#plugins-dev-chat
1 messages ยท Page 215 of 1
the admin got so mad because she was way better than him
decided to go make a report to facepunch
she has like what 8k hours on rust
i forgot tbh
denied
right away
from Epic
and facepunch
and she is the proof that even sl mods suck
lol
gbanned 4 times
her skills are crazy tbh
Lvl 999 type stuff by the sounds
(i mean obv she spent all her time on PVP games with crazy mechanics)
So very fast reaction times I imagine, and a fairly good idea of player behaviour in pvp
why sweat in SL ๐ญ
ig let me check her leetify
yeah, it pisses so many people off, sl isn't a competitive game at all ๐ญ
the amount of complaints ive gotten about sweats on my server is crazy
very nice
honestly sl isn't fun at all if you don't do that
most people are bots
i wonder if i could meet them irl
or if like ced made AI player that join
because sometimes there's no explanation
to MTF: "ever heard of left click"
there are people other than aiming which in this game makes NO sense, people who hear footsteps and don't shoot
or people who don't shoot 096 instead they run
like HELLO???
@unique crane i saw you
never forget
Hai :3
fine
maybe cuz otherwise youโll just die
If you're alone and don't have a game plan I think it's a fair tactical choice,
Otherwise in groups yeah people should shoot more (with a squad of security guards at the start of a game we did crazy damage to 096 before dying)
096 if you juke him and then when he stops and is in cooldown you destroy him
as guard group
i started playing SL in 2022 and i dont say it should be like that, but rn its like that
i started playing 2018
and tbh
game has changed alot
even players
in 2022 i played 10hrs a day sometimes, maybe it was just the first hours like discovering new stuff
i honestly have 3k hours
but because i didn't spend most of my time on sl
i'm more of i play singleplayer games
and sometimes multiplayer
mine 3.5k hrs is probably 3k sl and 500hrs plugins or smth like that
tbh i have more fun developing thna playing the game
if i play the game is with friends
and tbh both of us are easy to recognize
2 girls with Exiled contributor 
playing same server
the 2 most fun stuff
are
trolling RP
people on RP get SOO mad
idk if id still play sl at all if i didnt have my server where i develop plugins
i wouldn't either
i don't like the game
and rn seeing Pears
i see it more as a roleplay game
It plays like a really long game of counter strike for me in australian servers personally
i sometimes roleplay with friends for fun on my non-rp server
nah we just go on say "stop larping"
or shit like that
what is this, phlog pyro?
Me and a friend made a gmod darkrp port server 
#1441799081331658853 message
setting display name to something like facility manager and going around asking to show their access cards
That and a SCP SL TTT server which is actually pretty fun when there's enough players
detaining em with a cool gun that just grabs a player (this feature is totally not from roblox site roleplay)
Is it possible to block a jump without enabling โheavyfootedโ effect?
yes
how?
FpcMotor.UpdateGrounded patch it
It's already patched in Exiled, event "OnJumping", but... 'IsAllowed' not work
Then nothing else
use the effect
because its probably desync
With?
?
Desync with
the server thinks the player is not jumping the client think its jumping
because the event on exiled is for sure correct
btw i was wondering david a few things for SSSS
I wanna remake my own paginated system because it sucks ASS
how can i make keybind still work? even when a page has been changed?
and another thing, there's any dropdown with selection?
because tbh i forgot
Wdym

thats default
you know like in HTML you have a dropdown with selection
that you can select multiple
oh multiple select
sorry i forgot to say multiple lol
no we dont have that
yea
so sad
But you can put it on Github!
lol
No issues on my side for it to be added
Im just gonna put it on internal gitlab
what
for you
<3
Thamk :3
You started it
ig
ewww
btw slem
do you eat ram?
because i know axwabo does
but do you too?
Ok no tutorial on how to make ram
i'm following a tutorial on how to make ram
at home

kinda crazy
does it work?
yes it seems like
Thanks for the support! https://www.patreon.com/cw/DrSemiconductor
Shoutout to Projects in Flight for a helpful reference on the doping:
https://www.youtube.com/@projectsinflight
Background music includes RuneScape music used under Jagex's Fan Content Policy.
Created using intellectual property belonging to Jagex Limited under the terms of J...
yeah I saw this video. I think the RAM he made was insanely large compared to modern RAM ๐ญ
I was kinda hoping for more...
lol
Is ReferenceHub.playerStats.KillPlayer(DamageHandler); not calling the LabApi OnPlayerDeath event considered a bug?
And if not, is Player::Kill() + overloads not killing the player if they have the SpawnProtection effect a bug?
(I know the first method is private, but surely we can get a method to just force kill the player no matter what)
https://twitch.tv/ThePrimeagen - I Stream on Twitch
https://twitter.com/terminaldotshop - Want to order coffee over SSH?
ssh terminal.shop
Sources
deal -1 damage
thats an insta kill
although uh
does not bypass SpawnProtection
spawnprotected shouldnt protect you
Spawn prot yeah
?
theres a config that makes spawn prot protect you from everything
99% sure without it they will only be protected from other players
Still, the default shouldn't be this. And there should be a way to bypass that config too imo
*without patches
well it doesn't work at all then
wait
show your damage handler
r u damaging with an attacker
return !(handler is AttackerDamageHandler attackerDamageHandler) ? (!SpawnProtected.PreventAllDamage ? 1f : this.CancelDamage()) : (!(attackerDamageHandler.Attacker.Hub == this.Hub) ? this.CancelDamage() : 1f);
(I just did Player::Kill() in a command for test which should do UniversalDamageHandler)
i hate decompilation
also I sometimes need a way to do an AttackerDamageHandler but for it to still force-kill the player no matter what
temp solution is to remove spawn protection
I did. That does fix it but I would rather this be fixed base game
ik
Well do you think it's a bug tho?
@upper vapor whats the source code on this
SpawnProtected::GetDamageModifier
i mean .Kill() should work
since you dont set config to true
im gonna ask chatgpt to clean the code up so i can actually read it lmao
Call the labapu event yourself 
ok but
spawn protection
you go fix this in your plugin
shouldnt prevent Kill() by default
probably then
ok but it shouldnt
prevent it
it does
ok but it SHOULDNT
DEAL DAMAGE DO
im saying
spawn protected
shouldnt protect you from .Kill()
because it does universal , not attacker
and by default
SpawnProtected.PreventAllDamage = ConfigFile.ServerConfig.GetBool("spawn_protect_prevent_all");
spawn protected is busted anyway
yeah no. I confirmed on a clean server and it still doesn't bypass SpawnProt
since whole thing need redefine and need to ask GD about it
bug then
i mean
SpawnProtected::GetDamageModifier
just needs to correctly check for PreventAllDamage
I will fix it propertly
just need time and actually know what can and cannot be prevented anyway
ok
@wary gust r u using secretapi
yes right
i forgot
but just for SSS
I didn't ever look at the rest.
also non-critical so I ain't rewriting the stuff I have
I want to fix it properly bc last time yamato yapped about this thing too
what version is labapi in 14.2.6?
idk what yamato said
I tried it that time but still busted it
all ik is apparently ProtectAll doesnt do what it should
1.1.6 right?
slej exploded it
If 14.2.6 is latest then yes
tbh the whole spawn protected should need a rewrite
probably!!!
THATS WHAT I SAYING
ok but
girl
i was saying to fix a bug
hamburger ๐
also ye whole dmg thing could benefit from some rewrite tbh
tbh even if i do that, what do you think how long will be actually be deployed? @hearty shard
idk 50 years
Is it known when 15.0 will be released? ๐
@restive turret was this ever like handled?
https://github.com/northwood-studios/LabAPI/issues/323
not really
alr
pickup creating is all over the place
what in SL isn't all over the place?
fair enough. just cos basegame doesn't use them (i think)
obv
internal static class FixSpawnProtection
{
#pragma warning disable SA1313
private static bool Prefix(SpawnProtected __instance, DamageHandlerBase handler, ref float __result)
#pragma warning restore SA1313
{
__result = 1;
if (!SpawnProtected.IsProtectionEnabled)
return false;
if (handler is not AttackerDamageHandler attackerDamageHandler)
{
if (SpawnProtected.PreventAllDamage)
__result = __instance.CancelDamage();
return false;
}
if (attackerDamageHandler.Attacker.Hub != __instance.Hub)
__result = __instance.CancelDamage();
return false;
}
}
problem solved or smth idk
Whats the value of cos(basegame)?
Why pragma warning
stylecop doesnt like __result as a name
elemao
I asking the price eve
nuh uh
ok i regret asking
its a decompiled one
cus its not using that
what
Skill issue
it checks if IsEnabled before doing anything
yes?
yes
what the fuck
Okay but what if
What if we rewrite the damage system
when your PoC done
Yeah um
want it yesterday
Soon trademark
sob copyright
what the hell ๐
Invent a time machine ig

ยฉ
@wary gust hey we found why the bug occurs!!!
I was looking
๐
i looking at the new subnatuice video so
i do NOT understand why its like this
wtf discord. That is so good to know
Average shitcord moment
lowk
can we ban whoever made spawnprotect work like that
what was the point in IDamageModifierEffect being used on SpawnProtected if it will never even reach that method ๐
i blame ax
nah lets blame eve
wah da hell
I was not yet around when stupidity was invented (aka the dawn of humanity)
oh yeah another bug would be that the ExecutePulse would never be called for spawn protection
since that requires GetDamageModifier to be called which it would never be
another thing this reminds me of, why TF isn't the Scp1344 effect a pulse effect?
the what now
like why isn't there a way to just fake send pulses? It's fucking network time related
goggles
they pulse? wdym
like they have the orbs that show up every like 3s
oh
uh
yeah see i thought you meant like
pulsing on the side kinda like what
i think its adrenaline does
no
or
what does pulse effect do actually
I thought it allowed the server to send an RPC to just call something on the clients when it wanted to
well
when ur poisoned it does smth
idk its client side
and i havent played the game in a while to remember what poisoned looks like visually
WHY IS SPAWN PROTECTED A PULSE EFFECT?
its probably meant to show you that you got protected
the effects system also deserves a rewrite
what isnt atp
a lot of systems do 
a moddable effect system 
well we kinda have the server side stuff which isn't too bad I think?
if not, go create
yes
I making my own game so that can be done there
I think eve did that
i mean we do
but
its not ENOUGH
tbf is anything ever enough
who knows my fish sure doesnt
client side modding
and i stole it
I don't expect SL to do it tho
angy
Vr sl is real
I aint gonna use whole secret api for 1 method only
what method r u on about
register effect or smth
well technically itd be the OnSceneLoaded
but
valid
i get not using secretapi for one specific thing
you should use it for the other features tho 
-# especially when that feature is just creating a new gameobject
I just use it for SSS since axwabo said it seemed stable
"seemed" ๐ญ
i mean
yeah
and it's easy to integrate
-# and it's not a copy of the base-game SSSS system khm
yes
because
whoever made basegame is cruel and evil
thats the main part of it anyway 

that was like 90% of the reason i made it
Unknown message id: 21154. This can happen if no handler was registered for this message.
NetworkClient: failed to unpack and invoke message. Disconnecting.
Is 21154 still the RoundRestart Message?
you can find it yourself by looping through all types that implement INetworkMessage iirc
and then just find the one where type.FullName.GetStableHashCode() returns 21154
don't remember if the method is named that exactly
@wary gust
I just know they have something for it and I can't be bothered
but thanks
are you sure it's the type's full name tho?
var badMessage = AppDomain.CurrentDomain.GetAssemblies()
.SelectMany(t => t.GetTypes())
.Where(t => typeof(NetworkMessage).IsAssignableFrom(t))
.FirstOrDefault(t => t.FullName.GetStableHashCode() == 21154);
Logger.Error($"Bad message is: {badMessage?.FullName ?? "NULL"}");
thx
here, run this in your plugin's startup method or whatever
surprised i remembered the method name perfectly
there is no I in NetworkMessage 

what do I do now?
is that error on the server or client
client
hang whoever named it that way
yeah can't do much about that
if it was server i'd just give you the patches to prevent the server from booting itself
at mirror
ppl were crashing out about the class ServerRoles not too long ago 
21154 is sitll RoundRestart
but how does this even happen? Like how does the server send something that just... Doesn't exist?
Are you sending it before the client is setup?
not manually
via restart stuff
a sec
It is sent to like the whole lobby during my custom restart somehow
private static IEnumerator<float> RoundEndCoroutine(string text)
{
foreach (var player in Player.ReadyList)
{
var display = RueDisplay.Get(player);
display.Show(EndOfRoundTag,
new BasicElement(350f, text));
VoiceChatManager.TrySetVoiceChatChannel(player, VoiceChatChannel.RoundSummary);
}
yield return Timing.WaitForSeconds(Translation.RoundEndTextDisplayTime);
RoundRestart.InitiateRoundRestart();
}
I don't think it should cause issues? The round is locked so nothing else should be calling the restart or something like that
I can't tell. I think what I was told is that it's after the initial disconnect for round restart that they just end up on the main menu instead of rejoining
glad I don't have to fuck around with third party libs on my end lol
trueing
meanwhile at work I've been fighting for a few days because things suddenly broke when we tried to get my stuff closer to the main branch
I revert to a known working commit and it doesn't work anymore 
turns out the commandlet I was using to resave all assets (triggers some code I wrote to generate missing guids) was somehow breaking everything
so now im resaving by hand to see if it works
did github nuke some of your commits 
Nah I checked, wasn't the case
do you even use github
yes
I reset everything to a working commit, clean slate, was having the same issues as on the latest main branch attempt
So I asked and they confirmed what I said. That whole coroutine runs and at the end it they just end up on the main menu instead of game
the only diff is the commandlet so i'm currently still resaving by hand
somehow doesn't happen with a low number of players. Also I am fakesyncing roles but I doubt that has something to do with it
Does anyone has a server with a lot of SpeakerToys ?
you don't hear sounds?
i will predict you
one more thing, players seem to be unable to join for a while after being kicked this way.
im fighting with a very similar issue rn btw
I randomly can't hear a specific player but he can hear me but that random and if i set my role it fix
i mean
too many sounds = they stop
How many players connected
how many speaker toys do you have?
thats just a unity thing
^^^
~6 avg
Nope
how was that considered a lot ๐ญ
I have like 200 speakers in the facility and it works with this fix, so you may as well try it @obtuse spruce
I have one per generator. One global and somes during somes specific cassie 
Love u fr im gonna test this
Keep in mind what it says in regards to ESP
though I imagine it won't be much of an issue to you
Yeah that not a huge problem cuz im on a rp server so...
Cheating on a RP serv 
lmk if it works when you get around to testing it
Im gonna push it in prod directly and im gonna tell u. We got this issues a lot of times 
Lel
Is there a way to make a specific player always visible to 939 and 106 (underground) as if he was an SCP?
Player validating visibility event or whatever its called probably
is there a way to rename local variables in decompiled assembly?
in IL local variables do not have a name afaik, so no
when you compile it, it will be reset again
you guys ever feel like:
SLDeveloperEvents.TriedNotToTry += ev => ev.IsAllowed = false;
```?
Hello! wanted to see if anyone knows this by chance. Im very impressed with the procedural construction of the map in SL. I wanted to see what are the methods used to cleanly construct the map every game so that nothing breaks?
Look into the MapGeneration namespace iirc its called that
guys, I kinda need help real quick... (PLEASE)
I trynna make custom cassie announcement for an Omega Warhead plugin. It works with "cassie" command but it's ugly so I tried to do custom subtitles but whatever changes I make nothing works (I use cassieadvanced and that's how I proceed)
use labapis announcer class
Okay thx
God damn that's hella easier, thank you so much !!!
Sorry but, how do I "block" warhead's announce? Because I tried a clear right after starting it but it didn't clear anything at all :(
Patching it until we have events for it
Okay thx
Well, is it possible to cancel Deadman announcement or not?
Use a harmony prefix patch to cancel it
How do I use it? ๐ฅฒ
Sorry im pretty new so I don't know what it is
oh no, ive never seen it break before lmfao
Well I found out how it works, nevermind
Well I did not at all
did I cook?
Rainbow ๐
Wdym by that
You can also have a look at some community plugins and see how they do it
Harmony patching is a deep rabbit hole, but prefixes are easy
Why arent this methods static? 
How call them from PlayerRequestingRaPlayerListEventArgs
If a textbox is empty what does it return?
to the server like string.Empty or null?
it seems string.Empty
Instantiate the class 
yeea
""
Haiii
Writing networking test today
But I already have enough points to pass lol
So absolutely 0 stress
I look at it for 5 minutes yesterday
@serene vine
@idle depot
Oh wait you aren't mod anymore?
bro
You're to take over my job
!softban 262239269286838273 Account compromised, change your password!
Claim all of Mr Beast's money and retire
Done. Enough chaos.
Free money noo
Crazy
Greed
Amazing
Why do I still have access to this channel btw
Thought it was like the plug in dev role thing
If it was, there wouldn't be so many Mr beasts
They do claim as many roles as possible being pushing those out
One of my many flags on a new member
Your officially a plugin dev now
HELL NAWH
HELL YEAH
Fuck this ahh game
Also the channel isn't locked behind permission
I can see that now yes
cant believe they killed noemi ๐
No emi
is this ragebait? 
Just a bad hidden side effect
yes
I would rather have it a separate update function and call that instead
wait why would you even need the RepeatMode = RepeatMode there
you are not even updating it
wh
to set the loop property
of the new providerลฑ
oh it's so stupid but i love it
*evil chuckle*
@eveil

Whats bro doing
spaghetti bolognese
Writing code
nuh uh
Is it spaghetti code if it's shorter but still syntactically readable? 
is it possible to set/write a grenade fuse time using TimedGrenadePickup?
if (projectile is TimeGrenade timeGrenadeProjectile)
timeGrenadeProjectile._fuseTime = NetworkTime.time + FuseTime;
forgot to put the NetworkTime lol
Is there an easy way I can use to automatically clean up some of my Coroutines when the round restarts?
Is it possible to block the decontamination Cassie?
Probably not
I mean you could make your own coroutine runner method that keeps track of them
If you modify the timer, otherwise, no
what does attaching them to GameObjects do? Isn't there a gameobject that is just readded each round restart?
its a cancelwith
so if the gameobject is destroyed so is the coroutine
you can use Server.Host?.GameObject
is it good practice?
That does not get destroyed when you are using Fast restart does it
i generally try use components over coroutines though
i dunno
who uses fast restart anyway, it is very broken
i forget it exists
one of those features that throws the elephant in the wrench
Why?
In components how do you delay by frame / seconds?
(I assume components in this case are the unity objects thingie that has update and instantiate function)
hmmm
i generally dont need to do as much with waiting a few seconds tho
other than like 1 single timer
public abstract class CustomTickingPlayerEffect : CustomPlayerEffect
{
private float timeTillTick;
/// <summary>
/// Gets the time that should pass between each tick.
/// </summary>
protected virtual float TimePerTick => 1;
/// <inheritdoc/>
public override void Enabled()
{
timeTillTick = TimePerTick;
}
/// <inheritdoc/>
public override void OnEffectUpdate()
{
base.OnEffectUpdate();
if (TimePerTick == 0)
return;
timeTillTick -= Time.deltaTime;
if (timeTillTick > 0)
return;
timeTillTick += TimePerTick;
OnTick();
}
/// <summary>
/// Called everytime <see cref="TimePerTick"/> passes.
/// </summary>
public virtual void OnTick()
{
}
}
Or use Awaitables
(I don't exactly know where to get a scene change cancellationtoken tho)
async/await 
Yes
ahhh
Better than yield return and forgetting yield break
SceneManager maybe
less clean for timing purposes but I assume the offset of less buggyness + coroutine debugging might worth it
99.99% that it's not there
damn
wait do I need to put yield break even on the end of a method?
No
But
It you're in a loop and use break
Then you might be cooked
(When you wanted to end the coroutine early)
wait why?
Isn't it just gonna end that coroutines execution?
Also another question, someone here mentioned that the RoundRestartMessage shouldn't be sent to unauthenticated players right? Why doesn't basegame do this?
(see RoundRestart::InitiateRoundRestart())
Thanks for crashing my Discord when I enter this channel
good
If you have code after the loop, break won't
yield break will
Sadly I canโt say the reason as to why because Discord will yoink me but the reason is very funny
but yeah I canโt open discord on pc now
๐ญ
oh yeah ik, I misread ig
this tho
The answer is idk
could it break the connection somehow for users who were fully authenticated before restart? It shouldn't right?
Won't they get into a weird limbo state?
you can create a tag to your coroutine and kill it when round restarted
or restarting
True
or ending
It's just this terrible thing just shows up for what I think is no actual reason.
Unknown message id: 21154. This can happen if no handler was registered for this message.
NetworkClient: failed to unpack and invoke message. Disconnecting.
NullReferenceException: Object reference not set to an instance of an object.
at Mirror.LiteNetLib4Mirror.LiteNetLib4MirrorClient+<>c__DisplayClass9_0.<OnNetworkReceive>b__0 () [0x00000] in <00000000000000000000000000000000>:0
at Mirror.LiteNetLib4Mirror.LiteNetLib4MirrorTransport.LateUpdate () [0x00000] in <00000000000000000000000000000000>:0
and afterwards the client just fails to set the Steam Lobby IP somehow when connecting.
By timer do you mean Decontamination.Offset?
the error is telling you the problem
99.9% you patch somewhere and destroyed the handler
I in fact do not
it's client side
not server
then why tf are you saying it here
go to the #bug-reporting
๐คฆโโ๏ธ
Linux
or well someone else could I guess
but still
then idk what to say lol
The thing is that it only happens when my plugin is enabled.
then your plugin is fucking up something
lol
easy
try and disable stuff
and see if it doesn't happen
List your patches or smth
any
I need to open the 6 other plugins which do patch stuff
something is null
that's on every round restart I think
omg
unrelated to the message
wait
so its CLIENT side or Server side?
CLIENT
Ok then i have the answer for you
you send a packet too late
when the handler are already destroyed
or too early
or too early
but only happens when I call RoundRestart.IniciateRestart()
;(
@celest thorn
Oh no
lol
The not authenticated player get sent they need to reload the scene and reconnect
that's it
no need to send roundrestart
Why cant you just use
Server.Restart?
idk seems like it could fail sometimes
I need to force it
how tf
Do you have fast restart on by any chance
are you sure
not round restart
that it even exist?
how tf do you think the clients rejoin after a round?
Is that repo still updated
RoundRestarting.RoundRestart::InitiateRoundRestart()
I misspelled it
the 2nd time
also I don't
that would make all of this 10x worse (at least)
Also Round.Restart() would call RoundRestart.InitiateRoundRestart(); anyway
can you please
tell me the patches
i don't think this is a base game issue
i think you are just somehow delaying everything
or double sending it
there's no other explanation on why the client should throw this error if not for that
this is what I think does happen but still need to go though every plugin
Do you want the COMPLETELY unrelated stuff too (ZombiePatch)
i don't think only if you fuck up the round restart
Just tell me the method you patch
that's it
and where to find them
the NRE in mirror client is something that happening to every client, I fixed it in master.
Tho idk about the unknown message id
99.9% it does that because the handler has been removed
because if he said without plugin that doesn't happen
then its a plugin patch probably fucking up and delaying it
or sending it double
without u telling us i couldn't guess
๐คฆโโ๏ธ
only 2 patches I have to my knowledge:
[HarmonyPatch(typeof(ZombieRole), nameof(ZombieRole.SpawnObject), MethodType.Normal)]
[HarmonyPatch(typeof(PrimitiveObjectToy), nameof(PrimitiveObjectToy.SetFlags))]
why tf
which shouldn't have anything to do with it
SpawnObject?
ok then next time i not gonna answer to anything
I mean
bye bye
lol
PoolManager.Singleton.ReturnAllPoolObjects();
and zombieRole is one of them
if i had to throw a guess
try and removing that and test
[HarmonyPatch(typeof(ZombieRole), nameof(ZombieRole.SpawnObject), MethodType.Normal)]
public static class Scp0492HealthPatch
{
[HarmonyPrefix]
public static bool Prefix(ZombieRole __instance)
{
__instance._revivesModifier = 1f;
return true;
}
}
also not in the same plugin
EITHER
like I said above
The plugin which is enabled DOESN'T have patches
others do
there's something you do
like
100%
Task?
await?
Fakesync
but no Task (I know better)
Well Task is in another plugin
but idk that was made by Axwabo so I am gonna assume it's not fucked
Events?
yet still works on our server ngl
at nw can you not fuck mirror for one update
thanks :3
it was even in the logs
so i didn't consider that to be an option either
because if a bug is solved
but the NRE is not critical. It doesn't prevent rejoins or cause the rest of the problems
it should be solved 
or can it be related?
tbh the NRE doesnt matter for him the message not register doesnt work
no
idk what to say
Wait
i have a game theory
Do you send packets without checking if the player is dedicated or use List instead of ReadyList?
I never use List
and for the other, I don't send packets
I know
nor anything
do you want it?
so i'm basing off, the most common shit people do
I mean if you want you can show me in screenshare
or you send me a zip
and show you in stream
I did it and it removed the audio but not the subtitle
Toaster
Sobbing
You're gonna have to patch to get rid of the subtitles
what does it mean?
Look for usages of SubtitleMessage, and create a harmony patch to prevent sending them
Probably in DecontaminationController
proot-dev-chat

the next steve balmer gonna be some guy going "PROTOGENS PROTOGENS PROTOGENS!"
Where can I find NTF and CI spawn positions?
When they spawn, they spawn in different positions
the spawns are generated in ISpawnpointHandler.TryGetSpawnPoint. I imagine both the NTF and CI roles use BoundsRoleSpawnpoint which generate what seems like a cube of spawn locations and picks them at random (though I imagine for both roles, the spawn locations are probably have 0 difference in y)
why do you ask?
I'm making custom squads and I want them to spawn in the same positions
I'd suggest using an event like Spawning, then check if those players are your custom squad, then have the spawn flag for no position change, then just set the position of the players spawning
it looks like for LabAPI, you're gonna have to go RespawnWaves.PrimaryChaosWave?.PlayRespawnEffect(); (or PrimaryNtfWave for NTF)
Thxx
can we stop having ram eaters
in this channel
i want my ram
*EVEIL

meeowww~ meeow~ mrrp :3
because
Because
its hungry for your ram
Microslop
that too
I am hungry for ram
what that ?
doing upgrade
unity upgrades packages on its own
and gives you better shit
Is there a way to make a specific player always visible to 939 and 106 (underground) as if he was an SCP?
the player validated/validating visibility event
dont remember the exact name
that should work
did we lose the plot
SL devs really just doing anything these days i see
Can't wait for someone to roll up to tech support using this
skull
bro's prepared for june
๐ญ
Please dont ever code again
eat it
i'm going to cook you and feed you to a geyser (all in minecraft)
new april fools update?
Not working.
I wanna make the player visible to SCP-939 as if he is an SCP but this event doesnt affect SCP-939's default logics of vision
As well as SCP-106's
This might be client side too
Northwood moment
He was spared today xD
yea hubert checked on him and left

i'm doing a fucking regex
please give me more power for defeating the evil monster
I love regex when I'm not the one doing active maintenance on it
this regex needs to auto detect errors on minecraft
but THE FUCKER DOESN'T WANNA DETECT IT
I'm usually against using AI for development, but I had gemini generate the regex I needed
Like hello??? AI useful asf for regex
before ai i was using this
a random ass dude from spigotmc
told me use this it saved me time
That's why AI did my regex 
I would like to learn it deeper sometime, but I had a niche non-important use for it
so I didn't bother
i know someone who actually did
like she learned them for cheating so
and crazy enough if you ask her a regex she can do one
lol
how do you use regex to cheat lmao
maybe
Of course
crazy
diddy vs epstein
soon
Lol
DO A FLIP
here's it in SL of course though
WHAT THE FUCK DID I COME BACK TO
@soft depot what do you think of the CI for the discord bot?
ยฏ_(ใ)_/ยฏ
HELL YEA
ik ur crazy
i have a lot to say rn but i won't
nothing else to note here
lol
ax what r u doing
idk if I can link the yt video of epstein vs diddy here but it's peak ๐ฅน
some of y'all are really, really weird at times
you'd understand if you watched it
you know like not talking with other human beings may start this problems lol
this is why we dont read this chat
No.
figured 
makes sense lol
i'm going insane
regex make me go insane
i have 116 files to go through and fix
;(
i'm probably gonna leave them there lol
what else is there to do
playing games to goof around or to socialise
isnt fun
atleast for me
play, have fun, socialize
i dont play to socialise




