#plugins-dev-chat
1 messages · Page 220 of 1
This is inconceivable
That's what my target is lol, is a dummy
I doubt that it would be disabling hitboxes, but who knows
Can you send a screenshot of drawable lines from the origin to each hit?
Yes
DrawableLines.sometjingidk(origin, hit)
@thin shuttle could tell you all about them
That's what I did, none showed up that I could see
Although for some reason, one of the hits of the RaycastAll is called Collision Box (In Escape Room)
Only the two closest
If I'm on the cam over at the gate, one of the colliders is called Arm
Not sure if you're raycasting from an 079 camera or from something else
CurrentCamera::Position
scp.CurrentCamera.Position,
new Vector3(scp.CurrentCamera.HorizontalRotation, 0f, scp.CurrentCamera.VerticalRotation));```
Yeah uh
Try using the Hitbox layer
If you're looking for players specifically
Though it might be better to cast a ray from the ping's hit point and using its normal
How do you mean?
Make the origin the ping's point, and the direction -normal
Hitbox layer gave me just Chest colliders when I pinged the chest, and nothing when I tried the Player layer
That normal
You need to HitBox collider
Player collider is for invisible collision with player
Would probably be more helpful if I were using Exiled
Also, I don't have any colliders named HitBox, just Chest
Hitbox is the layer
Some scp have only one hitbox aka 049 and 096
Some scp have all it's hitbox name the same things "Capsule" Scp106
And other are better done even if some part of them have wrong naming
Like duplicate name
What are you linking me this for?
To get player from raycast
Idk if that exactly what you wanted
Since you wanted to get player
I can try it
But yeah if you want player you need to have Hitbox layer
https://github.com/ExMod-Team/EXILED/blob/master/EXILED%2FExiled.API%2FEnums%2FLayerMasks.cs
@upper vapor do you guyss have some docs for layer i would be curious if we can get a copy ?
I know you guys have an internal documentation
Since hubert made a video about that
If there nothing problematic or censored part of it that would need to i would love doing the documentation for it
Why is it that the console sometimes takes 5 "sr" commands to actually work? Is that just me?
No everyone
That perfectly normal
Quite weird tho
Idlemode increase these bug happening
Interesting
So you can disable it if you want
Eh, it'll be fine
Not sure what the correlation is, I have the same Linux distribution both on my PC and laptop
My PC sometimes takes 30 tries for LA to even register the command
On my laptop it's instant
We've published the layer collision matrix
Is there something else you're looking for?
Yeah if you guys have any documentation for each of them like what they are all for
I have no idea on my computer sometime it's even crash
When i spam the command
it's very random, but atleast it eventually works
Can confirm, this actually happens:
- Docker
- Ptero (same as docker, but different)
- cli
afaik Takail looked into it and it is related to the io being an ass
this.. is not not even TUI ?
this is just a simple cli
what
TUI is mc, lazygit, nano, htop
if it were a tui it would instantly crash when it hangs 💀
maybe i got my definitions messed up between tui and cli
TUI is where you have UI elements, like buttons or panels like if it were a GUI
cli is the simple input + output terminal
unironically seems fine at the moment 🤣
Well well well
if it fucks up i blame you 
Crazy quote
Chicken joekay?
Lol
@subtle ravine
Ping
Where free money
Lucid already stole it....

Sorry
@inner pollen look you're famous
literally
no idea, also it's weird that @mild ice didn't join Discord Admins yet
he should be able to join through Server Settings iirc.?
Idk if this server pass reqs
more discord widgets coming lol
thought it would only be marvel rivals for like 100 years
we can make custom widgets
this screenshot was in context what "no no no only we allow you to do that"
Ah
we with some dudes alr doing some things
I was worried that Advaith was going to completely nuke all custom widgets
yea
crazy to think how advaith went from a avid discord user to intern to actual ddev in the timespan of a couple years
thats at first looks like that
He isn't an intern
Right now
he was
they also work on spatial audio
Yeah, was
real
is he a full time ddev now?
He is working when he has time iirc
@inner pollen nice badge, how much for your discord account
discord loves him when he optimized discord app on phones
10m for AI to create this widget 
$10 + kebab
one taj mod key
My statsfm widget is fully vibe coded
wait the statsfm widget is yours?
i can access it and connect here lol
damn
wish there was smth like stats.fm but for downloaded music
btw custom widget things was showed funny
like see and test
I know about them
Idk
he's not, he got banned
skull
I am obviously joking
it's a good joke since you can clearly see his GOLD BUG HUNTER GLOBAL BADGE
well
dQw4w9WgXcQ
T8BB4-3V6CC-5K2FT
u can send ma a GOLD TAJ MOD KEY
a bad one
guh
im sending you a taj mod key as apologize
aint no way a steam key is that short
1234-ILOVE-TAJUO
🔥
let me know when you claim it
im claimed
i will check
as i see yes
time to request more keys ig
You need to send OST key
Not game
request them im lazy
I'm going to dormitory
A fake key?
im lazy to type random characters
already done
it is on steamdb
Lol
someone made dump while we was waiting for Community Mod
yeah lmao
!leak
@inner citrus
@restive turret becme a sheep
Huh
you heard me
do it
How would i even do that
Take a load of testosterone and don't shave
and recolor ur hair to white
you tryna be dante from DMC?
are dante was a sheep
This server is nowhere near 60% retention lol
We get a lot of visitors from Server Discovery who quickly leave basically immediately
oof, small communities win again
I already dont shave my beard
I'll give you admin when one of my servers will meet all requirements for you to join
it's ur 1 step
Just how the cookie crumbles 
I kindly decline eves request
@upper vapor i blame you
[2026-05-27 13:30:28.519 +01:00] Player from endpoint X [routed via 172.18.0.1:57355] sent expired preauthentication token.
[2026-05-27 13:30:28.530 +01:00] Make sure that time and timezone set on server is correct. We recommend synchronizing the time.
Taj Mod...
You need to take testosterone to induce faster body hair growth


its fine i can fix 
just make the backend servers ignore preauth more or less 
enterprise private IP address........
docker
valid
😂
https://www.desmos.com/calculator/fxqfp1nnfx
TL;DR sending mesh is
(33(x-2))/(6x+17) faster where x >= 3 and is the polygon sides count
not to stream full asset data such as vertices, triangles, normals, UVs, tangents, etc.
its only needed to stream verticies and triangles
such as
I do agree that from a purely geometric/network payload perspective, custom meshes can absolutely become more efficient than stacking primitives together. I dont really disagree with that point.
My point is not that custom meshes are impossible or a bad idea. Its more that if Northwood ever implements something like this, it should probably be done in a clean and future-proof way from the start.
Even if sending vertices and triangles works technically, I think relying on Mirror as the delivery mechanism could become a limitation later. A proper asset pipeline with caching/versioning would make the system much safer and more scalable long-term.
And honestly, if they ever go in that direction, they should probably go all the way and support proper asset distribution overall, including textures/materials, instead of partially reinventing an asset system through network replication alone ^^'
One thing I will absolutely defend is that Northwood should expand the current primitive system with more shapes. Adding things like triangles, wedges, cones, etc... would cost them very little (30 minutes of their time) compared to full custom assets while already allowing map makers to significantly reduce primitive stacking and make some builds much cleaner
(As a temporary solution)
However adding triangles over custom meshes even temporary would be just less efficent since they are ~0.94 of the cost and have much more limitation than meshes
and when serialized using vector2 instead of vector3 would be ~82% cheaper than mesh
The issue is not really whether meshes are lighter or more efficient geometrically. My point is that you cannot just throw a Mesh into a SyncVar and call it a day
From an infrastructure standpoint, if Northwood ever implements something like this, it needs to be secure, scalable and performant long-term. We're talking about a live game ecosystem here, not a small portfolio project or a prototype ^^'
The mesh syncing only requiers 2 arrays one of vector3 and the other one of a number (int ushort doesn't matter) which i don't thing is something miror would die trying and making UGC downloadadble would as said before (i thing game director or smth like that) kill the game identity and make it more gmod-like
SL project loading with no library cache is more than 30m
Lmao
And downloading blender+ learning it minimally to produce something also takes time
No joke, i imported SL yesterday 5 times and still got fucking unity error and couldn't continue doing anything
NW have some 3D Artist i think that not a big deal for them
...
yet another unity classic
I understand your point, and technically yes, Mirror probably would not instantly collapse just because two arrays are synchronized
What I was trying to explain is more that once you officially support user-generated meshes in a live multiplayer game, the problem stops being only “can Mirror transfer the data” and becomes an actual long-term infrastructure and ecosystem problem
At that point you have to think about scalability, caching, bandwidth usage, asset validation, future extensibility, client side performance, persistence, versioning, etc... Especially for a game that already has a large hosting ecosystem behind it
And honestly, regarding the "GMod-like" concern, I partially agree with you there too. That exactly why I think if Northwood ever does this, it needs to be done carefully and with a clear direction instead of just attaching mesh arrays to SyncVars and hoping it scales properly long-term
The joke is, importing with other unity version magically solved it
Please NW. When Unity 6.8 drop. Bump the game to it in the hour after the release 🙏
Haha that would require rewriting a lot of things
But i can play with 6.8 when it drops
I am aware that making downloadable UCG would be better but as said by Assistant Game Director
There's also the idea that the future of SL will look like— sitting on the main menu to download each server's unique asset collections a la GMod. This isn't really something we are desiring to go for.
So unfortunately or not the custom meshes synced via mirorr are the best we can get when it comes to primitive expansion
Honestly, I understand that point of view. As a player, what particularly annoys me about modding is having to wait forever to download 10 to 15 GB of resources before I can join a server that I probably wont even like
Thats also why I think Northwood is careful not to push SCP:SL too far into a UGC/GMod model. Its about finding a balance between giving creators more freedom and preserving a smooth, accessible, and stable experience for players
Im waiting for that
I really want to be able to update my RabbitMQ.Client and have a good JIT and GC 
That's it, deleting all primitives and keeping capybara only
Create a house with a capybara 
I hope they use 10 or 11 or even 12 when it comes out
6.5 has net8
Or is it 6.4 idk
6.8 will use .NET 10 iirc
Source gen all the way
Im looking on the forum but wtf
So sad they still haven't updated that
Unity's Mono probably older than average SL player
it doesnt have any "modern" optimalizations
David, can you fix my unity
David, can you hire me ?
@sweet flax does Color32 support colors with values larger than 255? (Or does it support intensity?) Because if not, you suggestion would take away what is a great feature imo - glow on primitives. (It would require a float Color intensity property to keep this feature probably)
That why having only meshes is not interesting
So now he wants meshes, but when meshes are released he'll want the textures and materials
No, Color32 is 0-255 values
How does glow work on primitives?
You put it above 1f
meanwhile MS killing mono in dotnet 12
Color x Intensity x Intensity
If you go above 1 in anything it glows
So like Color(10,10,10) is white glow
There is no reason to change it to Color32 except it being downgrade
- Unity doesnt have overload for Color32 for material color set
I'm fine downgrading stuff 
Huh what
And with that bombshell
I think its time to end Unity
SL on Godot 
No
I tried godot, still waiting for something usable in c# side that not sucks
And I'm not gonna compile my own
It would be cast 🤡
I cast
I never tried Godot I think I might take a look
So we would use Color32 just for it to get implicitly casted to Color afterwards
great
You can try i guess, nothing stops you
CPU for nothing : 
No reason to change it
I dont like game development. I just dont have choice with SL 
ASP.NET my love
Fuck aspnet
Fuck unity 
I like it, funny
I can get behind that too

The amount of times it breaks

Would you be interested in sharing your recent findings? 
I meann...
online_mode: false 
i just harmony patched it 😭
What you mean
That running latest unity version in GitHub ci on Linux can't build Linux binaries?
Ye
online_mode: false breaks most plugins and features iirc
Due to encrypted channels not being a thing if turned off
(most features not directly tied to gameplay)
There is an implicit conversion between Color32 and Color

Don't check the total duration
It is sequnced but will change into paralell 2 so will be faster
It was
WC => IL => WS => LC => LS
WC => ILlness => WebSocket => LunarClient => LiSt
I'm banning you
nuh uh
Then forcing you to implement suggestions
Be mindful with CD keys. Steam gives you a limited supply for a reason. Use and therefore burn too many of them and it becomes a problem. Ask me how I know.
Smaller and new project obviously has different needs and will be treated as such. But it’s never too fun, always is a risk.
D:
If your giving keys for the game
Isn't there like early access program on Steam
Where you can request access?
And Devs can give it to you?
you're*
argument destroyed
good luck next time
):
Beryl appears like a knight in shining armor
I'm deleting master branch
Honestly fair
@marble cobalt he says hello
Pog crouching
Steal his beanie while at it
The crouching is real
hardcode it that he's bald ingame
I'll try my best
Skull
The more I know about you
And; I never looked into how steam keys worked like that. Cool to know
iirc. I remember this being an issue during Patreon betas, how did you guys solve it?
We've moved to account based authentication at start up, rather than using individual keys to unlock a DLC
I think new human models have some crouch animations as well but no transition in or out
weird i saw some crouch movement animations in blender port server it was like crouch_moveforward...etc
iirc. There is even some crouch code left
yes, but it is disabled
would it be possible to edit a player's role to be any custom string (e.g: "SCP-001") from the POV of spectators specifically?
no and no
Can someone explain how text centering works in Hint?
I'm trying to solve the centering issue and create my own API so that multiple plugins can send Hints simultaneously, but I've run into a problem where the Hint behaves very strangely
create my own API
a new api
just wait for displaykit 😭🙏
it's will be release for 15.0 ? right ?
not in 5 year ?
that is what we're aiming for, yeah
isn't that in works for like year and something now?
It's something we are actively working on, it's not abandoned. In retrospective, we made the mistake of announcing it too soon, but there is good reasons for its delay, though I can't really speak on it much until it is ready.
This is not a promise that it will be in 15.0 as it is very hard to say at the moment.
We are prioritizing the new playable SCP & Surface Zone, as you can imagine, so we can't give it our full undivided attention and guarantee it for 15.0.
no clue if anyone talked about this, but will there be developer/labapi version before full 15.0 release, so frameworks like Exiled could fix issues?
As always, there will be a period of public beta after a private beta of this size
Considering we'll be releasing DisplayKit alongside 15.0, we do want people to have fun with it during this time.
youd have to search for it
I just did that now
you cant rly find out more than that, since its not even done yet lel
I get the gist 🙂
It helps with designing the player UI
And has additional functionality
iirc it is basicly built top on unitys ui
I have heard of it and looked at some samples
We will be likely posting an update on it in near future. But you can watch our LabAPI stage here
https://youtu.be/-4pmeZiKpwM?is=z68iJ-quXp7y3bov
Stage event recorded at 2026.01.31
Times:
0:00 - Start
0:50 - Recap of 2025
1:55 - 2:40 - Builds for host early
2:55 - 4:05 - Polaris update
4:25 - 15.0 started in development
4:55 - DisplayKit!
6:42 - DiplayKit example code.
8:55 - DisplayKit available time (Soon)
9:10 - Clickable UI talk
10:10 - Questions from the Stage
11:32 - "Get Sopfie'd...
Thanks 🙂
Can we have the code of the notification popup ?
I don’t recall Ender’s voice sounding like that
Unless it’s been so long lol
I’ll check this out more later
As David said, we will be sharing some things very soon :)
It is pretty fire stuff. If you want, you can take a look at Unity's UI toolkit meanwhile as it is built on top of that
Im so excited about this new feature for real 🙏
ye I did extra work on it not just uploaded :)
I never received either of the two above pings. I don’t know why. Lucid captured the majority of the nuances. Effectively moving authentication into the build itself. It’s not pretty. But there are multiple solutions. Moving away from CD keys has made my life significantly more difficult. But you can implement an alternative system, alongside accepting that it won’t be perfect. “If a player can only play solo, there’s really not much they can do in create game.”
Steam CD key is nice, but with a community project it really isn’t stable. Doing something like Steamification is ideal. Shift beta authentications to being a Steam purchase. Valve will allow you to actually do things like that relatively easily. Means less compromises. Bypasses country restrictions. Etc.
Even the staff CD keys are starting to run low. So I’ve asked folks to shift systems internally as well. Not just a community thing anymore.
^
Due to that we're now doing in house beta management via the Patreon portal for any kind of private build
With some extra protections in those private builds to be expanded later, that being patreon or staff
Not the most ideal but the closest we can get to an ideal solution using possible means
Blud is packing for winter 😭
What did I just witness
This gif has an outro I guess
Try not to ai slop challenge
Will DisplayKit include ways of displaying item models? (Like they are visible in inventory, maybe also roles as visible in RA / spectator list)
(either planned or in initial release, but I am assuming this isn't planned for initial release)
You mean item icons?
Yeah
I don't think it is initial in there
Is it planned like clickable UI? And if not, should I make a GitHub suggestion?
I would wait for displaykit to be released to y'all then make suggestions
Because there will be a place or feedback on it what wish to be added on it
Hopefully I won't forget
🚫 I couldn't understand the format of your reminder time and text.
The time idk how long but if you set 1 month then you can always ask for another month or something
15.0 release announced in 1 month??/j
I said 1 month because if you forget in that time you can be reminded to set the time again
Or even can set weekly lol but thats too much
!remindme 3months pickup and role models in displaykit
I will remind you of that in 3 months (<t:1787907815:f>).
This is low-key fire. Idk who is working on that bot but I love it
Renders of models. I will know what I meant and that's what's important

I will phrase it better but image is a bit too general and I could forget what exactly I had in mind
@restive turret one more thing. If my bug got denied a bit ago in the regular bug tracker for requiring RA, should I make a labapi bug?
Scp173 and maybe others can't have their footsteps muted
Or well movement sound
I can't remember, I can probably find the bug report tho
I think maybe bc most are client sided and inside their movement code
You can try test it and create a bug report on labapu
I will just take stuff from my old report and repost it in the labapi bug report format
I doubt it changed
Well ig I could check when I get home
Make sure actually is a bug and not old stuff
It was maybe 1 minor update ago
So can be reprod
Maybe 14.2.2
I'll check it but if true I'll just use the old recording
@wary gust it is in the Scp173CharacterModel.UpdateFootsteps
will see how others work with the silent walk and footsteps
have you did fix the walk on Tantrum / Sinkhole effect ?
idk if that still bugged tho
i remind one of these not working before
Tantrum was fixed
I remember it being in patch notes somewhere
Oh ok
Idk about sinkhole
How soon will it be released?
it'll come with 15.0 iirc
yes, buindled with 14.2.5
thank whoever made VS git integration i can see clearly which tag version its included
also such a funny thing seeing SL branches
Thanks for your answer! Also, If you don't mind, I sent a friend request in case I'll have more questions about this in the future (since I am not sure if this chat is a perfect place for that)
hey i am interested in this conv 
away with you, api maintainer
hey, I working on my own game too :((
Can you give a picture of it ?
I can draw but cant really share
never 
"hey gemini remake this image in paint"
Lol
Curious how that would render
fuck knows
here a not accurate representation
💀
expected to look like that when some stuff is WIP and many people working on the project
you can watch exiled too
but iirc most stuff is stashed
*squased
huh
i want to not have to load a scene because its already loaded, just being sent across a proxy
not fun
ah
not seeming very possible either 😭
but most project i work on looks like this
checks out
no squashing
Just destroy the objects of the first server and spawn the objects of the other
or just

I like squashing
nah i want to prevent it loading to prevent the 2-3 second lag it causes
kekw
Well uh
Github-style squash
yeah not very fun

well you trying to not use the system as it designed to so ofc it gonna behave wierd
Why is the emoji shaded
shadered
why not

if theres a will theres a way
RTX emodzsi
there doesnt appear to be a way
Could have guessed
🤣
DLSS6
whats the easy way to find a specific candy (for 914 processing/processed item) event or do i have to use that complex way
can you describe with more details
i want to process 330 candies in 914, thats it
turns out 330 does not have its processor LOL so i need to implement it manually 💔
at least for very fine anyway, i havent checked the other knobs but its prob the same
ye 330 and other items doesnt have 914 processor
there is an issue created by me i believe
an issue by you? what issue?
oh only internally nvm
ye i am aware of not every item has 914 processor
even an "empty" processor
which i think many people would like to have and can upgrade those things
ie:
No upgrade for the custom keycards
i fixed it, for anyone curious about the solution, i had to implement a "processor" for 330, which made it upgradable in 914 and therefore the 914 events can fire properly for that item accordingly
Could netIDs going over 32767 cause issues? I know it's an uint which has a limit of like 4 000 000 000, I have just been running into issues around the time it hits that
Don't think why would mirror limit at that
Data type
check what it serializes into that is transmitted
maybe it is lost during serialization
Are you sure the netid is the issue?
Nope. I debugged a bunch and it seems fine.
I'll try to do a few more tests but it seems unrelated
just a very wierd coincidance
patreon manager spotted in the wild
when we get 2 in quick succession i feel like we need a honeypot
im so cool
BepInEx discord has a channel that autobans anyone who types into it, and the mod team said "the channel is working effectively" and they kept it.
Though on SLCord's scale I can imagine a lot of idiots falling victim to this
do autokick instead
banning is brutal as it's normally normal people getting compromised and not a spam account made purely for the scam
I assume they used bans so they can use te built in message removal
Though implementing that should be trivial
Common sense being legendary 
Like how can someone send a message here BY ACCIDENT right??
Unless they're a new user
Only reason that comes to mind is them not speaking English ig
Or discord "helping" you out 😭 😭
iirc many dc server are English only
Couldn't a bot just track of someone sends 1 message / channel in like 10+ channels?
And then kick?
i think there is a discord method for pruning messages from a specific user now
in theory, yes, but it's painful
there is a bot out there that i know of, but i think discord management are working on some stuff
I got bad news. They are getting smarter. Just got a bot / stole account which didn't @ everyone but pinged the role they had the perms to ping and had the highest amount of users with said role
idk if I can send the image, lemme censor it
meh good enough
prolly scrapes to see what the highest number of people it can ping
getting smarter though
yeah what I said
idk maybe they can see which roles have how many users
cos if you ping a role you get the role indicator now
with the count
the "this is going to ping x users be careful" or something
ohh i s ee
mr best
mr lowest
they don't have time for that
@upper vapor check dm pls
its not possible to get the color of SCPs and set it that for custom roles, correct?
is this still accurate
Last I remember the role colors can only be used that are listed there, i'm pretty sure SCP text is either Red, Crimson, or Carmine
red is the closest color, and its a little bit noticeable to tell apart 💔
Correct, and yes that image is still accurate
Seem works well on net standard 2.1
Thanks mono
Yeah, most (if not all) features should work, but if you disable implicit framework references, there really won't be any difference
Like you're only changing metadata here
nope you can't
Can I change the brightness in the room? The room color setting looks a bit off
does anyone know why setting a role after spawning causes this error?
its just running SetRole for scientist
Is this on release or early build?
Um
Well, if you're doing this in the spawning event (which is in the middle of role initialization) then it would explain stuff
@solar shuttle ^
use IsAllowed false method and event Spawning
Maybe I can wait a second after the onspawned event?
Would be nice to have some sort of way to prevent this (exception as a bandaid?)
Wait a frame
Or just
Subscribe to the role change event instead
Yeah a moment of waiting did the trick
doesnt that show the initial role for a split second?
yeah could be good
i was suspecting the spawned event being the issue
yeah but that's fine, it's for a friend of mine that is a doctor in real life, hes guaranteed to be a scientist when he plays with us lol
but didnt think it would explode labapi
It's funny because it worked just fine in the previous version of SER
Erm
it could be because SER got significantly faster
Oh, I didn't know that, that's great and would actually explain why
How can I subscribe to the role change event? just to know the proper way
At elek
I don't use SER
serhelp events
and find something regarding role

just tried it with changed role and it works, thanks both!
all good
Np
When was room.LightIntensity removed?
basegame
LabAPI didn't existed
when there was LightIntensity on Room
yeah thats why i said 50 years ago
i kinda had the idea
but uh
theres always just the color of it
yeah but bro wanted to keep the color of room
and not force all light to have the same color
how would you completely hide a players infoarea so when you look at them nothing comes up
Since the black displayed by ccolor is not pure blac
player.InfoArea or smth
i fogired it out
you would be better off to work with custominfo rather then infoarea, because it wokrs half of the time
i just use custominfo playerinfoarea flag and set custominfo to ""
that doesnt hide it all tho
or just write into custominfo multiple \n
what
what i have seems to work
you can use breaks in custominfo
not with dummy's tho
thats not what they are going for it seems
like yes you could spawn a bunch of \n to make it so someones name and role is gone etc
but why not just...
disable those from showing up in the first place
instead of just spamming \n
It's valid option, it didn't work for me before, so I don't have best experience with info area
i mean they said it works for players, but not dummies
#labapi-announcements message
does now Var.SetRole() is supposed to set the Var to be null?
from now on?
what
like i have
Log.Info("Started");
InvalidPlayer(Player_);
Player_.SetRole( Role );
InvalidPlayer(Player_);
Player_.Scale = scale_;
``` and after that set role Player_ is null somehow
ok nv im just stupid
quick quick question is there any way to make max players go up without restart
like the players cap
well via plugin you can increase
ok
no its a demo for gibbing
Oh lol
oh
Looks cool
thanks
my biggest trouble right now is figuring out how to make good looking gibs
i decided not to do body parts because primitives will never look like body parts so im making cartoon bones and making a few select organs
good luck






