#plugins-dev-chat
1 messages · Page 200 of 1
you're using braces instead of parentheses
oh you got it already
you can't modify the fire rate
*NCS music intensifies*
player.Items.Any(static e => e.Type is ItemType.A or ItemType.B ...)
There are other ones that takes more than fpc but in the PlayerRoles? Mayhaps that valid
wut
oh right
items is itemtype
i would still use a set for readability tbh
no it's not (i forg)
player.Items.Any(static item => keycards.Contains(item.Type));
I love saving 2 macro nanoseconds
do you know what macro means
Yes and i know nanos are smaller than macro
so what does macro mean
Means big (In this context), bro don’t treat me like a kid
okay
Macro=small
Nano=smaller

it just sounds weird
legit me in 11th grade
sooooo
if you start a process from SL, and it prompts for user input (e.g. overwrite file?)
the main thread will be blocked, even though the process was started on a different thread

LA starts tweaking out: eats every second keypress
if you kill the SL process and LA restarts it, all input will be ignored
How to set SCP207 damage?
Check on the Hurting event
and check first if the damagehandler is FirearmDamageHandler and then WeaponType
or firearm
doesn't change
207 is the cola
lol
still same shit
just with universaldamagehandler
and then DeathTranslation
Zero
what
In the scale of 1 to 10 how much do you want a plugin that patches hot-path in server to be better performance
so you mean meowdebugger?
and i think
I think brik already finished it
he optimized alot
im not sure on what
i've been a bit more on caring about my life rather than checking tbh
I meant patching for example 079Camera to just return empty
yea he already did all of that
100%
i know already
patch player to return null
Real

idk what he has patched
but alot
like i said to you, i've been taking care of my life
because im not doing well rn
once he comes online i will ask him
and work on it to just finish it
The debugger not optimizing those it just tell you the time. My idea was just release a plugin to patch/rewrite those hot-path to be empty/different
ok so pratically he had the same idea, called MeowOptimizer and based on the data of the debugger
patched everything
some methods are insanely impossible
i even tried myself
Scp127Dialogue and some other
inherith from a class that sends packet to mirror
for syncing
and for that there's no dirty or anything
and it would require ALOT to patch all of them
Well ofc
so yea there's alot done
But most of them would be just simple return empty method (since you dont need to check if you are a server & hosting it
atleast 20 patches
yea some of them do
as i said idk the details
because its not on git
so i cannot help you out

if it was as a private repo to release then yea
i could tell you exactly and spin up a build
as of rn he is working on doing the debugger
to work with more precise data and less time
but idk
but ig i will start working on that even tho i had plan on working on a project of mine
Or you can just take care of yourself 
that project was actually for that lol
30 seconds with 7 dummies, that’s why I got kinda skeptical
7 dummies, and its 3.7s between a 30 seconds timestamp
I mean I can see it taking that much
but that never showed on the other profiller
just now with the rework
and there are a few Updates that shows with a low count
I’m still investigatin
What I will try is to add the open frame when the prefix is called instead of creating it on the finallizer, my reason for doing that way is to make my life easier while filtering the data, the only issue is that I think I can't have open frames without closing them, I mean I need to test it out so
if I do differently, I will need to check the timestamp between the open and closed framed while in the finalizer and that is annoying, takes time and holy shit making sure the file is valid on another other level
by itself the fpc reader only takes around 320 to 370 microseconds
what I also want to add in this data is the average time of a function
lemme do that actually
Trustable?
yeah like, if I can actually trust it, some time ago you said something abt the profiller being kinda sus
Yeah it takes time because its O(n) for the waypoints
great to hear
Waying the points
this is why we gotta get rid of waypoints
i was cleaning my library
and i found a massive insect
dead
in between the books
im not cleaning it anymore
i don't think i've ever screamed this loud
any reccomendation on how to get rid of a massive green insect
eat it
bro thinks he can read
join vc
and i can show you lol
he is not that old
it seems like 3/4 weeks
to be there
its not decomposed or shit like that
ok
i was like "what library were you cleaning? .net? steam?"
maybe
start thinking of irl
before coding
huh
wait so the whole things arround Waypoint door is gonna get remove ?
What? no
ok
It could get optimized, however
since right now it just going through all waypoints and finds in which one you are
for each player
i see
instead it's would be better to have OnEnter trigger ?
idk how that cost for unity
yeah remove waypoints david
i like the idea to remove WaypointExcept for elevator
waypoint are perfect for elevator
not for other things (that my opinion you take it or not it's nothing other than a shit opinion)
:3
they're useless
we can't really "remove waypoints except for one thing"
what is one things ?
the thing you mentioned, elevators
why couldn't ?
i mean it would be possible to change the message to send floats, but at that point we're better off implementing something like Cyn's solution
Just remove elevators, you're walking your ass to surface now
you could
if (useRelative)
// use the Waypoint system with the byte stuff
else
// use Vector3 float
yeah that makes sense
it would be a lot faster, the only downsite is +3*2 bytes
anyone know how I can get a users steam id?
player.UserId
ty!
you can also use RawUserId if you only need the number
does userid contain the @steam bit?
yeah
gotcha, cheers!
np
Be aware that
@discord and @northwood postfixes exists
Do NOT rely on the number itself
Well i have @ nw tag so he have to fix those 
we're in 2026 you'll live
Unreal uses doubles everywhere now and it runs fine bandwidth wise
fair
im packing my stuff before my flights home
GDC was fun
but now I have to play tetris with all the goodies my fiancée and friends back home wanted me to bring lmao
There is no downside using double instead of float on today computer
Its just that Unity also targets mobile devices
in which it could make a difference
You can read those benchmarks on forums
Im not a bank to use that
Cant wait for a 32 byte long floating points
BigInt
SL on mobile confirmed? /s
Hell nah
Controller not supported
Consoles/Mobile: As of 2026, Northwood Studios has no plans to port the game to consoles (Xbox/PlayStation), mobile, or VR, as it would require a complete rework of the game's current structure.
Glad google has a direct line to your PR team.
EOS 
Oh man I surely cant wait (literally) for xbox to approve my 1 line hotfix
Do what Blizzard did with OW and add central server controlled settings that push to clients on launch. Bypasses them needing to wait for approval to do hotfixes.
It's the same thing Crowdstrike did and it worked great for them too
worked great 
Suuuuuuuuureeeeeeeeeee
That was a fun day to work in IT
it only takes a file with zeroed bytes
i knew you were gonna say this
Zer0Bytes reference
Ill just run a dictatorship in this channel
i approve it
if you do it
Yeah you cant complain really
i approve it
XD
if it is the discord mod
all remaining devs will bow to the laborder
all the art channel shit all over again
Any mentions of Exiled will get you sentenced to 2 hours on twitter
goooood
damn im fine then
does it stack?
maybe not yamato
bruh

does it apply to previous messages too?
so you just dropped an indirect reference
how is your optimizing going

@true quest
im not taking care for now of it
im like dealing with some stuff
I saw you switch gifs 
xd
lol
its kinda meta
Yeah I get it lol
the cinemaster
its faster to switch your gifs than reload a new gif
guh

tactical gif reload
ok now name all the transitions used in this gif
i will post a random ass gif
QUICK
now
CALL 911
the chat is on fire
THE FIRE
you're not Σσς
Random GIFs?
i like to post this gif for no reason when drama is in a channel, regardless if im involved. it always works out well
yknow the movement being simulated on server sucks ass on performance, but also its very simple to implement
the old ways of SL anticheat were annoying asf
(killed by anticheat for flying)
but like, it was more performant
id say leave it up to server hosters to catch cheaters
*insert peanut server room gif*
instead of all this
basic anticheat like before worked well enough (maybe instead of killing it broadcasts to admins kekw)
then 100 player event is way more possible
The server-sided part of movement system is just "move towards desired client point"
CharacterController.Move being executed every frame at 100 players is not performant
just dont do that
just trust client
client will never lie
cheating? whats that
Thats possible
for basic 60 player servers, its decent enough that its not a problem
But the game as not designed for this
100 players is not very good
your just squeezing the limits
tf is that
Client working as expected
I'm still waiting for either the API to network face blendshapes to make custom emotions, or to be hired to implement my face animation plugin on the client side for performance improvement.
if only all of unity would work like that
physX
thats ball knowledge
me when i got that trying to run move() in parallel

not only does it not even run in parallel (locks in place) it is slower, and crashed
you should assume that everything is negligible (average physics question)
what
oh yeah true
average day of trying to do anything (10+ crashes per day)
SPEAK OF THE DEVIL
lutherally
Hi! Can someone help me please I want to freeze the player in loading in after pre-auth but before actually joining the server.
I know HarmonyPatch and PlayerAuthManager just which function and where
give them an effect?
or what you mean by freeze?
like they don't auth?
Yes
ok you can do
Someone asked something similar before. But this was the resolution
PlayerAuthenticationManager.RejectAuthentication
just do this and they will never be rejected
but OBV make it return in other cases
this is important for other stuff
did you mean to delay the connection?
I think he is trying to do a queue system
or something like that?
Yeah like for a QueueSystem etc
the do this patche
isn't there a preauth event
But in pre-auth the token expires no?
CustomLiteNetLib4MirrorTransport::IsServerFull
PlayerAuthenticationManager.RejectAuthentication
PlayerAuthenticationManager.ProcessAuthenticationResponse
this are the thing i patch
1h and 30 minutes
or an hour
i don't remember
its very very unlikely
someone will ever fail a token on the queue
No because I use Steam extensively
but maybe I can do it for Xbox players to play with each other fine
Idk
Welcome to SCP: Secret Laboratory. I'm one of the voice actors for the game. Let me introduce you to the basic gameplay rules. Try to find and check toilets in order to find a potential keycard.
Better than Sony or Nintendo at least
When the player's fog control is none, the other players disappear even when they are not far away (even in the outside fog, has longer distance) Is there a way to get around this or is it a client-side culling setting?
ValidatedVisibility event or smth
funny enough i think i did patch it
but the culling was still on
maybe i messed it up tho
its not working for this
yeah its still on
so even if they are visible by the server, the client has it culled now
(it wasnt before)
iirc
хелоу
!langua
Привіт, Зараз ти граєш на англомовному сервері. Ти можеш приєднатися до української локалізованої спільноти тут.
btw he said hello
Ik
Thank you Santa
i patched FpcVisibilityController.NormalMaxRangeSqr & FpcVisibilityController.SurfaceMaxRangeSqr getters to return a bigger number
Does anyone know which server providers are the best? I’m trying to find something that’s stable and consistent and terabit is not that
Eh, not really seen like 3 and now adding terabit to the list
They're all gonna have issues
i use terabit and its good from what ive seen
Unfortunately, it didn't work either but thanx
is there an early access for the display kits, guessing will have to wait until the 15.0 server early access branch or something like that
Yea I think we just gotta wait
Can the damage and fire rate of SCP-127 be modified?
Damage yes, fire rate no
The best you can do for fire rate is set its level (if that affects it)

i remember seeing a video where someone changed the fire rate on a gun but only for the server and not the client
so it kind of can
Yeah but that's not very good experience
@upper vapor Please look at dm 🙂

Player isn't Ready
so, either currently disconnecting or connecting
ready player 
does onchangingnick get called again after player is ready
or how tf are you supposed to use the event
idk, try it and see
but if this is to be believed sometimes it fires for everyone when not ready
so like
useless event?!
Is there any way to make the nuke music custom on my server, or is that not possible?
not possible
ok
you cant modify assets and its client sided
I think you can, don't let the nuke happen and add your own custom stuff
I have a plugin that does a similar thing
i thought he meant like replace the file my bad
Yeah, but then it'll never set the nick to what I need it to be
Since it only changes once when player joins
check that in nickchange, and then do the same (your name setting logic) onjoin?
alright ill try thanks
the issue is my logic uses ev.NewNickname
so I can avoid triggering my own event myself
i guess you could just "ignore" the event in such case?
yeah but then like
how am I supposed to set the nick
oh
wait you mean somehow do that
in the very first versions I appended newlines to the end of the string but it was a bad approach
idk ill think about it
thanks
what i mean is:
onnickchange ->
- check if ready
- if ignore next nick, unset flag and return
- set newnick
onjoin ->
- set a "ignore next nick change" flag
- set nick
something like that
Is there an event that triggers when a door is opened? Not when the player opens it, but when the door opens
You know what I've jsut realized today when it comes to lightsources, why the fuck are the built-in version and HDRP? Shouldn't LightsourceToys be Lumen based not just a multiplicative scale?
when is MeleeAutoSync.HitResult.KilledPlayer used ?
i don't see it being used anywhere
nope hasnt been used anywhere
read again
so why ?
¯_(ツ)_/¯
why would it be a flag?
it makes alot of sense to not be a flag
how tf you can hurt someone and hit a wall???
like
you close to a wall and you hit the player and the wall too
but i think it just use the hit player
because its the most logical thing???
like idk how tf you irl could hit someone and hit a wall
like only in specific cases but on SL the player don't have hand movements
and shit
so
also i am pretty sure HitPlayer also consider HitGlass
yea
its everything that has an hitbox
damageable
door have hitbox technically
:3
@celest thorn
hit by, struct by, a smooth criminal
readonly struct
you know its just useless
what?
Scp096 can break glass + hitPlayer / kill
ill try thanks
Yeah I saw a lot of this first hand when I was adding custom hotboxes for a specific plugin. I actually had to change SCP hitreg iirc to only allow damaging hitboxes with the same net id only once
copy this
How PocketTeleporter works?
Why was I teleported to a custom room?
bruh js copy from ss
not every person has access to easy OCR 
[WARN] -> (5.00, 16.21, -12.12) NULL
Logger.Warn($"{ev.Player.Nickname} ({ev.Player.UserId}) -> {ev.Teleport.Position} {Room.GetRoomAtPosition(ev.Teleport.Position)?.Name.ToString() ?? "NULL"}");
How does this actually work? I teleported to completely different coordinates (106, 100, 33)
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at UnityEngine.Bindings.ThrowHelper.ThrowNullReferenceException (System.Object obj) [0x00018] in <0deee1b9576d40a7a211b55014778fa6>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at UnityEngine.Component.get_gameObject () [0x00006] in <0deee1b9576d40a7a211b55014778fa6>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at ReferenceHub.GetHashCode () [0x00000] in <2074319d08ae411499ec188b6bd916d5>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00035] in <069d7b80a3914a08b6825aa362b07f5e>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at System.Collections.Generic.Dictionary`2[TKey,TValue].TryGetValue (TKey key, TValue& value) [0x00000] in <069d7b80a3914a08b6825aa362b07f5e>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at PlayerRoles.FirstPersonControl.FpcScaleController.get_Scale () [0x0000b] in <2074319d08ae411499ec188b6bd916d5>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at PlayerRoles.FirstPersonControl.FpcScaleController.OnPlayerAdded (ReferenceHub hub) [0x00042] in <2074319d08ae411499ec188b6bd916d5>:0
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at (wrapper delegate-invoke) System.Action`1[ReferenceHub].invoke_void_T(ReferenceHub)
[2026-03-15 19:28:21.792 +01:00] [STDOUT] at ReferenceHub.Start () [0x00009] in <2074319d08ae411499ec188b6bd916d5>:0
Can this be BaseGame issue? It was fixed by itself after 3 min (spammed the log file)
ev.Teleport is a PocketTeleport object that is just the collider at the end of the hall. The event controls if you die or not (I think). When a player touches it they are either killed or it calls Scp106PocketExitFinder.GetBestExitPosition. You need another event to change where you actually get sent to.
Player was added, game tried to get the ReferenceHub off it to get its scale, GameObject attached to the ReferenceHub or the Hub itself were null at the time and NRE'd.
Odd one to me, someone else probably knows though.
How the fuck did you do that
No clue
- Axwabo.Helpers, LabApiExtensions, AudioPlayerApi
Idk tbh, there is a player connecting and disconnecting in the same frame or something
Or a dummy? But than it wouldn't be .Start
All those plugins and none of them are mine 💔 /s
Also unless you have a custom build of it "ScpSwap.dll" is Exiled-only. https://plugins.scpslgame.com/plugin/tayjay/ScpSwap-LabAPI is built for LabAPI if it's not working. It's a self plug, but a helpful plug.
I ported ScpSwap to work with my ScpLeave 😄
Idk where could be the problem
We can't use scp swap because of our custom roles plugin :D
Secret lavatory
🚽
Skill issue
Not my problem
I have api support for it tho
Well ReferenceHub needs to exist to call GetHashCode (Theoretically), so something is nulling or not setting the gameobject, and maybe 3 minutes is the AFK timer that kicked that player?
Yeah but the gameobject is destroyed
=> nullref
since it takes the gameobject's hashcode
I hate when that happens
How and why does the component exist if the go has been deleted
But if a gameobject is null shouldn't that cleanup the components on it, like ReferenceHub?
Who decided to override it so it gives you the GO's hashcode instead of itself's
That's a word
I think i know the answer 
not quite sure how unity does it
but it might be due to keeping references to something that is in the process of being destroyed or has been destroyed
Probably its some in frame state where its destroyed in c++ but not in c#
That one frame delay
or the GC delaying cleanup because theres references to the object
Well, the object itself is not actually destroyed until the end of the frame. So there must be something referencing it in a separate frame. So the solution is to just RM - rf - dash. No - preserve - root/
Voice dictation
DestroyImmediate
Trolll emoji
DontDestroy()
Some plugin is keeping its own list of FpcScaleControllers that isn't accounting for players to leave, it then does a get Scale which tries to get a value using its built-in Hub reference which is to a null GO?
I'd expect to see the plugin in the stack though
Also fun fact that Dictionary never appears to clear or remove entries...
Holy shit
The chaos snake card incident 2.0
Nuh uh
Nope
I dont even think it loads the plugins
holy shit
wtf is wrong
] SCP Secret Laboratory process started. Creating match...
[2026-03-15 23:19:13.725 +01:00] Server tickrate set to: 60
[2026-03-15 23:19:13.735 +01:00] [INFO] [LabApi] [LOADER] Loading all dependencies
[2026-03-15 23:19:13.745 +01:00] [INFO] [LabApi] [LOADER] Loading all plugins
[2026-03-15 23:19:13.756 +01:00] [INFO] [LabApi] [LOADER] Enabling all plugins
[2026-03-15 23:19:13.766 +01:00] Selected central server: SBG1
@unique crane is there anything i did wrong
or the plugins just dont work
Move dlls to global
4090
It's on Github, not much to stop you. Just don't make any mistakes 😉
mistakes are inevitable
i just bought a new server from terrabit and it has no files at all i cant even run it bc it doesnt have the files it needs to run
contact terabit support
Huh
Yes
How do you think others made PRs 
Just looking at a static Dictionary that never seems to clear
Right yeah
I'll make so many breaking changes
Memory leaks are awesome
"This PR has been paused"
is it worth it to add summaries into labapi?
What
Xml docs?
ye
You'll have to, otherwise you'll get banned murdered by stylecop
This
If it's not private you have to
alr
I through you meant like GitHub summary
Fun fact of the day: There is 1 room in heavy that has an animator component attached to its Collider. No clue why, but it was breaking the last room in my navmesh generation until now since "non-static" child objects get removed during static baking map gen.
Hey I need a quick hand with some Server-specific stuff
Whats the line to register the menus?
Do I really need to?
The point of me redoing the server settings was so I have one less plugin about my server files
Yeah I know thats the one I've been using for the longest time, but I wanna try and not have to really on any API and just make simple settings but ig I cant
wdym you are using my api???
im quite confused because its not open source???
Isn't SSMenuSystem an API, because its not quite a plugin but not a dependency
Peak
It's not very convenient to work with tbh
Yeah thats the one I've been working with, no API or additional plugins
How come?
yea but i didn't make it
lol
Good luck achieving that without dependencies 
Well, it's both
im just gonna say
suicide
Write your own wav "decoder" (not that difficult)
Im too stupid for that tbh
and your api works
so


A friend of mine whose also working on this plugin has already done that lol
Gah dayum
i think the biggest torture in this world is audio
They're tryna add that functionality into Exiled API
Fuck if I know that will happen
No promises
Wave is cool but it doesn't get you too far cuz most people have mp3 files
mp3's???
Doesn't hurt to know FFmpeg but not everyone is that tech-savy
They're supposed to be oggs no?
Well it depends on how you read the file
If you only use NVorbis, then yes, it needs to be an ogg file
wave is just too heavy
At 48000 Hz mono
Yeah they use a ton of space but are perfect for reading and seeking perf
tbh i wanna ask here
should i continue a project
or learn how to make poses on blender 
its been 5 days i didn't post anything because ideas ran out
It already exists
But imagine being confined to 48000 Hz mono
okay
SL doesn't even have stereo channels anyway
for some reason
Btw when tf will that be a thing?
No shit
Proper double channel audio instead of ALWAYS mono
There's no reason to do that
IT WAS A THING
for one update
and then it broke
Voice chat doesn't need two channels
IsSpatial used to work
yea but there was the IsSpatial
That's not what they're talking about
Spatial just places it in 3D
Yeah I'm talking about when IsSpatial is set to false
but it doesn't work 
Well
You can
Make two speakers, place one on the left ear and one on the right ear
I want stereo audio like L and R instead of just center
Yanny or Laurel is an auditory illusion that became popular in May 2018, in which a short audio recording of speech can be heard as one of two words. 53 percent of over 500,000 respondents to a Twitter poll reported hearing a man saying the word "Laurel", while 47 percent of people reported hearing a voice saying the name "Yanny". Analysis of th...
3D space its fine whatever but 2D shouldn't be hard
It wouldn't be very convenient to support both 1 and 2 channels, and voice chat itself doesn't need stereo audio
MAKE A PR 
and while you are there
add triangle primitives

Nuh uh
This is a bad idea for my plugins, since it doubles the speaker amount, I have 1 for each zone and 2 for players that are alone, Alone thats alreayd 6

But then it increases to 12 which isn't ideal, even if I were to make changes like Entrance and light having the same speaker
Fr
?
I've been wanting that forever
Like I've been tryna put my OC into SL for awhile now and its fucking frustrating
if i port pyra into sl
it would crash the game
Don't need to for this tbh, its not a nich topic
Ofc
200k
original model from the game btw
Then 5 trillion
You know that you can't "just make any model" if we give you a triangle primitive, right?
bro who cares GIVE IT TO US

just give it to the community
and see how it evolves

Cant wait for someone says "why cant I deform my triangle?"
yea
and that mf needs to be shot down
instead
give it to us and dw
Provided to YouTube by CDBaby
I Will Give You My All 2017 · Simon Viklund
I Will Give You My All
℗ 2021 Simon Viklund
Released on: 2021-10-18
Auto-generated by YouTube.
wtf is this song lol?
No.
From payday 2
But it'd be a billion times easier
never played it
i had a friend of mine who spent hours
Skill issue
upon hours
It's a good game
XXXXXDDDDDDD
Well now you know
I think I know this song just based on the title
I think it will be plugin bug cuz when it happened (round start) one player put to tutorial, idk why, and he had 0hp and can't move. Because I was lazy to fix that "OtherAlive" players can use scpLeave, he changed role, the new player still had 0 hp but he was able to move. After he left the issue fixed 😭😭
It's good for spikes and ramps' sides but I can't think of much else
BRUH
TAHT IS NOT ALL THAT ITS USEFUL FOR
corners like on surface, or very shown models that require precision but allow the surfaces to not extend past a certain point.
I'm using an extended hint system called Ruei, but as shown in the video, the default hint display time in SCPSL is too short. Is there any way to fix this?
Average hsm win

i like my performance
and i like not to lock a thread
too
It was fixed to some extent at least
Im eating threads
"i eat threads like you for breakfast"
why are we still debating ruei vs hsm
Y'know the best alternative is to not use hints
this is true show primitives and text toys in front of the player
and constantly update it
parent it to the player and then fake sync the scale to 0 for every other player
ig that would actually be elite
but would be a pain for spectators
Wait, why not fake sync the relevant info then?
Client side somponents
For those following, cause apparently some people are watching closely. NavMeshes now bake in every room in the facility. Still have to patch some holes and fix some pathing, but after that it's documenting it and releasing the API so I can focus on other projects.
nice
only issue is head bobbing + y direction movement. The smoothest thing you can make looks like this (I had head bobbing off btw): https://youtu.be/6a83Gfg7N-w
Showcase of stupid perk in Twilight vs Cabana community clash
I'm a big head bobbing hater
you should add custom camera transform parenting RPC NOW!
With 12.0 I think they made it so the view model still bobs which annoys me a lot
/execute at @a summon lightning_bolt
Somehow parent the the toy to the player camera rather than the model?
yeah like times 100
that's what I was saying
Can't tell if they are primitives or debug lines
camera isnt a net identity or something though idk
primitives
debug lines wouldnt glow
that was before NW broke insanely highly colored primitives
now both text toys and 0.99% alpha primitives vanish behind the skybox
I made a rapture beam out of debug lines once
And fog
I might look at the fog thing
as I already had to fight it it in something I was working on lately
which involved rendering
it was easier to just give everyone night vision + surround surface with black primitives to make normal primitives glow though
yknow it'd be really nice if you could make text toys visible against the skybox ❤️
Solution to everything:
Client modding- Arbitrary code from server
Just do what Hytale does for mods, easy /s
Also if you like head bobbing...
is it possible to smoothly parent culling parent?
Wdym by "smoothly parent"
You can't set the parent of a culling parent
If you meant smoothly moving it then the best you can do is syncInterval = 0
Client modding would solve a ton 
Solve one problem, open many, MANY more
Define many more
I for one crave the anarchy
Doesn't have to be anarchy
In my case servers will be able to send scripts to clients
So they can run code, custom UI, communicate between client & server etc
There was a group working a project for that. Looks like they dropped it 2 years ago though.
It passed assetbundles to the client which would really only support loading models.
Could be a fun project to pick up, but distributing the client mod seems like an easy way to get blacklisted.
you get gbanned faster than blinking
hello
Sounds like gmod
sounds like hytale
HytaleSL
oh I'm not talking SL, wouldn't mod it on the client if NW doesn't want to
Pretty much my inspiration for the way I setup modding in my project
Luau instead of Lua though and some difference in how addons/gamemodes are setup
I like Squirrel, used it for Titanfall 2 modding
But I prefer to go with Luau
Was easy to integrate into Unreal
I never used either of them so
Squirrel's cool
Just dunno how i'd integrate it
or well, I could
but it wouldn't suit what i'm going for
squirrel is annoying to write
are you using cpp or blueprints?
I've never written any but I've seen squirrel code
I know portal 2 makes heavy use of it for PeTi though
C++
Blueprints only for UI that needs it
or default settings per class
I have the advantage of being able to use angelscript on my portal "2" maps because it's not actually portal 2
PeTi?
oh wait
i get it
dlc2 also know as the perpetual testing initiative
yea
Mapmaker stuff
im defo gonna include an in-game level editor for my project
probably make it scriptable too, sounds fun
Don't simplify it too much or you get P2 workshop quality (nonexistent)
It'll mostly be assembling rooms together, placing props, maybe some scripting elements
don't need it to be too complex
alright chat
i have decided.
It's time for me to try LabAPI
Been using Exiled for years. Time to try the new API
its an api that doesnt touch specific things or wrap around many stuff so you might need to use plugins
/ dependencies
like SSS, mirror stuff, fake sync, some special modules i think
ughhh, more work when im not working XD
Great plugins/deps exist for those
yeah
Self plug for labapiext
Lmao
🫡
If you need anything
we are here for you
first time opening my project in months... i dont think this is good chat
Your just missing UnityEngine.CoreModule reference
i noticed XD
i dont know, maybe its not coremodule missing, i cant tell XD XD XD
also missing firstpass for some reason, no paths have changed -.-
this is mildly infuriating.
Seems like that they did /shrug
or you deleted your folder with dlls or something
Show the csproj file
im reinstalling .NET fw 4.8 bc my intellicode is not running properly
much nicer
i forgot i added horror stingers before nw did -_-
let me add a quick check here:
lol
I believe i uploaded the wrong version to my server XD
There's a way i can find the instance of local admin that is running the server so i can update it with steamcmd?
all in game btw
Process ?
wdym?
Process.GetCurrentProcess()
ok? and?
like how do i then get the path for it?
steamcmd +force_install_dir "Process Path" +login anonymous +app_update 996560 validate +quit
Because i should run something like this i think?
hmm you think so?
ya
I'm attaching an InteractableToy to a ragdoll, but it doesn't become interractable on the player's client until the ragdoll freezen. Does anyone know why? And how to fix it
mb because on client the ragdoll is not net identity yet or something?
ragdolls are like fully client side so I'd be surprised if parenting works there
its have netid when its spawn
you can destroy with netidentity before frozen
soo idk maybe another thing
its working because of client parent but its just not interractable before frezee
idk can u test with a primitive first?
its working
yeah its just waiting while ragdoll moving
weird
annoying






