#plugins-dev-chat

1 messages ยท Page 210 of 1

celest thorn
#

thanks <3

restive turret
#

Prob before my time ClassDTroll1

static meteor
#

Three quads btw

modern lark
#

is it possible to increase 096's rage time ?

Tried everything with Scp096RageManager and ServerIncreaseDuration or :

scp096target.TotalRageTime = 999999f;
scp096target.EnragedTimeLeft = 999999f;
scp096target._enragedTimeLeft = 999999f;

restive turret
#

Isnt it like a const?

static meteor
#

Irrc its calculated based on the amount of targets

modern lark
upper vapor
celest thorn
#

but its a bit complex

#

but i'm trying

#

it semi works

static meteor
tardy cave
#

i have supported but i dont have claim

inner citrus
#

the whole call was a fever dream

upper vapor
#

i can see that

#

๐Ÿ˜ญ

dim horizon
dim horizon
tulip kiln
#

I thought the bot got self-aware for a second there

unique crane
#

-giant text- This is the part where he kill you

#

-achievement pop up- This is the part where he kill you

grand flower
restive turret
upper vapor
celest thorn
true quest
worn burrow
#

Is it possible to remove the armor that SCP-127 wears?

restive turret
#

or somehting

static meteor
true quest
worn burrow
static meteor
#

127 dosent add any armor to the player afaik

restive turret
#

it adds HS

true quest
true quest
restive turret
#

then what

true quest
true quest
restive turret
#

127 doesnt magicly give you high armor

worn burrow
static meteor
#

Thats HumeShield

true quest
worn burrow
#

oo okay

true quest
#

lemme get where you need to patch it

worn burrow
#

I didn't know, thank you

true quest
static meteor
#

I have a patch

restive turret
static meteor
# static meteor I have a patch
    public static class HumeShieldPatches
    {
        [HarmonyPatch("HsMax", MethodType.Getter)]
        public static void Postfix(Scp127HumeModule __instance, ref float __result)
        {
            if (__instance is null || __instance.Item is null)
                return;
grand flower
#

Don't use pattern matching is with Unity objects

static meteor
#

Its old and I didn't feel like fixing it rn

true quest
# static meteor ``` [HarmonyPatch(typeof(Scp127HumeModule))] public static class HumeShieldP...
public class Scp127HumeModule : ModuleBase, IHumeShieldProvider
{
  ...
    public float HsMax
    {
        get
        {
            Scp127Tier tierForItem = Scp127TierManagerModule.GetTierForItem(base.Item);
            AhpStat module = base.Item.Owner.playerStats.GetModule<AhpStat>();
            MaxHumeTierPair[] maxPerTier = _maxPerTier;
            for (int i = 0; i < maxPerTier.Length; i++)
            {
                MaxHumeTierPair maxHumeTierPair = maxPerTier[i];
                if (maxHumeTierPair.Tier == tierForItem)
                {
                    return Mathf.Max(0f, maxHumeTierPair.MaxShield - module.CurValue);
                }
            }
            return 0f;
        }
    }
  ...
}

the og code if you want to give it a look @worn burrow

grand flower
#

Don't give people bad code DogKek

true quest
#

Never questioned why

grand flower
#

Bypasses Unity's lifetime checks

#

So while it might not be null, the underlying resource might be invalid

static meteor
#

Also this is called every frame iirc so you'll want it to be as fast as possible

restive turret
#
[HarmonyPatch(typeof(Scp127HumeModule), nameof(Scp127HumeModule.HsMax), MethodType.Getter)]
internal class Scp127HumeModule_HsMax
{
    internal static bool Prefix(Scp127HumeModule __instance, ref float __result)
    {
        __result = 0;
        return false;
    }
}
grand flower
grand flower
#

returning a value of 0 is stupid simple

restive turret
#

I mean ye

restive turret
#

We have a special code inside it

grand flower
#

also smh int to float implicit conversion

restive turret
#

I just temoved it

true quest
restive turret
#

Last time i saw it set to 0 float value

grand flower
restive turret
#

Then you didn't seen me using Decimals in many places

static meteor
restive turret
true quest
#

or you guys are just trolling

#

๐Ÿ˜ญ

restive turret
#

Yes

static meteor
#

Uh ezgif moment

restive turret
true quest
#

JUST THIS MONTH

restive turret
#

And next and next

static meteor
#

Goddammit

true quest
#

I mean 62 (12USD) of my currency is actually feasible, I thought it was ~100 (around 20 USD)

restive turret
true quest
#

you convinced me

restive turret
#

David already can't comprehend

static meteor
#

3000 bug fixes

true quest
#

@restive turret just did

#

I hope you don't disappoint me!!!!

restive turret
#

Me?

true quest
restive turret
restive turret
#

You having the name of ender scares me every time

static meteor
#

Kek been my name since ive started using discord

static meteor
median sage
#

just no

#

no

unique crane
celest thorn
#

did you guys on the current public release updated mirror?

celest thorn
#

nvm my skill issue

#

(-161.25, 0.00, 236.97)

Is there anything special here for the client? because I'm trying fixing meownet, but I always get teleported by the client to these coordinates

upper vapor
#

Lack if waypoints?

celest thorn
upper vapor
#

Teleport the player then

celest thorn
#

and i know it exist because i can see the bounds

#

Position out of range for compression: (-289.25, 101.27, 364.97)

I got my answer

#

hmmm

#

Hmm should i spawn a Waypoint in that position and then teleport the player?

#
    public void SetPosition(Client client, Vector3 position)
    {
        if (!TryCompressVector3(position, out short x, out short y, out short z))
        {
            MeowLogger.Warn($"Position out of range for compression: {position}");
            return;
        }

        NetworkWriter wr = new NetworkWriter();
        wr.WriteUShort(NetworkMessages.FpcPositionOverrideMessage);
        wr.WriteByte(SpawnPosition.WaypointToy.WaypointId);
        wr.WriteShort(x);
        wr.WriteShort(y);
        wr.WriteShort(z);
        
        client.SendMirrorData(wr);
    }
    
    private const float Accuracy = 256f;
    
    private static bool TryCompressPosition(float pos, out short compressed)
    {
        float scaled = pos * Accuracy;

        if (scaled < short.MinValue)
        {
            compressed = short.MinValue;
            return false;
        }

        if (scaled > short.MaxValue)
        {
            compressed = short.MaxValue;
            return false;
        }

        compressed = (short)scaled;
        return true;
    }

    private static bool TryCompressVector3(Vector3 position, out short x, out short y, out short z)
    {
        bool okX = TryCompressPosition(position.x, out x);
        bool okY = TryCompressPosition(position.y, out y);
        bool okZ = TryCompressPosition(position.z, out z);
        return okX && okY && okZ;
    }

This is btw the code

void lion
#

Does dummys count in the player count?

#

I need to fill a localhost server to test something while its full

unique crane
void lion
unique crane
#

Temporary change the value to use Player count itself and not amount of players on server

#

?

celest thorn
#

related side of SL?

unique crane
#

Whar

celest thorn
unique crane
#

Yeah

#

Ced did change some things around

celest thorn
#

Nah not that

#

but like

#

i have the proxy and stuff and it works fine

#

i can intercept and so on

#

but i'm thinking how i could allow servers to communicate with it?

#

because i was thinking of sending the player a heavily modified mirror packet and then just intercepting it on the proxy

#

but if that number gets like used then it would be a problem

#

because the idea is to have a limbo where i can send players until they move to the server

#

Which works, but i would want to do the same if for example a player is AFK

#

it gets sent to a limbo

#

so i would need a way to communicate

unique crane
#

Wdym

celest thorn
unique crane
#

Yeah and

celest thorn
#

the proxy can read ANY packet the server sends

#

or player

#

but i wanna do a system that if the server sends a specific packet maybe it could be catched by the Proxy

#

so for example Do a certain action to this player

#

but the problem i think it would be mirror messages and so on

#

so i'm not sure on how something like that could maybe look

#

bungeecord for example uses a new entirely different pipeline using some minecraft default stuff which SL doesn't have

#

because currently i have a ProcessMirrorMessageFromServer

unique crane
celest thorn
#

some of them are even useful for some info on the server

#

like cleaning up and so on

unique crane
#

Yeah and then like

#

whats the question

celest thorn
#

and i know when a server sends a message and which

unique crane
#

I dont understand

celest thorn
# unique crane whats the question

Like, should I even create a fake mirror packet to intercept on the server, or would it be too stupid because the Server might have them?

#

for example id 0 doesn't exist and tomorrow in an update it exist

#

because idk if mirror does any validation on the server to check if packets are legit or garbage

#

because on the client it does

#

so i suppose on the server too

celest thorn
#

ok then i'm fucked lol

unique crane
#

And disconnects you if its invalid afaik

celest thorn
#

hmmm

unique crane
#

Whenever mirror encounters any issue, it usually disconnects you

celest thorn
#

i really seriously need to consider because i would want to have a way to communicate between server and proxy

unique crane
#

to prevent any further harm

celest thorn
unique crane
#

Well then just send the correct ids?

#

I dont understand what the role of proxy in this

#

you deserialize

#

check

#

do whatever

#

send it to server?

celest thorn
#

The only way currently would be with a mirror or creating MY own like a websocket system and then connecting

celest thorn
#

for the server sending invalid data

unique crane
#

You mean client?

celest thorn
#

i think mirror has some sort of server-side validation before sending them, or only client-side?

unique crane
#

There is no validation before sending FROM server

#

its udp

#

it just kinda does make the packet and sends it

celest thorn
#

hmm then that would work

unique crane
#

there is validation when receiving data

celest thorn
#

i just make a plugin send packets and then denies (on the proxy) them with a specific header and so on

unique crane
#

you can send to client/server whatever the make up

#

As long as client accepts it then there is no issue

hearty shard
#

evil david

#

you must win the fight

celest thorn
unique crane
#

then what is this about

celest thorn
#

you are a cool server

#

and connected to a proxy

#

i want to say to the proxy "Send this guy to the shadow realm"

#

that's it

hearty shard
#

across the road you will find the answers

celest thorn
#

instead of creating a new pipeline with something else

#

i wanted to use mirror, intercept specific headers i made up

#

and then read them on the proxy

#

but obv the client will never receive them

unique crane
#

Then how does the client knows he has been sent somewhere...

#

?

celest thorn
#

i have code on the proxy

unique crane
#

That doesnt sounds like proxy then but as some main server then

celest thorn
#

the only thing is creating the concept for a pipeline allowing the server and proxy to communicate

unique crane
#

Does the client connect to the server or the proxy then?

celest thorn
unique crane
#

idk what your doing really

celest thorn
#

there's a feature on the server for doing that

unique crane
#

your doing like Killers did the SiteLink or however was it called?

celest thorn
#

trusted_proxies_ip_addresses

celest thorn
#

but mine can even simulate server, and so on

unique crane
#

Well like again

#

if you follow all things Mirror check

#

then your good I guess

celest thorn
unique crane
#

Well the ids are deterministic

#

so if you use some string that we will in future

#

yea

#

Mirror generates the ids from stable hashcode of the (full) message name

#

I think

celest thorn
#

i mean i was thinking of just doing smashing my head on the num key

#

and works

#

Best id generator

unique crane
#

Thats kinda ass ngl

#

just use the stable hashcode and strings

celest thorn
#

i have the code for that so yea i can

unique crane
#

Then the collisions is unlikely

#

unless you name your messages like GameCore.Whatever.Something.FpcPositionMessage

#

as we do

celest thorn
#

i'm probably gonna go for like MeowNet.SendToServer

upper vapor
#

so you two had a 10-minute discussion about a non-issue

hearty shard
upper vapor
plain gazelle
#

Is there a way to remove someone from the Overwatch spectator list?

Apparently removing someone from the regular spectator list isnt enough

plain gazelle
#

?

hearty shard
#

just destroy the player for the overwatch player

plain gazelle
#

aha...

restive turret
#

IsSpectetable false or something

hearty shard
restive turret
#

Huuuh

#

It always works for me

hearty shard
#

krill issue ig

plain gazelle
#

yet to test myself but im getting reports that my npc, which is set to be hidden from the spectator list, returns when a player goes into Overwatch

and then when they click it, they get kicked lmao

#

i might just fake rename the npc as DO NOT SPECTATE whenever someone goes overwatch and call it solved idk

i dont understand eves solution

restive turret
#

Send what the thing is

hearty shard
#

destroy their gameobject

#

they dont exist

#

thus cannot be spectated

upper vapor
#

My solution is

#

Nuke the project

upper vapor
plain gazelle
#

the fact that they crashed is from the nature of the npc thats fine
but maybe NW has this Overwatch behaviour intentional so global mods dont have to worry about hidden players? idk

upper vapor
#

At first I was like

#

"This was QA tested btw"

restive turret
#

SNED CODE

#

or EXCEPTION

#

so i can see what the hell its doing

frail zinc
#

hey, is there a way to prevent a player to drop their items when disconnect ?

upper vapor
tulip kiln
#

There's a config for that as well, but it also prevents the body from spawning

plain gazelle
#

I fixed my issue by fake syncing the NPCs role to Spectator and back on RoleChanging events, tested for Overwatch

#

i am red now

celest thorn
plain gazelle
#

I never asked for help with the disconnect issue! :v

restive turret
#

Dummies shouldnt do that anyway

#

and you can hide them in the Tab too

plain gazelle
#

Yeah its hidden everywhere. And its a DS player so that it specifically isnt a dummy, for my own usage stuff.
Not in player list, RA list, spectator list and also not tallied outside the server as an online player (although i forgot if dummies do that or not)

obtuse spruce
restive turret
#

Bro you just made it

celest thorn
#

he is asking for making custom items i think

hearty shard
#

i think this specific part

#

player input

#

is just SSSS

celest thorn
#

on that one yea

hearty shard
#

but yes having a fake item in inventory is the suggestion overall ig

obtuse spruce
# unique crane Cant you just...

Its about the ability to create custom items just by holding the item. It has nothing to do with Server-Specific items. Especially since SSS items are not very intuitive for new players. Probably i explain badly in the Github issue but SSS can be cool for general custom binding. But not for creating custom items ๐Ÿ˜‰

obtuse spruce
# hearty shard is just SSSS

Well, yes its for the "same purpose" but it uses "native keybinds" instead of creating SSS and new players are like "How to use this ?" when you wanna create a Janitor broom or whatever

celest thorn
#

how do i know if a player went through a proxy?

#

like there's any flag i know there's a message in the Console
string text2 = ((IpPassthroughEnabled && TrustedProxies.ContainsKey(request.RemoteEndPoint.Address) && request.Data.TryGetString(out result16)) ? $"{result16} [routed via {request.RemoteEndPoint}]" : request.RemoteEndPoint.ToString());

celest thorn
sweet flax
#

However still i think its a goos idead

celest thorn
restive turret
#

nah atp i remove it

celest thorn
#

we love this menu

#

bring IT BACK

upper vapor
#

the great asset stripping of 15.0

celest thorn
true quest
celest thorn
#

tbh this assets are used in the facility

#

so

unique crane
#

Well yea but we can just delete the scene

upper vapor
#

tweaking rn

celest thorn
#

could i make it in any way move the camera hmmm

upper vapor
#

yeah you can do that

#

by making your own game

celest thorn
true quest
celest thorn
#

before you weren't able to do this for sure

restive turret
#

ie: You get received like:

  • Action (Left Click for example)
  • IsActionDown (via GetActionDown)
  • IsAction (via GetAction)

like this or you have other in mind?

upper vapor
restive turret
#

huh why

upper vapor
#

you implement like everything

restive turret
#

I just asking cus idk how would I create a great and better description in the internal repo so anyone (me) can implement it

upper vapor
#

XD

restive turret
#

I like doing PoC

inner citrus
inner citrus
obtuse spruce
obtuse spruce
restive turret
#

Check the example i sent

celest thorn
#

So it was funny

obtuse spruce
restive turret
#

Uhh i guess so

restive turret
#

There is only getaction and + down

restive turret
#

There is no Up

#

But ye its easy to add

restive turret
#

Also actions doesn't have scrolling

#

Last time i checked

obtuse spruce
obtuse spruce
restive turret
#

Either that or you cant use it via dummy

#

KeyCode works flawlessly but do you wanna use with dummy? if so, there wont be scrolling

obtuse spruce
#

Like calling the fired method with an forced arg Think

restive turret
#

KeyCode does not

obtuse spruce
topaz yacht
#

Are there any api changes coming with the pears5 update?

restive turret
#

No since you ain't getting server access

#

Better rephrase:
No, since the pears5 is only be a client build and you can't host your own pears5 server

topaz yacht
#

So is pears just a test for somethings coming in 15.0?

restive turret
#

Patreon Early Access Rebalancing Sessions (PEARS) are experimental testing sessions offered to Patreon Supporters. PEARS allows for the development team to experiment with concepts in a prototype state without affecting the development cycle of an upcoming update. Feedback gathered from these sessions will help determine whether these ideas are worth pursuing. With that said, features included in a PEARS are not guaranteed to be implemented into the live game

restive turret
#

Literally first thing you see

#

Or just read the last part

#

Features included in a PEARS are not guaranteed to be implemented into the live game

warped prairie
cosmic echo
#

nw should add triangles

#

๐Ÿค‘

tranquil river
#

Might as well just network models, at that stage, networking individual triangles seems a bit odd

celest thorn
#

for the past 4 years

#

lol

cosmic echo
#

december 17th 2021

celest thorn
celest thorn
#

check this

#

lol

cosmic echo
#

peak

#

Is there even a good reason for not adding them for so long

#

other than that they aren't a base unity primitive

celest thorn
#

but now they cannot say shit they have a tutorial on how to do the model

carmine prawn
#

remove hint rate also took 4 years

upper vapor
#

*at least

sharp hedge
#

is it possible to move and maybe rotate tc01 and hcz test room?

sharp hedge
#

only delete?

restive turret
#

Not every room fully deletable anyway and maybe they have leftover objects too

sharp hedge
#

i know, i just wanted to move tc01 to the side and connect some other rooms to it with pmer

#

but if i cant move it then oh well

snow ruin
#

Is it possible to change the playerlist display order ?

#

Like lets say a player joined first, can i somehow put him all the way to the bottom of it ?

white badge
#

Can I get keycard's label/serial/nametag from details?

pallid galleon
celest thorn
#

skill issue

restive turret
#

?

#

it isnt really neccessary to have there anyway

#

will be deleted later

#

or whenever

upper vapor
#

hasn't that already been deleted

restive turret
#

idk

#

nope

#

and its still there

upper vapor
#

๐Ÿ˜ญ๐Ÿ˜ญ๐Ÿ˜ญ

restive turret
#

make pr delete

upper vapor
#

how does this even happen

restive turret
#

jesus were doing things idk

#

probably wanted to copy readme of the ori place

#

worked on local

tulip kiln
#

Can anyone tell me if there is a flaw in my logic? I needed to make bounds-like objects in my room schematics, but there is no bounds primitive. I just made non-collidable non-visible cubes which are then placed on the map by ProjectMER. I then try to get the bounds by fetching the cube's collider's bounds. Fetching the collider works just fine and the component exists (I confirmed this by logging everything in LocalAdmin), but the RoomBounds.Contains check never returns true, even if the player is inside of it. Is there anything major regarding this that I've missed?

restive turret
#

you can make the collider be trigger and know when they enter or exit the cube

#

but to actually your isse?

#

idk

tulip kiln
#

I'll print out the bounds' properties

#

And see if it's even valid

#

The bounds' size is 0, 0, 0 bro what is this

#

I'll have to correct it somehow

turbid socket
#

maybe it is something mer does

#

when object doesnt have collider enabled

turbid socket
tulip kiln
#

I used the renderer's bounds and it's no longer zero

#

I'll see if it matches

#

๐Ÿ™

restive turret
#

calling bounds is slow btw

#

I would use the trigger collider

sweet flax
#

I think its just one use and cached

tulip kiln
restive turret
sweet flax
#

Just guessing

restive turret
#

oh uh ye

#

I tested bounds contains vs distnace or others and it fell off

unique crane
#

its just AABB check

hearty shard
#

david is slow

unique crane
#

No you

restive turret
tulip kiln
#

What slowness are we actually talking about here

#

Like how much time is lost

restive turret
#

Processing power i meant

#

When checked with profiler it was not good

tulip kiln
#

Well processing power means time lost, doesn't it?

#

So I was wondering what was the actual difference

restive turret
#

i dont remember

upper vapor
#

the difference is more than 0 nanoseconds

tulip kiln
restive turret
#

burn and crash

#

SL isnt supporting less than AVX2 anyway as far as i know

plain gazelle
#

So setting a players position via
Player.Position += x
would do collision checks and all?

soft depot
#

uhh no?

#

that just still teleports them

spare wharf
#

How could I safely create custom dummy actions?

#

That could be applied to players

barren pasture
#

Is there a good way to figure out where a command originates from?

#

Nvm, it was as easy as disabling the suspect plugin.

#

New question: How do I stop a command in another plugin from registering, or at least change the name of it.

tranquil river
barren pasture
#

Crazy

#

Would the UnregisterCommand method in CommandSystem also work?

tranquil river
#

Not sure, though, it sounds like a clunky and sub optimal solution

#

It'd be easier to delete it from the plugin's project and recompile probably

#

Or at that stage, change it's name / aliases

upper vapor
#

But you have to make sure to register your own command with the same name after you've done that

#

Or, make your command's name different, add the alias you originally wanted as the name; then labapi can register it for you

celest thorn
#

Do dummies call OnJoin?

#
     public Player Spawn(string name)
     {
          Player p = Player.Get(DummyUtils.SpawnDummy(name));
          if (p != null)
          {
               Dummies.Add(p);
               return p;
          }

          return null!;
     }

The name of the dummy is "dancing" i wouldn't see why they are null? but idk they are

royal mica
#

Are dummies added to the Player list?

frail zinc
celest thorn
#

i'm stupid i called another function

#

with the same name

#

๐Ÿคฆโ€โ™€๏ธ

royal mica
celest thorn
upper vapor
celest thorn
#

axwabo

#

do you like my code?

#

coroutines too are implemented but still i'm doing an example for them lol

unique crane
#

Nooo

#

noooooooooooo

#

nonononoo ๐Ÿ˜ญ

unique crane
#

i forg

celest thorn
#

i'm working on it

#

for someone and ghost

#

got commissioned to do this

unique crane
#

also Lua has coroutines...

celest thorn
#

to be easier

#

both for not crashing the vm and so on

#

And tbh, mec coroutines are easier to understand

#

there's a return, if you return 0 or nil it will auto stop (this behavior of nil is because of lua end function always returns; so its easy even for that

celest thorn
#

blocks will throw errors if not doing stuff correctly and so on, only small thing is SetRole which is a flag and sadly 0 is valid lol

unique crane
#

?

unique crane
celest thorn
#

A fucking queen bee

#

Is in my hous

#

I cannot open the wind

#

Because its full of bees

#

Outside

#

God help me

spare wharf
#

Is there any good way to add custom actions to the dummy panel

celest thorn
upper vapor
celest thorn
upper vapor
#

Fix it

celest thorn
#

i'm not

#

writing the block function

#

just for a line

#

lol

unique crane
#

bees are awesome

celest thorn
#

omg

upper vapor
#

They are awesome as long as they don't mess with me

celest thorn
celest thorn
#

bees on minecraft i hate them for the sound

#

they make

unique crane
#

curious creatures

#

they dont sting unless you attack them

#

and they make honey

#

I love honey

upper vapor
upper vapor
royal mica
#

Can you make codeblocks be able to create IL Patches? xdx

celest thorn
#

lol

#

it wouldn't be too hard

#

I'm having fun making examples ngl (and yes, you can rotate with a lot of stuff vectors and so on, just made it easier, and added utility classes to look into a specific vector and so on)

restive turret
celest thorn
#

i wanted to make a rotating cube but then thought "hmm it would be funnier a capybara"

upper vapor
snow ruin
#

Is the time of a round not infinite ?

#

I see weirds things happening after a long time (like 7-8hrs) in the same round, like the game forcing lobby again and kicking everyone with no kick messages

celest thorn
#

lol?

snow ruin
celest thorn
snow ruin
#

but i think the game does not like it

celest thorn
#

maybe something overflows?

snow ruin
#

im gonna see if it happens again then try to look into it

celest thorn
#

and do roundtime

#

i did the same thing for cheating on the switch trolling

snow ruin
#

lmao

celest thorn
#

who wants to wait for a mission that ends in 2h and 30m

snow ruin
#

๐Ÿ˜ญ

#

require to go offline tho

celest thorn
#

like Thank you Monolith studios but fuck no

celest thorn
#

the server has no ac

#

OH wait

#

you can probably speed up unity

snow ruin
#

for now ill just say it was server issue ClassDTrollHD

#

if it happens again i will investigate more

celest thorn
#

let me do research

upper vapor
celest thorn
#

you use stopwatch

#

so you speed up with that only physics

#

not the process itself

upper vapor
upper vapor
celest thorn
#

instead it would be reliable and easier to speed up the time

#

WAIT

#

A VM

#

you just speed up a vm

upper vapor
#

Smart

celest thorn
#

i think you can do that

snow ruin
#

no LA logs

#

ill check clients logs

faint sparrow
wheat flower
plain gazelle
#

heck i didnt see how old that message was, sorry
And i understood your message as saying any kind of player position updates calls cc.Move(), so i wanted to ask about player.Position changes affecting it

#

Im trying to move a player via code, forwards/backwards/sideways, but with collision checks for stuff like walls, ramps and stairs

static meteor
#

Iirc you can do it in FPCMotor

plain gazelle
#

hmm

#

lots of methods and values
I think i would need to call FPCMotor.SetPosition(direction, distance)?

static meteor
#

See what the dummy action uses

plain gazelle
#

ye they call SetPosition

static meteor
#

This is what i used for my dummy bots idk if it will work for players though

            if (moveDirection != Vector3.zero)
            {
                Vector3 newPosition = botPosition + moveDirection * _combatSpeed * Time.deltaTime;
                
                if (IsValidPosition(newPosition))
                {
                    fpcRole.FpcModule.Motor.ReceivedPosition = new RelativePosition(newPosition);
                }
            }
plain gazelle
#

ah right, SetPosition is part of PopulateDummyActions, so cant use that.

Will try your solution, thank you! :3

soft turtle
#

Is there a limit on the number of Hints sent per second?

static meteor
#

No not since 14.0

soft turtle
upper vapor
plain gazelle
static meteor
#

One sec

wheat flower
#

players set the received position every frame with a message though

plain gazelle
#

Im moving a Dummy, its fine i think

wheat flower
#

it will simulate trying to walk towards the desired position

plain gazelle
#

thank you!

upper vapor
wheat flower
#

literally no point in doing that ๐Ÿ’€ SCP106Troll

#

lets say hypothetically i reached 35tps with 200 dummies

#

could i host a server with that?

#

200 player limit

upper vapor
#

!csg

regal lakeBOT
upper vapor
#

See it and try toomuchtrolling

wheat flower
upper vapor
soft turtle
#

What method sends messages via radio?
I want to patch something there

upper vapor
#

VoiceTransceiver

#

. Something

wheat flower
#

the more im modifying the raw assembly .cs files of the server sided code

#

the more i learn about the game

#

animations are expensive ๐Ÿ’€

#

like atleast 30-50% of cpu time in high player counts

#

and thats the server side

#

imagine the client

upper vapor
unique crane
#

on client

#

they are expensive yea

soft turtle
#

Is this client or server code?

unique crane
#

Client

soft turtle
wheat flower
unique crane
#

Yeah but rendering is rendering

#

thats seperate from animations

wheat flower
#

ofc

#

but 100 players will be worse experience for the client than server ClassDTroll

#

if we host a 100 player event, hopefully you have a beefy pc to join it cause holy

soft turtle
#

I want to change the logic of sending messages over the radio

wheat flower
#

pretty sure there is a check somehere for if a player has a radio

#

i forgor where

obtuse spruce
#

I think im tripping SkullClownRainbow im alive btw

unique crane
#

nice try xd

#

But we sanitize these

soft turtle
obtuse spruce
royal mica
obtuse spruce
#

It was horrible dont do that ...

royal mica
#

I'll implement a <script> tag, that spawns a nodejs instance xdx

#

imagine

tulip kiln
#

Ax can we add script tags that will compile and run cs on the client please

hearty shard
#

can we add "cheats" to basegame

#

its not cheats if everyone has it

royal mica
#

like those wallhack cs 1.6 servers

obtuse spruce
#

Make SL-AC give a cheat to everyone if there is any cheater in the server realman

upper vapor
upper vapor
restive turret
#

sv_wireframe 1

warped prairie
mild ice
pulsar locust
warped prairie
hearty shard
#

gg ez

mild ice
#

Nah I'm getting a whitelist since it was my idea

pulsar locust
mild ice
#

Sorry

pulsar locust
hearty shard
#

ur not allowed

teal junco
warped prairie
#

Real

spare wharf
#

It will ban every cheater that used to cheat, that cheats, and those who will cheat

plain gazelle
#

Any way to enable noclip on a player? Like, the actual noclip status of actively flying around?

soft turtle
#

Which method sending player voices on radios lying on the floor?

plain gazelle
#

Where is that value stored on a player/refhub?

#

prolly fpc something

hearty shard
#

referencehub should have a stats field

upper vapor
#

player.GetStat<

unique crane
#

Should we abuse operator overloading like c++ does

#

remove all logger methods

#

and just add << operators

upper vapor
#

Skull

restive turret
#

\=

soft depot
restive turret
sacred sierra
#

is there any reason for FlippingCoin & FlippedCoin events to fire twice

restive turret
#

Are you sure?

sacred sierra
#

but lemme recheck to be sure

unique crane
#

Thank you

restive turret
#

can you do timestamp too?

sacred sierra
restive turret
#

broo

#

๐Ÿ˜ญ

#

nice catch anyw

hearty shard
#

mmm

#

fish

sacred sierra
#

first problem was mapping the roll result to rotation(i gave up and just made 6 schematics for each result)

upper vapor
#

*dice

sacred sierra
#

then i started to get 2 dices at the same time lol

upper vapor
#

the singular form of dice is die

sacred sierra
upper vapor
#

np

restive turret
#

die

upper vapor
#

yes

#

look it up

restive turret
#

fuckass english i cant

upper vapor
sacred sierra
obtuse spruce
celest thorn
#

How can i check if a player is looking at something (the obv answer is a raycast but i would want it with the fov maybe?)

celest thorn
upper vapor
#

Um

celest thorn
#

and i can check for example admin toys and stuff like that?

upper vapor
#

Benchmark it toomuchtrolling

celest thorn
true quest
celest thorn
#

๐Ÿคฆโ€โ™€๏ธ

true quest
#

u changed servers forgor

#

im joining

unique crane
#

like if you want to check darkness, fog

#

etc

#

its fine

celest thorn
unique crane
#

096

#

173

#

soundtrack players

celest thorn
#

is like i cannot check for admin toys and so on

#

so ig its a scrap

unique crane
#

Yes you can

#

It checks a specific point or area around point

celest thorn
#

public static bool TargetInViewDirection(ReferenceHub source, Vector3 targetPosition, float targetRadius, out float lookingAmount)

#

you know what

#

raycast works

#

ig

unique crane
#

Well

celest thorn
#

public static bool TargetInViewDirection(ReferenceHub source, Vector3 targetPosition, float targetRadius, out float lookingAmount)

restive turret
celest thorn
#

like this one would work

#

but

unique crane
#

It works fine

#

and for gameplay things too

#

also for aspect ratio

celest thorn
#
        if (!VisionInformation.TargetInViewDirection(lhub, endPoint, 0f, out var _))
        {
            return LosResult.OutsideFov;
        }
#

like yea i can use it

#

hmm

#

yea

#

ig

unique crane
#

yes

celest thorn
#

like the looking amount?

unique crane
#

Yep

hearty shard
celest thorn
#

like

upper vapor
unique crane
celest thorn
#

what is it based on?

#

0.0 - 1.0

#

what is it like usable for?

unique crane
#

0-1f based on percent of you see the point Ig

celest thorn
upper vapor
#

"Distance" scalar from screen center basically

#

Or it might be inverted

#

It's cooked kinda

unique crane
#

Its inverted

#

whar

true quest
#

lmao

unique crane
#

sigh

celest thorn
#

๐Ÿคฆโ€โ™€๏ธ

hearty shard
upper vapor
#

Why did discord stop working after I sent that gif

unique crane
#

Linux

upper vapor
#

Technically yes

#

Bc android

hearty shard
#

"tehnically" nerdyClown

true quest
restive turret
#

Technically correct, the best kind of correct

hearty shard
true quest
hearty shard
#

no!

true quest
hearty shard
true quest
#

๐Ÿ˜ญ

inner citrus
unique crane
inner citrus
unique crane
# inner citrus

Do you have the version with single line comment above RoomUtils?

#

Or well, if you see them

inner citrus
unique crane
#

Or DebugLogReader has quite insane comment too

inner citrus
#

Oh right when I saw DebugLogReader I was so confused as to why it works that way

unique crane
#

Here is your answer Kek

inner citrus
#

I broke it since it is now located in 'Taj Mod' directory

#

Yeah I sadly don't have this comment, probably added way later

unique crane
unique crane
#

Isnt that the nuke lady too?

inner citrus
unique crane
#

Nice

hearty shard
#

hi david

#

davidson its time to gamble

unique crane
#

Im not gambling addict unlike you

inner citrus
#

gambling is bad ThumbsUp

hearty shard
#

No id never gamble

inner citrus
#

ban as well ngl

hearty shard
#

Ban David

inner citrus
#

convinced

unique crane
#

You never seen those videos of gambling addicts?

#

shouting "STOP STOP STOP" while they continue pressing the keyboard

hearty shard
#

It features you

unique crane
#

and losing all of their stuff

unique crane
hearty shard
#

gambling gambler

#

Crippling debt

unique crane
#

I think 5 times beforing buying something for breakfast ๐Ÿ˜ญ

inner citrus
#

you gamble 5 times you mean

unique crane
#

3:

#

you guys are mean

inner citrus
#

you are mean

#

you never played taj mod

unique crane
#

nou

inner citrus
#

I did

unique crane
#

I dont even know where I can download it

#

is it on Steam?

inner citrus
hearty shard
#

I think a million times

unique crane
#

You dont think even once XDD

inner citrus
#

and he says we are mean

hearty shard
restive turret
#

HOLD ON

hearty shard
#

Half true

restive turret
#

I have a picture

hearty shard
#

I dont think on it when i have an episode

#

But

#

Yk

#

ANYWAY

#

SLIME!!!

#

stop posting picturss

restive turret
#

i really need to start naming my cat memes

hearty shard
inner citrus
#

I already have a name for my future cat

#

I'm going to call him Caj

#

Cat Taj = Caj

unique crane
#

wow

inner citrus
unique crane
#

200iq

inner citrus
#

also it needs to be calico as well

unique crane
#

What

inner citrus
#

so that it looks similar to my character

inner citrus
restive turret
inner citrus
unique crane
inner citrus
hearty shard
#

davidson

unique crane
#

Oh yea I think friend has one

#

or maybe its just 2 colors

#

idk

restive turret
unique crane
#

they always sit fuckknowswhere

hearty shard
#

arent you meant to be at the casino

inner citrus
#

VS update is at 99% for the past 5 minutes

#

I'm going insane

hearty shard
unique crane
hearty shard
unique crane
#

all it does is that it reinstalls github copilot

inner citrus
#

I don't think I have GitHub Copilot selected

unique crane
#

Lol

#

It does it automatically

inner citrus
#

finished

unique crane
#

every update

#

Even if you uncheck

#

update rechecks it

restive turret
#

skull

#

fuck copilot

unique crane
#

microslop slopping down the AI slop

restive turret
#

it made me run out of tokens because IT FUCKING FORCED it on me

hearty shard
#

triple t

restive turret
#

I miss clicked something while the IDE tried to "fix" the issue

#

so it just showed the copilot imput shit and i closed it as fast as possible

grand flower
#

rip

restive turret
#

not like i used copilot

#

but like was frustating af

sweet flax
#

How to pick in rider what Queue<> to use

#

The system or the mscorlib one

restive turret
#

<DisableImplicitFrameworkReferences>true</DisableImplicitFrameworkReferences>

sweet flax
#

Then i lose linq :(

restive turret
sweet flax
#

Wdym?

restive turret
#

nvm

#

well idk then

sweet flax
#

Im going to try to copy it from labapi csproj

regal lakeBOT
#

Done. Enough chaos.