#Custom Escapes
1 messages · Page 1 of 1 (latest)
the readme for this plugin still states that it's EXILED, might want to change that with the 3.0.0 LabAPI support only release. Got me confused a moment.
oh....
done
ig i forgot to actually change it
cuz i swear i did
but oh well
All good thought I'd bring it up :))
no worries I make worse mistakes I won't judge
had to take a double screenshot
but its fine for me
where does it say its made for exiled rn
oh it's fine on my client now too
but it was right there just now even after a refresh
idk
yeah i pushed it after our last chat
I might just be hallucinating
Moment
do NOT
Well, answer my question in #plugins-dev-chat then
I'm trying to configure the base config file to have cuffed militant escapes be converts, however I don't really understand how the config is set up with the default config coming with 2 very similar components
is_enabled: true
debug: false
escape_handles:
- should_be_cuffed: false
original_role: FacilityGuard
new_role: NtfSpecialist
escape_message:
message: You escaped!
use_hints: true
custom_escape_handles:
- position:
x: 0
y: 0
z: 0
handles:
- should_be_cuffed: false
original_role: FacilityGuard
new_role: NtfSpecialist
escape_message:
message: You escaped!
use_hints: true
``` where escape_handles and custom_escape handles being different things; what does the position stand for? (spawning position?) and then what?
sorry I'm just a little confused
custom_escape_handles handles custom spots
dont use it unless you want to change the escape area
ah okay
that's good to know thanks
if I run into issues I'll let you know, for now I'm going to type out some escapes real quick
I reckon the use_hints: bool is used to determine if the message should be displayed or not?
use_hints: true will use hints
false will use broadcast
set the text as nothing and it wont do anything
Okay so it's nullable then
because I had with another plugin config that leaving it empty made it scream
well empty string is not null
well for some reason that threw a nullpointerexception which was sure something
""
is not
_ _
yk
well
make it ''
ig
or its ""
idk
im 99% sure i have a null check but idk
but yeah empty string != null I know I'll figure it out
I'll check real quick
public void ShowMessage(Player player)
{
if (string.IsNullOrEmpty(Message))
return;
if (UseHints)
player.SendHint(Message, 5);
else
player.SendBroadcast(Message, 5);
}
``` yeah you did.
@hybrid wave The plugin doesn't work in the current version of scp sl, I tested it and it doesn't work
Works for me
I tested it
also
be more specific
which feature doesnt work in it
the escape function does not work
custom location or default spot
I made configurations and it didn't work, so I deleted all the configuration so that it would be generated again and it is the one that comes by default and it doesn't work either
both
yeah then thats a you issue
custom location works for me
i tested it
reminder that custom location by default is set to the void
and therefor must be changed by YOU
to work
that's strange, it doesn't work for me. I activate the debug but no error appears either
which one should I change?
custom location...?
the vector3
the position
thats in the void
by default
anyway
both work fine
- should_be_cuffed: false
original_role: FacilityGuard
new_role: NtfSpecialist
escape_message:
message: You escaped!
use_hints: true
custom_escape_handles:
- position:
x: 0
y: 0
z: 0
handles:
- should_be_cuffed: false
original_role: FacilityGuard
new_role: NtfSpecialist
escape_message:
message: You escaped!
use_hints: true```
should I change position?
Only if you want to use custom location
otherwise no
but the default guard one for default spot works... without issue.
on default config
No, that's why I had it unused
download the plugin again, because the default one doesn't work for me either
I downloaded the new version but it doesn't seem to work
I tried everything but I couldn't, it's something strange, I used the Exiled version of customescapes and that one works for me, but the LabApi one doesn't
Yes, only the Exiled version works for me, but the Labapi version doesn't work for me, even if I try
I don't know what the problem is
@hybrid wave Can you send me the .dll that you use from the plugin or the customescapes configuration? I deleted all my LabApi plugins but it still doesn't work
thats it
I downloaded it 3 times trying to get it to work, but it doesn't work for me 
works fine for me
It still doesn't work for me and I did everything you told me to fix it but it still doesn't work
you need delete the exiled
do I need to remove exiled for customescapes to work?
@hybrid wave the plugin works normally but Exiled must be deleted. I just checked. Is there a version that allows Exiled to remain without having to delete it completely?
yes
they must fix patch on escaping
for it works correctly with labapi
so, should I wait for a fixed version so that the plugin can work without having to remove Exiled? 
@hybrid wave
yes
the same as doing 1
just copied ovr
idk its yaml lists
i cant rly help much with yaml
ok
So uh, news the plugin is slightly broken i think. Adding new escapes doesn't work, and when guards spawn in base they instantly become specialists as if they escaped.
No Error logs in the console either.
Where did you put it?
labapi
no where's the escape positioned at
what
how did nw break it that bad
CE only triggers the default escape location when nw calls the event
which should only call when yk
ur in the zone
if its broken it should at least be erroring from breaking changes but idk
i dont rly maintain this anymore anyway
Fair enough
There's already an escape at escape, there's even a config to override it.
what?

Screw it i'm pulling my server config
i assume he means escape_handles and not the custom_escape_handles
All I know is this:
So long as it's properly put in the correct spot and it's in the correct format you can throw multiple escape types onto the default escape like guards being able to escape.
- should_be_cuffed: false
original_role: FacilityGuard
new_role: NtfSpecialist
escape_message:
message: You escaped!
use_hints: false```
But then I have a clone of the actual escape for a few other classes
- position:
x: -17
y: 300
z: -51
handles:
- should_be_cuffed: false
original_role: Scientist
new_role: NtfSpecialist
escape_message:
message: You escaped!
use_hints: false
- position:
x: -17
y: 300
z: -51
handles:
- should_be_cuffed: true
original_role: Scientist
new_role: ChaosConscript
escape_message:
message: You escaped!
use_hints: false
- position:
x: -17
y: 300
z: -51
handles:
- should_be_cuffed: false
original_role: ClassD
new_role: ChaosConscript
escape_message:
message: You escaped!
use_hints: false
- position:
x: -17
y: 300
z: -51
handles:
- should_be_cuffed: true
original_role: ClassD
new_role: NtfPrivate
escape_message:
message: You escaped!
use_hints: false```
More than likely will use this for custom mapping and maybe even event like things, but it works how it should there's just nothing visible when you modify it.
It doesn't really need maintaining does it? It's been working pretty fine since I first installed it.
it should be fine 
