#plugins-dev-chat
1 messages ยท Page 195 of 1
but would like to have directly posted copy of a plugin
I've already done that with another plugin...
damn
I already did in dms
tbh whenever i see plugin auto update i just dont like it
I just make my own plugins

๐ฃ๏ธ๐ฃ๏ธ
i love suffering
there is a reason why nuget defaults to the smallest possible version
is there any way to debug something like this?
[2026-02-28 17:37:24.426 +00:00] [STDOUT] Caught fatal signal - signo:11 code:128 errno:0 addr:(nil)
[2026-02-28 17:37:24.426 +00:00] [STDOUT] Caught fatal signal - signo:11 code:128 errno:0 addr:(nil)
[2026-02-28 17:37:24.603 +00:00] Game process exited and has been killed, no need to kill it.
[2026-02-28 17:37:24.603 +00:00] The game process has been terminated...
that's LA logs so that's all I get. No exceptions above either
you know you fucked up
when you see this
think about what you added recently
and remove it
and see if it works
if you have async void, maybe that can cause it
at webdev
this is what happens when you vibe code your platform 
WAIT
what if they took database writes down with all the slop
I just added an old plugin to test, it looks like it added correctly
Let me just vibecode a few more plugins, just to be sure.
Could have just been opened since I can now report their plugins now
nice
yaml already ASS
It doesnt change my perspective its ass
I rather do json
Or ini
not saying you're wrong
or wha
Well for some stuff
Jerryl
Toml & Jerryl
of course, thanks reminder
got an email this time 
I should turn on more github notification๐
github newsletter
github newsletter
github education
"build with ai"
"ai"
"new ai"
"hey axwabo, check out [ai slop]"
"update to copilot"
github mewsletter
meowsletters
*slopilot

I WANT MORE AI SLOP
PLEASEEEE GIVE ME MORE AI SLOP
yum yum
ai slop
AHHAHAHHA
"we have inspected ourselves and found nothing wrong"
you are safe
I have a crazy stupid question
but i need to know
https://zer0twois.strokinit.it/๐/4nfvtlyd.png
Ok when can shut it down
im against grok now
average grock moment
any help with IK i had a lot of issues trying to do last time i could't do horizontal rotation
go ask grok

What's your issue
last time i tried to do IK i only had vertical rotation as for horizontal i couldn't get it to work no matter how much i tried
i don't even have the code anymore i had to clean my github of useless projects
idk i've never developed an IK so i wouldn't know anything anyways
so how we should help?
like with the power of friendship?
๐ฟ
yeah๐
i'll ask hubert since he did build a IK system for 14.0
WTF XDD
lmfao
ragdolls are so goofy i love them :'D
it looks like that the door killed him
wait ragdolls can break windows?
oh ok
heh
I have dug myself into a hole and now I have to figure how to access something in the game world from my online code
seems like Epic decided giving access to the game world was optional

Hello chat
reminds me when i saw some authentication type method which returned true every time because they didnt implement the auth check
it wasnt mentioned in the documentation, you had to look at the code
I just slap an unimplemented(); whenever I need to be sure to get back to something
it crashes on call
But I'll have mine done today 
throw new NotImplementedException()?
its c++ so but ye
c but with less ++ and a sharp
This is C++
We also do not use exceptions
Too expensive
unimplemented() just asserts
c/c++ users when it comes to those precious nanoseconds:
rust users when it comes to people not using rust:
Exceptions in game dev are bad in general
Not just a C++ thing
ik
If something shouldn't ever happen I just crash so I can fix it
I hate silencing a ton
but they have to be thrown in lots of cases
because how are we supposed to know issues if nothing was said
lol
by crashing the program 
I mean in C# it wont crash you
only you make this possible 
but it does in C++ so I just let it happen and fix the crash
If("Game=work=ok")
Else if("game=no work=contact nw technical team")
What
Can I sync AttachmentUtils.AttachmentsValues ReloadSpeedMultiplier to client?
patch is work properly, but no sync
No
You can't force things to sync if they're not synced
You'd have to ask someone on the LabAPI team to sync it

what the helly
crazy emoji
Coding
I have an idea
Fire rate override module
0 = no override
no
DisplayKit will be released, but the hint system will stay (for some time at least)
there will be no need for hint frameworks tho, as hints will be used for well... hints and not gui ๐ญ
hint framework to DisplayKit adapter

(for the people who are too lazy to move to DisplayKit)
Understandable
wtf are you doing here
Im doing that
what
What
what are you doing?
That
me watching this stupid fucking channel
Toaster
idk you join them up too
hold on i have an image for this
Im holding on
yooo they're back!
Lowkey true

Why aren't you accepting friend requests i want to be friends :(
same
fine
Hold on
i have my ways
What ways
clicky click click
Interesting
crazy
i'm still crazy
is that toaster
ew
is that your piggy bank?
clean your fucking place
that should be a rat
that's not my place 
brother
whoever it is damn if they don't clean
what
Holy shit its toaster
Cuz
im delusional
Oh
but this guy are more than me
Ik
no
i wanna send a gif
ragebait

You get banned
im gonna get Lucid to spawn
Wrong
nah bro lucid is like mahoraga
why you have that are you joining them?
/execute at @p[name=Zer0Two] summon SL:Lucid ^ ^ ^2
/summon minecraft#lucid_sl
Thanks for image
or
Half of my dms are furries

i have no idea what i'm looking at
getting oblitareted at the speed of light isn't too fun ig
im sorry for your lost
Don't make me send my furry gifs collection
actually im fine
please dont im fine
Who is you
mario is gonna protect us
myself
like i geniunly do wonder how tf you become a furry
did you mean
mAIro

based on the image you sent
what is the thought process
Uhhh
it's like
Silly
"this is so me"
Silly :3
Ig thats different
"yo i'm trans"
atleast for me
"yo i'm feinberg"
"yo I'm Heisenberg"
"yo im a walmart bag"
"yo I'm IBCM"
may be influenced by your childhood cartoon-watching events
vrchat ๐ญ
Its not only that
vrchat is actually furry propaganda
none because he isn't cooking
atleast make it fucking held the pan
lol
yes this is technically a joke but 
and weeb propaganda
sorry
asian culture enjoyer propaganda
Im gona
Bro like are you going to become "Toco"
"you should tesla gate yourself... NOW"
dw i have plans
Better furry than weeb
i can put yours for next week
PLANS?!
yea bro if you prepare your suicide do it with style 
no?
6 hours to conquer
wtf
WAIT YOU TWO ARE IN THE SAME SERVER
Better being normal and leave them as interest
weeb >>>>>>>>>>>>>>>
your battle will be legendary
web
wdym?
Style? Nah
Hoi4 mentioned
with a what
bro this is like 90% of the chat
never typed that 
that would implicate you aren't human
i never said that i'm not
and if you are talking to me thta means you are talking to another human
so technically you broke it
what is this thought process?
new plato??
huh
I said "you are a human, and even "if you aren't a human" you are still talking to me which i am"
you stay 24/7 on this channel
i've never seen you leave this channel for a second
I only seen you in this channel
im in your walls
cuz you don't see the other channels
Ok deal
idk why but i expect one of you to become like famous for being a furry with a crazy fursuit or someshit like that
That would be 999$ bucks
but yea please don't send a pipebomb now
i'M not the next BetaEtaDelota
nor the next Monti Wolf
Im building my own fursuit
Progen
fluffy culture
progen
aren't you rich asf?
like every furry i talk
ARE RICH or dirty poor
yeah it's called debt 
Government's debt
no its called working for nasa
Progen
mods can we pin this guy
I swear every furry I know is so fucking rich
That theory was 3 years ago
you don't know me
mods can we wipe out the furries (oh i forgot nw too would be wiped)
the layoffs
Why hate on furries
because they have free will :(
i love the free will i was given and idk i saw so many of them its just resentation more than anything lol
so you are saying you are dirty poor
idc but some of them are dirty apples in the entire society
(AND SPECIFICATION FOR THE MODS NOT ALL OF THEM)
:(

lol
Furry = silly
mods can also wipe out grep -iE '#triangleupdate'
shut up
yea bro you are scared
you still haven't told me how you plan on turning a specific triangle into an arbitrary triangle
no
I DO NOT WANNA DO THAT
IT WAS A FUCKING JOKE
but i'm nowhere near rich
AND CAN GIVE YOU WHAT
how hard is to understand when i say it like 11 times
yet your entire argument in the issue is "we can do anything"
that was the first gif i saved on my discord account
Lend some money pls?
so you might be taken as seriously as you were serious
money laundering? 
im legal boy
tbh bro i don't wanna argue about that
yeah bazucki or whoever
you posses 2h of sleep? 
in what form?
Mentality
tax haven? and I know some ppl just hmu 
Dubai
speaking head
gn
THE HELL U MEAN GN
gn
did you just assume XN's timezone? that's offensive !!1!1!!!
fuck you @regal lake
gn
K.A.T.I.E. will be hearing about this
Is that female version?
yes
why
nuh uh
boring
HALF LIFE REFERENCE RAAAAAAAAAAAAAAAAAAAAAAAAAAAh
i don't mess with that
Boop
too complicated
dead chat
No ur not tuff
What the hell happened here while i was sleeping
Stuff
Everything
Make it happen
And syncable max ammo
I wanted to travel to Krakow (mind you, we have a direct route from where I live) and I got recommended a detour to Katowice, from there RegioJet route to Warsaw and then to Krakow???
You know it's faster
Otherwise you would've waited for your direct train

Katowice the cs sticker?
๐
Yeah my train departures from the Titan (holo) 2014 station
๐ฅ
Meanwhile Hungary:
Taktaharkรกny vasรบtรกllomรกs
is there a way to block automatic wave spawning but dont block force spawning using Wave::InstantRespawn
set tickets to 0? and deny any objective completions maybe?
you can use this to prevent spawning. it should work with InstantRespawn
foreach (var wave in WaveManager.Waves)
wave.Configuration.IsEnabled = false;
Dummy;127.0.0.1;639081427866093502;You have been automatically banned for teamkilling.;SERVER CONSOLE;639079699866093502
Lmao
i couldnt join my localhost
you can add your group to FriendlyFireDetectorImmunity to prevent this
Right
Then turn friendly fire detection off
I am curious why didnt nw does this few year earlier
oopsie daises
hello chat
now that you're back alive again, are you gonna make DisplayServiceMeow
(this is a joke lol, you dont have to or anything ofc)
and please this time don't use lock
or threading
I probably will. And also make Compatibility adaptor working under DSM
Why's that
zero's convinced it hurts performance a ton
unity doesn't like using threading
because it does
you can still get around it tho
I will be testing performance today
And see if that's real
i will stand my ground but ruei is way more optimized
i remember when i switched my tps went to 60 fixed
even with all the same player
yes
HSM is a lot easier to use though, if RueI just added a compatability adapter and some of the QoL features HSM had, it'd be hard to defend
i need a refreshrate really fast for some stuff like Timers
I will be testing it today
etc...
Ruei is WAYY easier now
the fact RueI still doesnt have a horizontal position property is wild ๐ญ
you know that?
still harder to use than HSM lmao
only thing i dont like in ruei rn is bugs like the duration thingy
what are you on
what are you on though?
i dont really think ruel is hard to use rn
Anyway if the DisplayKit's API is too good then DSM probably won't exist. If it is not that good I will be making DSM.
I can help too 
If you would like to
but yea, if display kit was anything like SSS (which had terrible per-player and plugin-specific utility) then wrappers will definitely be made
btw
how fast do you guys think i can find a section of a game
i have the unpacked maps

there are a total of 120 sections
btw is nw making new audio interface?
I have a quick question, what is the best method to delete or move a door? I was able to destroy the game object but while being in 079, the door icon still appears
is it even possible?
and allowed?
Look at any of the examples we've posted
Wrappers will be useless
Extension members make sense
Let me find some
Pretty sure you could look in the stage channel
(Filter by Killers, Slejm and david)
its fixed
how is it fixed if the last update was in october
anyone? any idea?
Sry the best idea I have is something like Door.Destroy
OK then I will update CUI
Well
yea thanks, I just hope the positioning can also be absolute %'s or something so I can place text anywhere on a players screen without having to do some weird align shenanigans like I would have to with hints
I can still connect HSM to this system
Unity's UI toolkit is very similar to CSS
Not sure if I can reveal more about what features will be available
Yeah you can ofc make an adapter to let old plugins use DK
So they don't need to update
Im really looking forward to that
hell, you could finally make it so horizontal position is absolute across alignments
yea im not updating ruei for the new hint system ngl
yes you can
i allow
ruei is very very tightly coupled to the current hint system
probably one of the first plugins for the displaykit will be smth like notification system for dev
so its not 3 styles only one
i will display funny cats gif for players
Idk about that
Would be cool tho
good luck with mirror's max payload limit
i meannnnn
i will patch mirror
How about RueICompatibilityAdaptor(
Chunking
It can!

vw and vh my beloved (idk if we use that)
it's a bit too late for that
DK isn't even in beta ๐ญ
Connect it to DisplayKit
honestly the main reason i never made a ruei compatibility adaptor besides me being lazy is that its more designed for servers and whatnot where everything is made in-house
that was something i focused on from the very beginning of ruei
dungeon keeper?
I wouldnt want to work on ruei if I knew there will be DisplayKit tbh
yea its kinda just better than ruei in every way lol
well one uses only text the other wan can draw shapes
HSM didnt rely on other framework
wouldnt see why there'd need to be compatability adapters tbh
DK functions completely different from hints (you dont have a single text object lol)
so for it to not be a headache a plugin should just port
or not port and stay using hints until hints get no more support whenever that may be
I mean, you can draw shapes with text 
thank the heavens lol
if you all decide to re-do SSS, keep that in mind too lol
let plugins define pages for themselves or something
donkey kong
so for it to not be a headache a plugin should just port
some ppl can't be assed to do that

well uh
then they get to use hints until, hints dont exist

true
and have to port anyway
Make DK version of HSM should be fairly easy
i would really like to work on that
but like
uhhhh
And I see no point not to do that
sentenced to 10 years of redesigning sss
screw breaking changes, we got through a firearm rework ez pz, if we get better SSS fundamentally it'd be hella baller
at what point do you just give up and make a sss thats as barebones as possible
direct mirror requests or shit
you wanna capitalize on SSSS wrappers?
well i dont see why having a built in wrapper if its
its a wrapper built on mirror to try and make player-specific stuff as bearable as possible
So when will DK actually come out?
2115
so, nobody knows how to destroy a door from 079 camera system?
what
Cant
hm
yeah but there's a door that can be opened but not closed, I really wanted to replace it with another one
oh you cannot
sad
part of the mesh
well, I was able to destroy the game object, the only thing remaining is the door icon on 079
I guess that's the best result I can come up with
3.15?
you can deny opening or closing the door via event
Or 3015?
15.0
OK
btw, is it a feature that the Lcz SCP-173's gate cannot be closed once opened?
i blame some door control
kk
yknow it'd also be peak if we could get the micro speed cap controllable via plugin next update
what next update 
Your wish shall be granted (20.0 update)
Reminds me of something...
Any way to stop player interaction sequence? Like, if he interacting with toy and on any moment cancel it?

bruh what did I do to my client ๐ญ
it's stuck in idle mode or something XD
lmao
You fucked up something
I think I accidentally patched in a fully recursive call

guh
guh?
I was debugging something with a prefix, but it was on a unity method, so I tried to call the base method through the prefix, but that took some harmony shenanigans
@slow grotto Are you sure the PR doesnt break existing mod that using Log.Debug("test", false) or just Log.Debug("yeet)
If they explicitly set a bool parameter it will use the unchanged Debug method and let them choose the behaviour. If it is not specified it will use the new one that just adds the debug state before sending it on to the original method. Just manually seperating the implicit canBePrinted=true call as in production you probably don't want it to be true by default.
i believe that you removing the = true part actually makes it so it's a breaking change ๐ญ
There's a way to sniff packets when mirror is reading them?
NetworkDiagnostics.InMessageEvent and NetworkDiagnostics.OutMessageEvent will give you the message but not the connection associated.
I'll look more into it
So it looks like any plugins already compiled will have their IL baked with the default true parameter regardless of if they specified it or not. They won't reach the new debug check. So not breaking perse, but plugins would need to be recompiled with the new version to utilize it. Not ideal. I could instead modify the original method and throw out the bool but doesn't seem nice to do to people.
The other path wouldn't break the method, but would break anyone using a Debug variable in their Config or other custom logic. That would silence Debug logs everywhere by default, but would that be a net positive or negative change for live servers?
I think that any breaking change is going to be a negative for logging
God hubert was on something for that
Good old map
i wanna rebuild 5.1.1 but with all the new scps
and items
but same shit guns

i would love an april fools update where its just the old version for a day

too bad no AC
i honnestly kinda hate the ammount of gun update we got
Tbh there would be more if you want much more syncing stuff
make more syncying but not about gun
There should be a static method making the effects, basegame has it 100% idk if labapi has it
darn
ExplosionUtils.ServerSpawnEffect
for LabAPI TimedGrenadeProjectile.PlayEffect kinda strange to have it in there but that only my opinion
i like that HubertMoon code is still there
Well every holiday code now remains
yeah
And assets, just disabled
that really great
people will still use them now
but with primitive
:3
and that cool
Idk where would be it tbh
man I wish waypoints affected players vertical camera movement, I was almost able to recreate the 3114 strangled effect without audio and stuff ๐
How dare players have autonomy over their actions (though I would have use if we could control vertical rotation as well)
Okay, stupid answer:
The audio does a gradual ramp up
_chokeSource.volume = Mathf.MoveTowards(_chokeSource.volume, _isChoking ? 1 : 0, Time.deltaTime * _volumeAdjustSpeed);
The the look logic on the client does a gradual rotation
fpcRole.LookAtPoint(_strangleTarget.AttackerPosition.Position, Time.deltaTime * 20f);
If you enable and disable the Stragled effect every other tick the volume will go up to ~2% on one tick, and 0% on the next. The movement lerp will continue forward every tick it's active though.
Bro what ๐ญ
Iโll take a look into it when I get a chance
Untested, and it could likely look or sound stuttery, and if the server lags the volume could increase. Worth testing though.
What the heck is that
Fsp9
Its not SL this is my fan project SCPSL Legacy
Would be nice to get an FOV slider in SL tbh
Camera
Ah i see i don't think that will work well due to performance issues but i'll look into it.
I'll probably allow for only viewmodel fov along side some DLSS or FS2 later on development
PlayerSearchingToyEvent or something
Hi Axwabo 
Do you think rebuilding SL in dots will help with performance like stuff like rooms, items (dropped or picked)....etc
I think you can use both gameobjects and dots at same time.
i have no experience with DOTS so idk
Damn :(
I don't have either but it seems like it doesnt even work on mirror or netcode for gameobjects
Unity netcode for entities does fully support dots tho
lol
I see it now
The fsp 9 without a stock is weird but because SL renders its viewmodel on fov 55 or 60 so you just can't see the weapon fully.
That image i took is with 120 viewmodel fov
Quake pro
I can see the fort from 14 chunks away
โ ๏ธ
I will limit the viewmodel slider due to some animations being made for only 55 fov
So max will probably be 75 same as camera
If bad.at.game.Inject.scp.sl.hack.no.ban.100%
DNS error: could not resolve host
Else nuke.the.round
Do u invest
Huh
As I can remember event is called only one time, no?
Searching events ar3 called if the interaction duration > 0
InteractedToy is called if it's 0
What the fack this means
Nerd stuff
Labapu
You went in nerd chat and got nerd stuff
Sigeon pex
Im not a nerd
I got here cuz
nerds
Eve
nuh uh
FpcMotor.DesiredMove iirc
How could i intercept the packet getting sent by the player before even the server like gets them read like there's a Read if i remember on mirror so patching that before it gets to the function tbh
and even get like referencehub / networkidentity
there's nothing related to what i said
its just for auth
I think you're looking for NetworkServer::OnTransportData()
i think this one should be fine
handler.Invoke(connection, reader, channelId);
this could be really good ig
yea this will do
because ig i can take RPCs too
nah i probably cannot?
idk
nope
wait no
they are a NetworkMessage
so i can
idk
NetworkServer.ReplaceHandler<RpcMessage> 
there's a problem i didn't think lol
you cant patch generics
https://zer0twois.strokinit.it/๐/403zotwi.png
I wanted to do something like this
but now that i think about it
its impossible
lol
i know that
what even is the thing you want
just log specific packets lol
i wanna see some stuff
but nvm i did it
wdym?
"oh i have this specific issue"
"nvm i got it"
like come on
I mean i have a problem rn
if you aint tell what it is then noone can help other than you figuring out it
i hope i fixed it
yea nah im trying lol
[HarmonyPatch(typeof(NetworkServer), nameof(NetworkServer.UnpackAndInvoke))]
public static class InterceptPacketFromClient
{
private static readonly MethodInfo ReadMethod =
typeof(NetworkReader).GetMethod(nameof(NetworkReader.Read))!;
private static readonly Dictionary<Type, MethodInfo> ReadMethodCache = new();
private static MethodInfo GetReadMethod(Type messageType)
{
if (!ReadMethodCache.TryGetValue(messageType, out var method))
{
method = ReadMethod.MakeGenericMethod(messageType);
ReadMethodCache[messageType] = method;
}
return method;
}
public static bool Prefix(
NetworkReader reader,
NetworkConnectionToClient conn,
ref bool __result)
{
var newReader = NetworkReaderPool.Get(reader.buffer);
newReader.Position = reader.Position;
if (!NetworkMessages.UnpackId(newReader, out var key))
{
NetworkReaderPool.Return(newReader);
return true;
}
if (!NetworkServer.handlers.TryGetValue(key, out var handler))
{
NetworkReaderPool.Return(newReader);
return true;
}
var declaringType = handler.Method.DeclaringType;
if (declaringType is not { IsGenericType: true })
{
NetworkReaderPool.Return(newReader);
return true;
}
var messageType = declaringType.GetGenericArguments()[0];
NetworkMessage message;
try
{
message = (NetworkMessage)GetReadMethod(messageType).Invoke(newReader, null)!;
}
catch
{
NetworkReaderPool.Return(newReader);
return true;
}
var player = LabApi.Features.Wrappers.Player.Get(conn.identity);
if (player == null)
{
NetworkReaderPool.Return(newReader);
return true;
}
bool allowed = CheckRegistry.DispatchPacket(messageType, player, message);
NetworkReaderPool.Return(newReader);
if (!allowed)
{
__result = true;
return false;
}
return true;
}
}
This is what i had in mind
I mean this one works fine
for what i've seen
im trying to see if i can see now
like by deleting packets like SpawnMessage
im stupid why tf the client should send a spawn message ๐ง
Do let me know if this works. Though I think a new "Compelled" effect to force movement/rotation could be an interesting addition to the game.
Something like 012 from CB
Thereโs just shenanigans if your generic type can be a value type
Thereโs been a suggestion for a FpcDelta network message that would lerp a players movement or rotation without locking it but uhhhh
I've been waiting for raw face animation manipulation. Made a request for it but it got closed I guess cause they assumed it was something else.
I've done some testing of it on the client side, and seeing a D boi blink for the first time is something else.
Ah I found it
My boi has such dry eyes
Is there literally just an emotion for blinking?
The ones players get with the emotion command are what devs get. I jump between them in my plugin to look like players are talking. But would love to add blinking, eyes looking around, and mouth shapes for phonetic sounds (if the server can handle it)
I think Rust's faces are the closest to what I'm thinking. The jankier the better
I've been saying this for years ๐ญ
MovementDelta and RotationDelta messages
Maybe I'll push another breaking PR for it
Holup, I was checking the position/rotation override I did before and I just noticed it changed my vertical look at the end... I'll look into that after work
wtf
SL if it was a AAA game

It would be so cool to be able to do stuff like Rotation for the model (so like mario galaxy and planet gravity could be possible) and camera shit
I've been wanting to do this forever, but managing a players rotation is just so annoying ๐ . How did you do stuff like shooting a gun? Its not like your client was holding anything, so how did you hide the item?
magic...
ask grok
I mean, my best guess is a SSS control, but that's cheating
F5 in SL
Since I have to lock the player position and cancel holding items the only way to get those inputs is to have SSS keybinds for every interaction.
wait is this SL?
Thats actually amazing
Your missing a ton of cool stuff, actually
FR im checking this chat regularly now
can you make it change by F5 and then show the result?
would love to see
You are missing out alot
grok is groking it (yes im developing)
yes grok
Are you twitter
because sadly the guy who was named grok left
Now that the spectator ignore property has been added I think it should be possible. You'd want the dummies preloaded
so we need to rebalance the world
Oh, also that 3rd person plugin had integration with my Talky plugin too, I'd you talk the dummys mouth moves instead
wait it was a plugin???
you ACTUALLY made dummies
walking like that
you are mad insane
idk why its so fucking annoying and tps would go down
i did a 2nd person camera for a smash tournament but it wasn't crazy
I'm also working on a Replay plugin that would use this or just spectate/filmmaker role
I'm waiting for the new UI elements in 15.0 before I do much more on that though
Displaying a timeline and playback controls in a hint is ass
this person is crazy
Also had an AI plugin before Heavy rework broke it. Only really started breaking with like 20 bots pathfinding on the main thread
I've done it myself too
mine was shooting, moving, healing and trying to do evertyhing to survive
HCZ pathfinding fix in 15.0?
Something about the geometry of the new rooms don't play well with the NavMesh builder is my best guess
NW fucked up settings of HCZ rooms that fuck up the navmesh is what I remember
its so fcking heavy
thats why
hey guys! how to calculate room localPosition?
a way to do it would be plane under the map spawned on the server like primitives
roomPosition + localPosition
-# I have no clue if I understood the question
I know a guy who may be able to work around that if he knew what settings need to be changed
no clue
There's something like Vector3 world to local or some helper class built into unity that might help?
Doesn't room rotation affect this?
I have a unity project of the server build (don't tell NW) I can check later, suspecting a collision flag on some room part.
I wonder what would happen if you deleted all the HCZ rooms server side, then replaced them with imported version via asset bundles or something, and the imported ones had the settings correct to allow a navmesh, if you did that, could you then set up a navmesh?
shouldn't
don't tell NW on the NW server lmao
Transform::InverseTransformPoint or something
there's unity docs on this
the client will love you
well what would go wrong?
you would spawn in void
you delete all doors and all waypoints with them
the waypoints are on the door gng
A lot of spawn points and other game elements are parented to the rooms
interesting
still, if you handled all the children appropriately, could you not get a working navmesh this way?
when you delete room serverside the doors are also removed
Oh, does test room in HCZ and candy room still get removed client side if deleted server side?

