDD for games in 2026 is... a choice 
I don't think I'll have so much content anyway.
I don't, but my poorer friend does
rip
Well if you are in singleplayer and you dont care about loading screen
imma go for a toilet run, and they better not show up
I can't wait to be done with the Steam stuff, at least what little I need for connectivity to work
Nyoooom
Then I can actually start working on the game since Steam & the modding framework will have been done
no incident, we are so back guys
@serene vine banish
Gon
@serene vine part 2?
are you fucking kidding me now
Gon
ty 
keep your tarkov references OUTTA here emeraldy
how is ts related to plugin development π
idk
chat may i please get a script to add 682 into game
i do not want to do the work myself
thank
Ask SCP-079 (ChatGPT)
You'll get mildly oversized 939
true
code it yourself
it was the plugin that banned the user
skill issue
its totally related
intelligence
that has absolutely nothing to do with this channel
@celest thorn no more larping
btw coding is easy
just nw codes makes me drink
who said it wasn't
Dont fool yourself, every code make you drink
true
true
NW's more than usual
jarvis code is a fucking mess
The halloween update was something
hi cyn
no
Huh
how's it going since you left brights
Freedom
thats what i was thinking
Loved the team, but the community was a massive pain in the ass
(gobgob)
One of many that would make me drink
Already forgotten about, took me a few seconds to remember lol
π
But yeah, more time for my project, and I've just been happier mentally since
what r u working on?
My own game, mostly as a fun hobby project, but it's shaping up to be a serious project long term I think
oh thats cool
whats it about
SCP game but sandbox with server & client modding
Not anytime soon, got a few people interested with keys to test when I'm done with some boilerplate stuff, but I might have a prototype that can be "tested" in a month or two
I also have my own game idea but I must do other stuff before I too late for them
is it possible to make dummies hold down E to pickup an item
mm well lmk when you do release
If I remember sure
Not hold E but you can simulate the pickup
I've got the modding framework ready so I might open up testing a little more in a month or so
k thx
don't forget me yo
Pickup.ValidateStart() check that
Interface
Check where it using it I dont exactly remember those
i'll take a gander soon
What
might be like an extremly dumb question here. but
private void Scp173Events_Snapping(Scp173SnappingEventArgs ev)
{
ev.IsAllowed = false;
return;
}
Does this just like not work? somone told me that this is a lot easier than like touching the 173snapability module (which ive also had trouble getting to work) but when i tested it just like does nothing
Is it running
Does the game not use steam's api for the servers? I can't find it in the server browser
awww
i wonder if that's why the "friends" section of the server browser is so buggy
Β―_(γ)_/Β―
i'm curious actually, do plugins have enough authority to toggle core game settings? (eg. enable/disable vr)
There's VR for SL? 
no that's why I'm asking
They're only on the server though
Unity 6 should have VR rendering as an option by default
yeaaaah
nop
If you disabled the anticheat and played on your own local servers you could maaaaybe patch it in for yourself
But unless you're just gonna play on your own, there's no other way
frfr
i remember a few years ago you'd get killed by the anticheat when jumping off that room with the stairs in entrance
not the new gate a
i assumed that was just a serverside thing
I remember the anticheat blocking my spotify update by opening a handle to one of its files
lol?
yeah
apparently it was fixed, but it still raises the question of "why the fuck do they think that's fine lol"
wait but if it can't touch the client
how can plugins add like custom ui elements and stuff
like spectator counters, etc
Server plugins call functions that network it to clients
Only way to do UI atm
Although apparently NW is working on a better way
ah
completly forgot to repsond, i fixed it sorry
i was being big dummy
np
I fucking hate unity engine i saw a forum recently about a request of adding cylinder character colliders, i think you can do that by using rigidbody but at this moment it should just be added by default.
I do remember SL using character controller which is a capscule collider hopefully if they plan to upgrade the collision which probably will never happen since current SL movement feels good as it is.
But if they do i think it will elimnate pixel jumps or maybe even add more

hints
it's a lot of textmeshpro magic
cylinder collision is not very ideal
sharp edges are not good for movement
me when i couldn't build my desktop .net app after the 2nd compilation bc the AC locked the outputted file
I still can't figure out what causes the snap to edges in SL movement
My guess is that its related to character controller radius being to high
wdym
insanity
if you jump on any object for example LCZ curve you can move all the way across the curve it only allows you to get detached if you press jump
Its weird i cant point out what exactly causing that
right
Its probably some setting in character controller
I think i found it
Its "Skin Width"
Two colliders can penetrate each other as deep as their Skin Width. Larger Skin Widths reduce jitter. Low Skin Width can cause the character to get stuck. A good setting is to make this value 10% of the Radius.
So SL Character controller skin width are in between 0 and 0.2 its probably some weird value changed by mistake not intentional
0.08
Thanks
i find it more like a feature and not bug
these are the exact settings
m_Height: 2
m_Radius: 0.5
m_SlopeLimit: 45
m_StepOffset: 0.3
m_SkinWidth: 0.08
m_MinMoveDistance: 0.001
np
yeah it's to prevent ppl from slipping off
How did i not think of it 5 months ago when i was working on SL legacy lol
you forgor
also the unity server tag is crazy
unty
unty
Real sometimes i just forget about searching for a certain thing until its pointed out to me
unty
I think now im able to finally recreate SL controller 1 to 1πΌ π
Only took me 5 months
to remember
why tho
any way i could measure my server's softrestart time?
Save in a file timestamp when plugin is disabled and check change between enabled and disabled
That's the best way i can think of
Y'know soft restart (sr) is basically restarting SL?
yea i just do sr every round restart
But you can create a file , write current date when server run the shutdown event(?) and you read the file when enabled
Hey, so I've got a question from a friend and also me, is it possible to remove light culling in a specific area, for example, when moving out of the surface map, lighting gets removed, is there a way to make it not remove, or a way to add light, like any way at all?
you'd have to use directional lights
fork LocalAdmin, and measure the time between the game process exiting and the first heartbeat 
Interesting
Could you tell/show me or point me in the right direction
Is there a way that before the round start you can predict which class a person is gonna spawn
patch some role setters
The problem they run when the round starts
well then no
don't point, but use 4 directions

RoleAssigner fetches players randomly on RoundStart, so their best bet is probably to generate a list of roles, assign players in random order when they join and then patch RoleAssigner to use that list instead.
hilarious
Nop
this is random on the round start
Yea i know
Theoretically
Idk maybe i was schizo and forgot something you guys added in newer version
If you get the same Random object
you can determine it beforehand
and spawn ppl yourself
But you gotta handle if someone joins/leaves
Yea but too much work
trueing
"I rewrote whole SL server"
For just something so useless
so yeah it's not a really good idea
"yeah this thing is too much work"
mental work
fine
Where tf you come from
but i honnestly think what you said it's completelly possible if you rewrite some system
to determine it earlier
He is watching from shadows
going to Lidl
You have your entire body bleeding and foot destroyed
LΓDL BY BELOVED
I called Lethal Company Lidl Company
AuhHahahahaha
XDD
I donβt have aldi here
But we have lidl which ngl probably best place
LIDL my beloved
We have a big problem here
Before it was books
rip my money π
You guys remember #1376956491017486356 message ?
I've been having some occasional problems lately with an infinite round start but I found no exceptions in the Local Admin Logs
I'm guessing something in my plugin broke something, and I was curious to take a look at the repo to implement some fixes, but the entire thing was deleted
Anyone know what the plugin did to fix the infinite delayed connections issues or am I cooked?
Idk
Skill issue
Check the patch
And see what they do
Maybe one update did something
Really riveting input dude that was super helpful
Pretty sure it listened to connections, see if it is delayed and did a force restart
There is extremely good street burger foob place near me
it cost a bit too much
but damm is it big and tasty
This helps thank you
Idk i live in the woods
I rarely eat dinner after it
Be glad
So the nearest thing to me is a church
Honestly, I would rather look into why it is delayed
[DELETED] 
I've got no clue
Nah bro calling hospitals and stuff
I meant his
LocalAdminLogs didn't show squat
π§
the outskirts 
Yeah well your kinda cooked if something happens
I didn't patch anything?
patch StaticUnityFunctions class and check if they throw an exception. If something dies there, it is silent
it would show up in LA logs
well certainly mine didn't
I swear i need to go to the hospital for some stuff and calling them was infernal

30 minutes and 30 minutes of talk
It is literally just like near my bus stop where i usually hop on to go to uni
when fucked up imagic is happening, fucked up shit also happens
They made wrong reservation and i waited 30 more minutes the next day
so it is really like ~3-4min
WAIT
well send pic of the burger
money
I SAW THAT MENU
But then my friend and use decided to go to the burger king
Which had a menu item iβve never seen SOOOO GOOOD
It was a sauce and mozzarella stick really weird
tbh there is many of this but ye
I remember something funny
They went to a random italian place and found out the chef was the owner
And was from Naples
anyway i gotta be ready and need to go to ger my burgur
Like bro was chilling on a random place of hungary
Next to a castle
Like gg for him
grrrrr
Oh
Youβre brain is fried


I said fried lol
fried brain
What's an effective way to check if connections are being delayed
I could look into it but one of you guys might know off-rip
CustomLiteNetLib4MirrorTransport.Challenges
Value.Added its a ticks
Could you elaborate on this a bit? If not I can check it out but I'm a little confused (I don't know a lot about how the SL networking system works)
Cause when connections get delayed I see this
No challenge
Wait nvm I figured it out
Thanks for the help
Type shit
bro gave you 5 fries
why do you have aszalt szilva in the burger
bro that shit is small
Where is Scp244DamageHandler
Yet it made me full
All homemade burger meat looks like that
UniversalDamageHandler hypothermia
Or less brown
How do I know it's SCP-244?
universalDamage.Translation?
translation id yea
What is SCP-244's ID?
check DeathTranslations
Like this?
ye
SLIME
Hi
r u evil
can't break labapu
/SERVER_EVENT ROUND_START iirc
blud lives in 2018
that is what RA uses shrug
i don't believe it
Me when /rs
/eval Server.RoundStart()
will Ra 5.0 be in Electron?
There is an RA rework planned ?
twitter moment
yes into Electron
you can go to twitter.com while ingame
Uhm ?
what could go wrong
what in the world could go south
@flat nebula is this true?
π
Yes
Yes
"key games"
this could be interpreted in 2 ways
in media
or
you decide the better one
idk both are cool tbh
How big is the player like in size because on the assets decompiled it says 1,1,1 but the player isn't like 1, 1.2, 1?
how to get ItemType from PlayerDyingEventArgs.DamageHandler?
default it's always 1 1 1
1 is like one Unit
not one meter
casting to FirearmDamageHandler?
i dont think that works for jailbird
if this damage is from Firearm, then yes

LOUD




