#Hint Service Meow
1920 messages · Page 2 of 2 (latest)
how's the result?
No Fucking way
@rotund marlin
It fucking works
Also Fansh I have a question
Are we allowed to use padding in tags?
<mark=#000000aa padding="20, 400, -20, 850">
Why are you using that? I have never tried it before, but you can try it and see if it works.
It makes a box makes hints look more appealing and you can make a good shop looking thingy
Wait Fansh is it possible to add to normal hints ID for the hint service meow to know what hints it should rewrite and what not?
Do you mean you want to write some information into hint ID?
Okay let me show you on an example
Player.ShowHint(ID, "message", 5)
Player.ShowHint(1, "rewrites 1", 5)
Player.ShowHint(1, "I have rewriten 1", 5)
Player.ShowHint(2, "I am second ID", 5)
It will obviously be another method and not the base that Exiled uses
I see what you mean
But I do not know if it is something with what you are aiming in HSM.
Just an idea that this is interesting.
I can 100% agree with you because I would love to use this instead of X Y system which is great but needs a lot of testing before you place the hint
well I did not mean resolution but creating command and then placing text where I want to
I see
V5.3.6 has been released with bug fixing and a delay time property in text update arg
PLEASE BACK UP OLD VERSION BEFORE UPDATE so that if the new version does not work correctly, you can restore the older version.
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.3
Do you mean attributes
<tag=amount attribute=amount>test</tag>
Use 4.8 instead of 4.8.1 as the default .net version
i love you

well show code
The ID must be string
-# I mean ID of hint
this about CustomizableUIMeow
no code template needs to use
Then not right thread
I think he is using the config and the players variable is not working

Hello, I'm new to HintServiceMeow. I tried using the API instead of player.ShowHint. I attempted to implement it in my XP system, but no hints are being displayed. Any ideas?
because of YCoordinate
wait a second
@slender crown
Ah tysm
np bro 👍
Is there one also for X Coordinates?
nup, but -360 is fully left, and... 360 is fully right ? idk for the right one
So its working, but the problem now is, that the hint comes back all 5 seconds or sum. Tried with pd.RemoveAfter(GiveXPHintItem, 3); but that doesnt work either...
Mmmmmmmh
did you try Sync = Desync ?
to see if it's work
when you setup the hint
SyncSpeed?
no idea what it means because i don't code that much
might be useful
might not be
@bold creek?
yep
It works also with Timing.CallDelayed. Im updating this here also and somehow it duplicates.
can you send the cood please ?
private async Task DisplayHUD(CancellationToken token)
{
try
{
while (Round.IsStarted)
{
if (token.IsCancellationRequested)
break;
foreach (var player in Player.List)
{
if (player.IsAlive)
{
string playerName = player.Nickname;
string roleName = player.Role.Type.ToString();
float tps = (float)Server.Tps;
int playerId = player.Id;
string badge = player.Group?.BadgeText ?? " ";
string customInfo = player.CustomInfo ?? " ";
var gameTime = $"{Round.ElapsedTime.Minutes:D2}:{Round.ElapsedTime.Seconds:D2}";
var pd = player.GetPlayerDisplay();
var HUD = new HintServiceMeow.Core.Models.Hints.Hint()
{
Text = $"<size=40%>ZEIT: {gameTime} | TPS: {tps}/60</size>\r\n<size=40%><b><color=#8B0000>UNDERGROUND</color><color=#FF4500>GAMING</color><color=#FFA500>NETWORK</color></b></size>",
Alignment = HintAlignment.Center,
YCoordinate = 1060,
};
pd.AddHint(HUD);
}
}
await Task.Delay(TimeSpan.FromSeconds(Plugin.Instance.Config.UpdateInterval), token);
}
}
catch (TaskCanceledException)
{
Log.Info("Fehler");
}
}```
oh okay
do you want the hint to be updated ?
uh yeah
ok heu wait a few seconds
private void OnPlayerConnected(VerifiedEventArgs ev)
{
var pd = player.GetPlayerDisplay();
var HUD = new HintServiceMeow.Core.Models.Hints.Hint()
{
AutoText = () => {
if (!ev.Player.IsAlive)
return string.Empty;
string playerName = player.Nickname;
string roleName = player.Role.Type.ToString();
float tps = (float)Server.Tps;
int playerId = player.Id;
string badge = player.Group?.BadgeText ?? " ";
string customInfo = player.CustomInfo ?? " ";
var gameTime = $"{Round.ElapsedTime.Minutes:D2}:{Round.ElapsedTime.Seconds:D2}";
return $"<size=40%>ZEIT: {gameTime} | TPS: {tps}/60</size>\r\n<size=40%><b><color=#8B0000>UNDERGROUND</color><color=#FF4500>GAMING</color><color=#FFA500>NETWORK</color></b></size>";
}
Alignment = HintAlignment.Center,
YCoordinate = 1060,
SyncSpedd = blahlah.Fastest #i don't remember this name,
};
pd.AddHint(HUD);
}
@slender crown
this will work
ty i will try
normally connect this with the Verified event and it's work
@slender crown this work ?
I was eating, ima try it now.
👍
So it doesnt work, do i need this also?
private CancellationTokenSource cancellationTokenSource;
public void OnRoundStarted()
{
cancellationTokenSource = new CancellationTokenSource();
Task.Run(() => DisplayHUD(cancellationTokenSource.Token));
}
public void OnRoundEnded(Exiled.Events.EventArgs.Server.RoundEndedEventArgs ev)
{
cancellationTokenSource?.Cancel();
}```
or does SyncSpeed the same job
@slender crown why using a Task for htis ?
Its not my plugin, just using it.
use Verified event and copy paste the full method$
normally it's work
without a Task.run or a CancellationToken
Yeah i had if (Round.isStarted) that breaked everything
?
Doesnt matter anymore, it works now. Thanks again :D
np !
Uh im using XCoordinate = 350 and it doesnt work
try -200
you meant for that ?
yes
ima try with 600 now
600 is for right
yeah i want it right
but idk if you will see something
This is 600 XD
How far do i need to go XD
yo what
Mmmmmm
you know why this happens?
nah bro
Do not use Task or Task.Delay
Already removed that
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.3
V5.3.7 had been released with tweak and bug fixing
- Add error handling issue in PlayerDisplay.StartParserTask
- Add support for <br> tag in text
If there's any issue please tell me
"\n" when ;w ;
hi @deft turret there is a problem with your plugin
Provide more information
- When did it happen
- What version are you using
- How to reproduce this
so it happens when I kill a player and I want to display text to him in the latest version of EXILED
Now what method do you use for it?
-# (show code)
The timing call delay might be the problem
was waiting for me to test
yes that's it
There should be removal time built in HSM
yes really
you know how I can resolve this
Yes
Create a coroutine and use player data to go thru every player
If you use the hint just set player data with key ID 1 5
In the coroutine it will go down every second and when it reaches 0 it does
HintAttacker(ev.Player, " ")
With the constructors you create new called message which will be string.
Ply = player
Set:
ply.SessionVariables[keyName] = Arguments.JoinMessage(3);
Add:
ply.SessionVariables.Add(keyName, Arguments.JoinMessage(3));
Check:
(ply.SessionVariables.ContainsKey(keyName))
Remove:
ply.SessionVariables.Remove(keyName);
-# Andrzejki Today at 12:56 AM
-# I feel like I saw this code before
-# and that the JoinMessage method does not exist by default
And try to do pd. and see what will pop up there should be time removal
I feel like I saw this code before
and that the JoinMessage method does not exist by default

Jessie... Dont use session vars Jessie!!!
Session vars are great
The fuck are u about?
Its for if you need to talk between plugins

Really?
Yes

It says that some code in Method "OnPlayerDeath" uses Player.Kill(), which calls "OnPlayerDeath" again, and this self-recall cause the issue. Can you check if there's any Player.Kill() method in "OnPlayerDeath"?
Hello, I found the problem and fixed it.
Nice
disabled_compat_adapter:
- 'RespawnTimer'```
by putting RespawnTimer, it shouldn´t modify the hint behaviour of it right? (btw it is not working)
it didnt work for me either, until i made every hint with HSM, including RespawnTimer
Also for me because I changed line height, but it didn't let me make the hint be more up
You made it all over again or just change the original?
I see
OK
I think you should put the full name
Quick question will you update hsm for the 14.0 beta?
?Does HSM break in 14.0
Sorry, I have not tried 14.0 yet...
If it breaks, I will fix it,
No one knows yet
I heard that if you sponsored NW, they will give you the beta version.
Ye
Only for the client not the server
Hey @deft turret
I'm guessing this error is cause the plugins using hints displaying too much and overloading it?
on 14.0 Beta
[2024-12-09 08:02:34.007 +00:00] [Error] [HintServiceMeow] System.IndexOutOfRangeException: NetworkWriter.WriteString - Value too long: 65581 bytes. Limit: 65534 bytes
at Mirror.NetworkWriterExtensions.WriteString (Mirror.NetworkWriter writer, System.String value) [0x00071] in <84ea3dc030f3498e8a7ba9bad879f9f9>:0
at Hints.TextHint.Serialize (Mirror.NetworkWriter writer) [0x0000e] in <99d0d3ec5df64fbeb8a2a74b5700add7>:0
at Hints.HintMessageParameterFunctions.Serialize (Mirror.NetworkWriter writer, Hints.HintMessage value) [0x0003d] in <99d0d3ec5df64fbeb8a2a74b5700add7>:0
at (wrapper delegate-invoke) System.Action`2[Mirror.NetworkWriter,Hints.HintMessage].invoke_void_T1_T2(Mirror.NetworkWriter,Hints.HintMessage)
at Mirror.NetworkWriter.Write[T] (T value) [0x00023] in <84ea3dc030f3498e8a7ba9bad879f9f9>:0
at Mirror.NetworkConnection.Send[T] (T message, System.Int32 channelId) [0x00006] in <84ea3dc030f3498e8a7ba9bad879f9f9>:0
at HintServiceMeow.Core.Utilities.DefaultDisplayOutput.ShowHint (HintServiceMeow.Core.Models.Arguments.DisplayOutputArg ev) [0x00047] in <058a78fbf7b24748a7867410a3f81929>:0
Yes
It isn't just this plugin but SL itself
Can't give too much of a hint
Ahh that sucks
Thanks for that
Yea I tried doing images and just need to lower the quality
Guess i just gotta cut back on the ammount of hints im showing.
Thanks Mate.
Ye
What are you doing anyways?
Was using
https://discord.com/channels/656673194693885975/1194660775156011008
https://discord.com/channels/656673194693885975/1273021006054948944
plus a custom hud
All using hints so yeah too much for it
That should not be that much tho
Are u using the newest version of hint service meow?
Because he added new version
Sorry fixed it it’s those 3
Effect display
Useful hints
And a hud
Yea
Still should be alright
It goes fine for a while but later into the round it pops up
Get like 25-35 players
We need Fansh ⚠️
Hah
It might be plugin's issue instead of HSM, but I'm not sure. If you the bug occurs again please let me know.
Yeah just comes up later into the rounds
It comes up and spams console
Might be cause of the amount of hints that are shown and over time it’s too much for it
Or it’s cause I’m on Beta
Idk
why there is no duration hint option?
I mean, it would be nice to add like 3 seconds of Hint. I mean, not if it's the same as normal hints.
you can use PlayerDisplay::RemoveAfter or Hint::HideAfter
Or use Player::ShowHint() directly and HSM will adapt it automatically.
@split quiver
Any solution for this? I use respawn timer and even if I move the lines up or down it's still there and also the tracks disappear very quickly about 1-1.5 seconds
I use this to disable but it doesn't work
I already tried with the normal and complete name and nothing works
@deft turret
@deft turret
Im currently in HSM (Programming Stuff) and well firstly Text, Frontsize, Y Coordinate and Alignment cannot be resolved and
EXILED Hints are Conflicting with HSM.
if (player.Nickname.Equals("Fentanyl Reactor", StringComparison.OrdinalIgnoreCase))
{
PlayFentanylReactorAudio(player);
Timing.CallDelayed(Plugin.Singleton.Config.ReactorWaitTime,
() =>
{
Hint FentSpecialSuccess = new Hint
{
Text = "Willkommen, Fentanyl Reaktor! \n Ihr Fentanyl ist auf dem Weg....",
FontSize = 40,
YCoordinate = 700,
Alignment = HintAlignment.Left
};
PlayerDisplay playerDisplay = PlayerDisplay.Get(player);
playerDisplay.AddHint(FentSpecialSuccess);
});
Timing.CallDelayed(Plugin.Singleton.Config.ReactorWaitTime + 5,
() =>
{
customItem.Give(player);
});
return $"Fentanyl Reactor fully fueled for Player {player.Nickname}.";
}
<html>Cannot resolve method 'AddHint(Exiled.API.Features.Hint)', candidates are:<br/>void AddHint(HintServiceMeow.Core.Models.Hints.AbstractHint) (in class PlayerDisplay)<br/>void AddHint(System.Collections.Generic.IEnumerable<HintServiceMeow.Core.Models.Hints.AbstractHint>) (in class PlayerDisplay)
Hmmm but the Dynamic Hint seems to make no error
This was not updated to 14.0 @barren quiver
Hmmm will it be?
100% but 14.0 is still in open beta so maybe when it is stable, cant speak for Fansh tho if he wants he'll update it to 14.0
ah okay todays the day of the main release anyways soo
but the Dynamic hint makes no errors so i can try using it in 14.0
public void ShowMeowHint(Player player, string text, float x, float y, float delay)
{
var dynamicHint = new DynamicHint
{
Text = $"{text}",
TargetY = y,
TargetX = x,
};
PlayerDisplay playerDisplay = PlayerDisplay.Get(player);
playerDisplay.RemoveAfter(dynamicHint, delay);
}
Also is this peak C#??!??!?!
wait is it really releasing from open to normal now?
yup 21 UTC +1 time
You really hate the new Hcz?
no I hate updating plugins
Imagine making new interface for hints 
I... Im... imagine?
You know what... else we could imagine?
what?
If we both got LOW TAPERR FADEE
Embed faaaaaail
keep yourself safe❤️ 😈
also
in the Player
add this Player player
ah okaay
(this Player player, string text, float x, float y, float delay)
yes yes okay
you can then use it as
ev.Player.ShowMeowHint("Text", 100f, 100f, 1);
Wth is a fentanyl reactor doin in exiled
its says it can only used in static hints, and now its saying it cant be
Bro we need the fentanyl
Stop
Im at peak engineering
make every class and method public static
False ❌
U gotta make the class and the method
Not all methods
okay
Its goated to have all methods so you dont have to do weird shit
Uhm... some Scientists are angry at the foundation and need fent
Im taking the idea for my server and remaking the nuclear reactor to fentanyl reactor
the Fentanyl reactor also has an intergrated auto nuke
As i said, Peak engineering
That causes a trip for everyone on site?
I saw Tristan work on Fentanyl reactor in SL with custom map
No no just blow em up after a random size
Hes working with me on it
We both need Fentanyl
a Massive amount
using Exiled.API.Features;
using HintServiceMeow.Core.Extension;
using HintServiceMeow.Core.Models.Hints;
using HintServiceMeow.Core.Utilities;
namespace Fentanyl_ReactorUpdate.API.Extensions
{
public static class PlayerExtensions
{
public static void ShowMeowHint(this Player player, string text, float x, float y, float delay)
{
var dynamicHint = new DynamicHint
{
Text = $"{text}",
TargetY = y,
TargetX = x,
};
PlayerDisplay playerDisplay = PlayerDisplay.Get(player);
playerDisplay.RemoveAfter(dynamicHint, delay);
}
}
}
I just added another c# script and now it works i guess
now i can perfectly use player.ShowMeowHint("kys", 5, 5, 5f);
HSM is ready to use in 14.0 Beta during I also using it too
Also stop using Respawntimer. it's broken on 14.0 during Team has changed.
Well my code aint working
using Exiled.API.Features;
using HintServiceMeow.Core.Extension;
using HintServiceMeow.Core.Models.Hints;
using HintServiceMeow.Core.Utilities;
namespace Fentanyl_ReactorUpdate.API.Extensions
{
public static class PlayerExtensions
{
public static void ShowMeowHint(this Player player, string text)
{
var dynamicHint = new DynamicHint
{
Text = $"{text}",
TargetY = Plugin.Singleton.Config.GlobalYHintAchses,
TargetX = Plugin.Singleton.Config.GlobalXHintAchses,
FontSize = Plugin.Singleton.Config.GlobalHintSize,
};
PlayerDisplay playerDisplay = PlayerDisplay.Get(player);
playerDisplay.RemoveAfter(dynamicHint, Plugin.Singleton.Config.GlobalHintDuration);
}
}
}
And i installed HSM with MeowLogWriter and the Harmory part
Just to verify Latest version of HSM is worked btw
Well how?
My code didn't gave me any hints, but the basic exiled hints worked
Well I used the latest one. and it's work really fine.
could you give me smth of your code so i can check? just the hint part
I only used HSM and CUIM
CUIM?
CustomUIMeow with fixed version I already push to github
For version 14 Full release there was some need to fix. I still testing on my prod server.
how to install that?
@deft turret Hello could you update it to 14.0?
I have just realized that ppl have most problem when I'm busy
Yes I think it is usable in 14.0
just update your HSM and it should be all fine
yeah i see, everything works so sorry
It's fine
@deft turret Question
Can i integrate this dependency via Fody Weavers into plugin?
why this not work
var dynamicHint = new DynamicHint
{
Text = $"{string.Format(UsefulHints.Instance.Config.Scp207HintMessage, scp207Effect.Intensity)}",
};
PlayerDisplay playerDisplay = PlayerDisplay.Get(ev.Player);
playerDisplay.RemoveAfter(dynamicHint, 4);
RemoveAfter not work
You didn't add the hint
playerDisplay.AddHint before the RemoveAfter
when i do this hint stays permanently
here is only removeafter
@deft turret
playerDisplay.AddHint(hint);
playerDisplay.RemoveAfter(hint, 4);```
Remove after is bugged
or it works differently than I think it does
I just use Timing.CallDelayed
and remove the hint
this is more or less how it works in HSM too
Why for me version for exiled caused this
Wrong Chat
it's only when I have hint service meow
It's fucking Cedmod issue
umm so i have this error like 30 times a second
[2025-01-02 19:36:17.108 +01:00] [Error] [HintServiceMeow] System.NullReferenceException
at (wrapper managed-to-native) UnityEngine.Component.get_gameObject(UnityEngine.Component)
void OnTriggerEnter(Collider other)
{
if (!other.CompareTag("Player")) return;
Log.Debug($"{colliderName} entered by player");
if (Player.TryGet(other.gameObject, out Player pl))
{
if (!pl.IsScp) return;
string hintContent = Plugin.Instance.Config.HintWhenCanEscape;
hintContent = hintContent.Replace("{CommandName}", Plugin.Instance.Config.CommandName);
_currentHint = new DynamicHint
{
Text = hintContent,
};
Log.Debug($"{_currentHint}");
PlayerDisplay playerDisplay = PlayerDisplay.Get(pl);
playerDisplay.AddHint(_currentHint);
}
}
void OnTriggerExit(Collider other)
{
if (!other.CompareTag("Player")) return;
Log.Debug($"{colliderName} exited by player");
if (Player.TryGet(other.gameObject, out Player pl))
{
if (!pl.IsScp) return;
PlayerDisplay playerDisplay = PlayerDisplay.Get(pl);
if (_currentHint == null) return;
playerDisplay.RemoveHint(_currentHint);
_currentHint = null;
}
}```
thats my code
alright i dont think that my plugin does this
Could you provide more information to this?
i dont think my plugin is causing the issues, i think its #1321118370195574785
there is another person with the same problem
@deft turret if you have time look at it thank u
Hey meow something to ask the allignment is only available for hints that are not dynamic, for dynamic ones?
How do you make the text do a \n if its too long automatically ? because rn it merges in the same line
You can make every word into an array and after X words put a \n manually
that's bad
Ok
Sorry that I have not replied to any messages recently. I went back to China, and it was kinda hard for me to access Discord. Now, I will(hopefully) gradually start handling stuff.
Yes that's true. Alignment is only available for the non-dynamic one
What happened?
Can you please give me the full error log?
it turned out that this code wasnt causing the issues, it was #1321118370195574785 plugin HSM version
And for doing same with them?
I see
No? I think the dynamic hint does not support alignment for now.
I try display hint and use remove after to delete hint after X seconds but this not work
One possibility is that you call the method multiple times within X seconds. Every time you call that method for the same hint, you will reset it's countdown
i did for character lenght rn
that's why I said it's bad
I did it by character length and words
if the amount of characters is satisfied for one line
yeah i did character lenght rn
then it adds \n before the first word
but if i change size of hint
Is changing the Ycoordinate of a hint should affect every player thats has that hint ?
i add the hint to the player display of differents players and i have logic to move the hint around, but it should be independent for every players, how can i do that ?
okay i fixed it nvm

I accidently made my hud on previous version, and updating it to latest make the whole thing not work at all 😭
hey I got a weird bug, I've made a hint that (when it has text) becomes bold via inserting <b> and </b> to the start and end, however, this is changing another hint that's shown seperately to the player that shouldn't be bold
Check if the </b> tag is correctly added.
and check if every <b> has a corresponding </b>.
If a hint is affected by a tag in another hint, then the end tag is probably not added correctly.
One problem with it could be that you are keep adding bold to a same string.
like
<b></b> => <b><b></b></b> => <b><b><b></b></b></b>
Hmm, alright, I’ll double check that nothing else in the strung is bold
well, this works, why? I blame TMP being a goofy goober sometimes
(most likely its the fact the tag is on a new line by itself)
I have no idea why that didn't works and now do. If you have udpated the HSM, it is probably because some minor update in the Rich Text Parser
i have the Problem of Hints dissapearing directly after they show when the round started
and they reapear
because of auto Text
@deft turret could you help me with that ???
They just keep poping up and dissapearing
in the lobby everything works
perfectly
it could be because of NW's hint
If you pick up ammo and you reach your maximum ammo capacity, then it will give you a hint. This hint is unstoppable from the server. I think it's the client side. As a result, it might make the hint disappear.
If this is not the case, can you give me your code or a video of how the hint disappears?
Itsss all good dw i figured it out evantually
It was the spectator system which was still on the Server
It is just spaming empty hint on every player all the time
Sryyy to spam while the error was on my end the whole time
nice
But i cant get the Hints further to the Left with Meow ??
the furthest left it goes
idk whyy
use Alignment = HintAlignment.Left,
well, it looks like you're already doing it, so idk then tbh
That looks absulutely fire
thxx ^^
yeah already doing it but it aint going further also when i set CoordinatY to -1500
the max negative Y seems to be -1000
you need to change the X coordinate
I meant X i am sryy
You don't have the alignment to left
If you would have that thing should work
why do u would thin that it works
how is the alignement getting the width of the Player screen ???
that should not even ork
work
alignt Left is as far as i know that the Texts is not centered on every Line but it is aligned (so it is left Bound
then U have Hint X coordinat
so if i set it to -1000
it is like this
if i Try to set it fruther to the right f.e. -1500
then it is still at this position
float _xpos = -1000;
if(Xpos.TryParseToFloat(out var xpos2)){_xpos = xpos2;};
Hint hint = new()
{
FontSize = 20,
LineHeight = 10,
AutoText = update => ToString(),
Id = this.Id,
YCoordinate = 150,
Alignment = HintAlignment.Left,
XCoordinate = _xpos,
SyncSpeed = HintSyncSpeed.Normal
};
the Variable is for User Specific settings
but it doesnt matter
Because for me and others it was like that
Can you make test hint on verified if it will work normally?
Alignment = left
XCoordinate = -360
That usually works. If not, try XCoordinate = 360
Thxxx ill tryyy
That should probably work scince when i did it with plain hints at least for 16:9 monitors <pos=-360> did work :)
Ill let u know tmm ^^
I see.
But it is pretty strange (i couldnt try it yet)
But right now XCoordinate is set to -1000
Why is it there on the Screen xD
I will also make the XCoordinate Player based so the Player can set it to a specific Coordinate so it can fill any screen no matter if 16:9 or 4:3
^^
V5.4 Pre-release has been released with support for LabAPI
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4-prerelease
Please install this version only when you have LabAPI on your server. Make sure to back-up the old version before update
Nice
Please tell me if there's any problem
It works perfectly fine
Just tbh i am not sure if anyone can help or test this out but i am not sure if the Hint system might cause some serious server crashes :/
I dont have any proof or furthermore incould not in anyway say that it is the Hint system but since we are a big Server we habe a lot of Players and we are rn experiencing some crashes which are related to the game giving no heartbeat
And we updated many things so i could tell that it is the hint system
But it is the only thing with major changes and an harmony patch
Idk if u had simmilar issues ???
I did not encountered similar issue. But I will keep checking it.
Thank you for your report
cats r epic
true

could it be the same bug as with ruel i read somewhere that mer+ ruel crashes the server maybe it also does with hsm
btw i still dunno if there is any issue but i did some cool stuff with hsm xD
If it helps the cpu usage goes down to 20% memory usage doesnt change much
It more likely Something network related like with the messages or dirty bits or idk (the crashes look similar to what i achived by sending single ppl wrong messages. But it happens to everybody (not 100% sure if it is hsm tho xD
I have a suggestion for you
Make the blue at the timer (last image) little lighter
good idea ^^ ill look up some colors to match the team colors :)
i also just amde a cooldown somewhat ill test it later
btw HSM works perfectly fine the crashes were related to other issues ^^
one more Question tho ??
is the performance of the Update method good ??
or shall i just use a coroutine if i want to update multiple Hints at once
if i want fe to update spectator hints shall i write a coroutine or give every Player (autoHint)
Auto hint uses coroutines already it's up to you what you want
Does every hint have its own corroutine or is it one coroutine
An what would be more performance wise better
Because either u only have one coroutine raht updates all texts at once or u have them updated seperately but have many coroutines ???
No it has one coroutine
No need for more
Kk
Fansh, are you gonna update HSM to work with no hint limit when 14.1 comes out?
It's already pre-released
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4-prerelease
WDYM
Most parts of HSM are pretty efficient. But if you want to ensure efficiency, please avoid using DynamicHint and plugins that are not compatible with HSM.
Okayy 👌
I was just curious cuz I never heard you say anything on it but ty ❤️
Does HintServiceMeowda support the ability to show more than one hint on the screen at the same time?
uh yes, that's the whole point of it
Yes
V5.3.14 has been released with bug fixing:
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.3
Please back up your older version before updating to the new version! If you have any issues, please let me know on the Discord server.
public static float GetLeftXPosition(float _aspectRatio)
{
return (622.27444f * Mathf.Pow(_aspectRatio,3f)) + (-2869.08991f * Mathf.Pow(_aspectRatio, 2f)) + (3827.03102f * _aspectRatio) - 1580.21554f;
}
Useful function to approximate this position for any Resolution/Aspect Ratio, good for compatibility since not everyone plays in 16:9
Just pass in the ReferenceHub.aspectRatioSync.AspectRatio and it should give you relatively close positioning that matches this UI placement on the bottom left
Hint.Alignment = Alignment.Left;
Hint.XCoordinate = GetLeftXPosition(Player.ReferenceHub.aspectRatioSync.AspectRatio);
if the Right side of the screen really is just 348 (left side with padding is -348) these calculations are for padded coordinates, then just multiply the output by -1 for the same effect on the other side
the y coordinate don't change or they can be calculated?
Y coordinate is always 0-1080
by design its a square so that you never worry about fitting hints on the screen
what scripts should I look at to see how the plugin reads the hints to display and converts it to the actual hint text?
Or here if you only care about how it place a line of text on a certain position
fyi I do not think right align is possible
unless you do it for each character separately
I looked at TMP source code months ago and never got true right side text to work without doing it for each character individually
doing pos 348 + Right align does not work and just behaves as regular right align
Ye you need every character individually to get them wherever you want
That is how I made it mainly with medical system
Summarized 
Tell Hubert to fix SL hints
you mean fix TMP
which has gotten abandoned for the most part by Unity after they bought it
The box containing the hints
the box containing hints is 4:3 on purpose so right align text is visible on low resolutions
Northwood Studios will buy it back bro and make it better
Trust
average richtext moment
@deft turret i don't know if this is intended but when you change your item all hints get cleared
Dude it’s likely just another plugin calling Player::ShowHint(); lmao. That’s a skill issue on your end
its not 😭
I bet Fansh is gonna tell you the same thing lmao
Well the only issues I’ve had with hint clearing are base game hints
There should be no reason hints are getting cleared
that is not how HSM works
he did not update HSM in long time
@deft turret When can we get a version of HSM for the 14.1 beta?
^^
ahah
I’m using a different branch I found on the HSM GitHub repo, so we’ll see if it works once the public beta releases
^ either wait for updated release or find Fansh's beta branch and try to build that
It could be base game hint. The hint that tellilng you something like "You reach the item limit"
It's already there
Pre-release 5.4.1
Try 5.4.1
okay thank I will update to prelease one

Update. It's worked.

I am renaming V5.4.1 to V5.4.0 beta 1 to conform to the standard rule of pre-release versions. In the future, instead of updating the file under the tag of the older version, I will give a tag to every new version.
V5.4.0 Beta 2 has been released
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4.0-beta.2
This version has Breaking Changes and is only applicable when using LabAPI
Please back up your older version before updating to the new version! If you have any issues, please let me know on the Discord server(and if applicable, pull up an issue on Github).
Hi. Is it possible to use HSM to display the round time, or are these static hints?
it is very possible
Thank you. I'm going to use the usual hints.
Bro is not a knower 💀
V5.4.0 has been released
this version is identical to the V5.4.0 Beta 2
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4.0
Please tell me if there's any issue.
BTW this version is made for 14.1.0
If you want to develop plugin using LabAPI and your version of HSM does not support LabAPI, you should switch to this verison.
is there like a way to completely remove HSM from touching a plugin?
like HSM fucks up the ProjectMER toolgun UI by moving down the hint below your screen
with HSM enabled and projectMER on disabled compat
HSM disabled
There is a option in config
which option?
i checked with the GetCompatAssemblyName
if it has capital P try that
exactly ProjectMER
i did that
rn i believe its something i can patch with MER so it works with HSM
I see
Just use console ^^ with project mer
or just decompile mer reference HSM use the hints and again compile it
i might just patch it to use broadcasts instead
since using hints just fucks up things
broadcasts don't override btw
oh yeah
ill just make the patch use HSM then
I FIXED IT!!!
i am pro patcher
i attached the patch
and here is also the extension i use for HSM
public static void ShowTemporaryHint(this Player player, AbstractHint hint, float duration = 5f)
{
if (player == null)
return;
PlayerDisplay playerDisplay = PlayerDisplay.Get(player);
playerDisplay.AddHint(hint);
Timing.CallDelayed(duration, () => playerDisplay.RemoveHint(hint));
}
pprobably not the best but its the toolgun
its rarely used
why hint service meow doesnt have tempororay hint ?
it does but it doesnt work for me
so i just made an extension for myself
yeah me too
almost never works properly
that extension just does that and also does the playerDisplay thing for me
just to be a bit handier
@deft turret can you add new add hint method like AddHint(this Player player, AbstractHint hint, float duration) ?
I don't know how this was not added until now, but it is the simplest thing needed.
<@&771424116900757504> @cobalt storm whats yall thoughts on this plugin?
peak
peak, much better and easier than ruei
Did you try RemoveAfter? Somebody says it's broken, but it always works on my computers for some reason.
PlayerDisplay::RemoveAfter
Its broken
Most of the time it doesn't work
Can't you just give a hint insertion method with duration, like in the base game, this is really necessary
Not sure depends on the resolution
Try 380
And -380 i think
Not sure anymore tho
As if the area is limited and align left setting does not work
Allign left
Is for all the new lines starting at the left
And the ypos
Is for the position on the screen
For 16:9 monitory ypos= -380 or -360
Or sth is on the left side
I explain
you cannot know
if i have a 16:9 its like that
but if i have another resolution
it doesn't work
Dont do that
Xou need to do -360
Or -380
Not sure
Everything more will result in standart pos again
it was only broken for people not updating HSM
@solid echo 
also @deft turret do you think it would be possible to get in future hints updating on players resolution?
Indid it its not impossible
I dont think thats realistic
But on my server i just made an command where they can set their resolution
(because its server sided indont think you can force a player to send you their resoltion
But you can just make a command tfor them to set the x pos themselves
Just in it goes in a database with all player setting
Problem solved ;)
the resolution can be accsessed through referenceHub of player
???
reallyy
noo wayy
tff whyy thee hell do they have this feature
whyy the hell did no ione tell me
F in the chat
how to convert thoo thats the question now xD
eh i still prefer having my own extensions even if RemoveAfter works
but RemoveAfter worked weirdly idk what it did
some sort of like threading thing
it's not very known fact
Dang I wish I knew this earlier
@deft turret I think EXILED n LabAPI n stuff uses a different YamlDotNet version than HSM, could you switch the version next release? (this is also better cuz if HSM tried to reference a newer feature, it wouldn't work on servers)
also how can I update a hint every tick? Does SyncSpeed.Fastest already do that or nah?
OK
You can, but there might be 1-2 ticks delay for the actual update since I used multithread to convert hint.
Yes, in V5.5
Alright, I was just wondering if SyncSpeed.Fastest was well, the fastest. So how do you up the speed?
SyncSpeed.Fastest will schedule the update immediately after you update the hint. The convert task will start the next frame, and the converted text will send to the player one frame after that.
So there will be 2 frames delay for SyncSpeed.Fastest
Please tell me if the problem continue exist in V5.4.0
No, I don't think that make any difference with PlayerDisplay::RemoveAfter
But how does HSM know the hint updated?
public float YCoordinate
{
get
{
Lock.EnterReadLock();
try
{
return _yCoordinate;
}
finally
{
Lock.ExitReadLock();
}
}
set
{
Lock.EnterWriteLock();
try
{
if (_yCoordinate.Equals(value))
return;
_yCoordinate = value;
OnHintUpdated("YCoordinate");
}
finally
{
Lock.ExitWriteLock();
}
}
}
protected virtual void OnHintUpdated(string argumentName)
{
_analyser.OnUpdate();
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(argumentName));
}
Any change in property will invoke PropertyChanged event.
Which is bind to PlayerDisplay
So coordinate changes are 2 tick delay but what about AutoText?
It update based on the delay you set in AutoContentUpdateArg
if you set NextUpdateDelay to 0.1 seconds, it will update after 0.1 seconds.
If you set it shorter than 1 frame, it will update the next frame
You can now install the HSM from Nuget
https://www.nuget.org/packages/HintServiceMeow
peak
I found a website that can generate analyzes for GitHub projects.
It might not be totally correct, but pretty much usable in my opinion.
gg ! but where you can see it ?
AutoText
And set Hint Sync Speed
nah i dont want it to be an auto hint
ijust want to update the hint one time if i need it
i could delete it and give it back ofc
but also there is this ?
hint.TryUpdateHint(
you know anythign about that ?
look at #1375454876808511528 code
Just create hint with autotext and sync speed and add this hint for player using event
nah we have that if needed but i only want to update the hint when i need to like if the player takes a pill i instead of making a new hint or using something like dynamic hints i just want to change the hint ttext to add a line break
and then remove this text again so wenn you get multiple Hints they will all just add to the text with /n
can i use auto Hint and dont have sync speed and manually update it ?
I don't know, I haven't tested
I think you can create normal hint for that on UsedItem and remove after X seconds
yes and now if they use multiple i want to add to the hint text instead of giving them another Hint
UnSync
I'm not that advanced in HSM so I don't know
maybe create function if player do something then add string for your original hint and on event Remove That hint and Add
yeah but i think actually that you can set it to no syn (the auto hint) and then force updates yourself when you want to
@deft turret
because i thinkt you actually implemented exactly this ig
just to dumm to use it
xD
examples in the HSM repository are very limited
shows only create Simple hint and ui common hint
yeah but its actually pretty fine tbh (compare it to others xD)
and well ill just Remove them for now and add them again
Unsync make sense
/// <summary>
/// This hint will not automatically sync when updated
/// It will still be sync when other hints are updated
/// </summary>
UnSync = 32,
But idk how it works
can you make the Hint font more "thic"
kk
but still it would update often because if other things on the server so ill look into it another time xD
<b> html tag work
do you think .css for hints would be interesting?
There’s a scale tag if I am not mistaken
too late
You can try set Hint::Hide to true to hide it and set it to false whenever you want to show it again. If that's what you are looking for.
Or if you mean that you want to update a hint after a certain amount of time, you can do either:
- Use AutoText and set the UpdateDelay or DefaultUpdateDelay to amount of time you want to delay
- Use MEC
I btw just found out the setter for the hint text work whenever so you cab just change the text of the Hint so you dont need any update class
I will just abb hints to an existing one with +"/n text"
So it will go in the next line and just delete things ous of the string to move every thing in the hinttext up a notch
And it works like a charm
Nice
V5.4.1 has been released with better performance and compatibility improved
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4.1
If you encountered lagging related to HSM, this update could help.
Please back up your older version before updating to the new version! If you have any issues, please let me know on the Discord server (and if applicable, pull up an issue on GitHub).
I have uploaded the NuGet packages including the Exiled version. It will be there in few minutes.
@deft turret
Yo, if some plugin not using hsm sometimes hint from it stay forever
report what specific plugin causes it and how to recreate the issue
Exacly, UsefulHints not HSM version
I use with it #timers and #1375454876808511528
oh with #spectatorlist not work correclty. Same issue
Thank'u so much ❤️
V5.4.2 has been released with bug fixing
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4.2
Please back up your older version before updating to the new version! If you have any issues, please let me know on the Discord server (and if applicable, pull up an issue on GitHub).
@coarse sun
hey Fansh can you take look about the problem with marks?
My theory is you somehow save information in the class to make your system more optimized and are saving attribute of mark called padding weirdly
I can provide you today with more information
how does the TextWidth file you made work Fansh?
I'm trying to open it to do some rigorous text scaling and I wanted to use the values in there as a base value but idk how to open it
If i remember correctly ruei did it
It's a zip file. Don't use it. It is not accurate.
Check this
ok
new release🎉
noup

tf

I mean look at his roles it's crazy
No that is a test
DO NOT use that version
I was testing GitHub action
Sigma roles 😎
Hi, @deft turret. I think the installation section of the readme should be updated. It says about PluginAPI which got replaced by LabApi.
I see
I will update it later
@deft turret This 0Harmony.dll is target to LabAPI version? or Exiled too
It should be the same version the LabAPI is using.
V5.4.3 has been released with bug fixing
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4.3-3
Please back up your older version before updating to the new version!
If you have any issues, please let me know on the Discord server (and if applicable, pull up an issue on GitHub).
BTW I don't know why github action doesn't work. I will check it later. Sorry that I messed up tags...
Heyy will we see this as a feature in hint service meow soon ??? - Added a new hint parameter that allows plugin devs to animate hints by inserting animatable values in tags.
brother you can't be asking for features not technically even public smh
we don't even know how that parameter's gonna work
Well its public in some ways
you just cant test it on client yet
@deft turret It's some breaking changes? My plugin stopped work
i only wanted to ask if she will be planing on trying it out
because it sound interessting
where can i find the resolution ??
can you tell me ^^
nvm
foudn it
@deft turret ?
would be cool
btw are you using Owner.ReferenceHub.aspectRatioSync.XScreenEdge
or this
Owner.ReferenceHub.aspectRatioSync.AspectRatio
@versed timber
aspect ratio ain't going to be it you'll get like 16:20 type thing
that should be it
server crashes after upgrading to the new version
but thats with all new versions
???
how can i fix it
something is broken
very much
server crashes after someone joined
but i expect it to be a fault on the server rn
for me #timers and #1375454876808511528 doesn't work
i upgraded harmony in the dependencies
to which version?
I used it too and hints not work for me
my server just crashess
I mean 0Harmony.dll from 5.4.2
Wait what feature are you talking about?
Can you show me the error? I will check it later.
Please turn back to V5.4.2 if you encountered issues
Yes. As soon as I fix the bugs in current version
I see. Please downgrade to older version if that happen. Can you show me the error?
the problem is that there is no error at all
but it happens probably on verified
or player join
and for me it is on any new version
I use HintServiceMeow -Exiled
V5.4.4 has been released with bug fixing
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.4.4
Please back up your older version before updating to the new version!
If you have any issues, please let me know on the Discord server (and if applicable, pull up an issue on GitHub).
@deft turret It is possible to make native Exiled hint eg. Max heal Item pickup or weapon make compability with hsm?
Probably with a lot of patching
I think this already happens?
HSM works wonders with Exiled CI hints so I've got to imagine HSM is doing something
HSM patches all native hints, but also has special patches for custom item hints i think
I think it has something to do with method signature or something because i have a special hint method in my plugin which uses ::ShowHint and it deletes the previous instance when it updates
But the custom items have different hints for selecting and picking up custom items
whatt am i doing wrong
i update to the new version
instant as soion as i join the server crash the server restarts
it still not works if i put the file into Lab api
then it doesnt crash the server
bnut the methods are not referenced c orrectly
so do i have to switch to lapapi ???
why is exiled not working ?
use 5.4.2
I am using an old version rn thxxx
But thee problems are still zhere like that some auto uints wont go away after removing them usw
Like what should have been fixed
I haven't had issues with that
@deft turret idk why but I feel like recently, the line breaks in my hints don't work anymore and I don't know why. I think it's HSM and I'm wondering if HSM might have some tags that'd break line breaks? I tried prefixing my hints with "</nobr><line-height=100%>" but it didn't seem to change anything
Idk but sometimes hint are not refreshing for players
Guy is alive and display timers and hud for spectators
did you set sync speed to be high?
@deft turret
If you could check please because in 5.4.4 people still have issue with hint staying forever
In 5.4.2 work good
@deft turret Dumb question but is it possible to have hints display for all players, like when starting Warhead
Just… add a hint to everybody…
(And give it to people who join too while nuke is on n stuff)
I genuinely can't figure it out :/
💀
yo @deft turret check this out: https://docs.unity3d.com/6000.1/Documentation/Manual/async-await-support.html
Unity 6 has a class for async stuff
I wonder if HSM would be more performant with it
does SL use Unity 6?
Now they do
what .net version though?
so they didn't bump their version?
still framework 4.8
ye I believe
OK
I don't think there will be a significant performance improvement.
But thx for the recommendation
Whenever I say I like HSM tho I get like 3 ppl telling me async in Unity sucks, the lag reduction of offloading content generation to another thread doesn’t exist (I think there was some miscommunication there), and other stuff. It’d be nice to at least use the official Unity async stuff
Guys, after reviewing the message, I am pleased to see that people are actively discussing HSM in other channels. It's great to see your enthusiasm!
At the same time, I also notice that there are some heated conversations in the discussion. Let's remember that the goal of this community is to create an inclusive, supportive, and friendly environment for all developers. I encourage everyone to stay calm, respectful, and considerate, as we each have our own unique perspectives.
Thank you for helping the community become a more positive and welcoming place!]
<@&771424116900757504>
you're great Fansh
I like using autohints for my logic instead of coroutines

OK
Thank you for your PR.
Could you accept my friend request? I have some questions about the PR.
I did
not bad.
I have an interesting idea for this... what if we allowed hint parameters (stuff like "{0}") to HSM with some custom method / handler or something where you add a hint parameter via HSM method, then in your autotexts, you can call a GetParameter method which will spit out the "{0 or 1 or 2 or etc...}" and you can return the value containing that
that way you can actually show people hints of what their SSS keybinds are n stuff (and other things)
referring to this
for some reason when adding a hint
everything gets pushed away
that is weird
maybe the \n pushes it
how is line height special?
in HSM not supporting this
you could make multiple hints
it's bad that we don't have some class that would have Hints inside and you could move all of them
wow
well i just remove all the other hints when this one is active
i aint making even more work arounds
tbh this is not the best solution
its not the best
fair & based
but i do not want to work on this anymore
every single time im working with nw and their weird implementations of hints and cassie
i get physically sick
It should work as HSM sets line height to 0 for positioning, and I think to 1 for actual hints
Otherwise \n would just put the text on the same line overlapping
V5.5.0 has been released!
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.5.0
Important: Please back up your older version HSM before upgrading.
If you have any questions, feel free to reach out on Discord or open an issue on GitHub.
I assume that my issue was not fixed?
.
I think this is because you added a line height that HSM did not correctly removed
I will check hint parser to see why isn't line height tag removed
If you want a temporary fix please remove line-height
There's a LIneHeight property in hint that mimic the line height tag.
Try set it to negative
BTW there's a documentation error in LineHeight. It says its multiplier but it is actually a direct shift in line height. -10 lineheight should mean -10 px in lineheight
I'm sorry I just checked it. You cannot set lineheight to negative for now. I will fix this in next version.
alright
V5.5.1 has been released!
https://github.com/MeowServer/HintServiceMeow/releases/tag/V5.5.1
Important: Please back up your older version HSM before upgrading.
If you have any questions, feel free to reach out on Discord or open an issue on GitHub.
This version fixed exiled config loading issue.
Please update to this version if you encountered exception when loading HSM using Exiled
Help, why my hints doesnt work, default hints from custom items too
What exactly?
What hint?
nvm I downloaded 5.4.2 and it work
V6.0.0-Beta.1 has been released!
https://github.com/MeowServer/HintServiceMeow/releases/tag/V6.0.0-Beta.1
Important: Please back up your older version HSM before upgrading.
If you have any questions, feel free to reach out on Discord or open an issue on GitHub.
ChangesLog: https://github.com/MeowServer/HintServiceMeow/blob/DevMeow/Docs/English/CHANGELOG.md
Please be aware that this version is NOT STABLE. It is made for developers who want to try the new features of HSM.
@deft turret
Sorry to bother you.
Whenever an hint is updated this error appears on the console:
[2026-04-02 00:15:21.452 +02:00] [ERROR] [HintServiceMeow-Exiled] System.NullReferenceException: Object reference not set to an instance of an object
at HintServiceMeow.Core.Utilities.Tools.Logger.Debug (System.Object message) [0x0000b] in <c51c4c34d2c54e26868b92605ec29b5e>:0
at HintServiceMeow.Core.Utilities.PlayerDisplay.ScheduleUpdate (System.Single maxWaitingTime, HintServiceMeow.Core.Models.Hints.AbstractHint updatingHint) [0x0002f] in <c51c4c34d2c54e26868b92605ec29b5e>:0
at HintServiceMeow.Core.Utilities.PlayerDisplay.OnHintUpdate (System.Object sender, System.ComponentModel.PropertyChangedEventArgs ev) [0x00091] in <c51c4c34d2c54e26868b92605ec29b5e>:0
at HintServiceMeow.Core.Models.Hints.AbstractHint.OnHintUpdated (System.String argumentName) [0x0001d] in <c51c4c34d2c54e26868b92605ec29b5e>:0
at HintServiceMeow.Core.Models.Hints.AbstractHint.OnContentUpdate () [0x00000] in <c51c4c34d2c54e26868b92605ec29b5e>:0
at HintServiceMeow.Core.Models.HintContent.AbstractHintContent.OnUpdated () [0x0000a] in <c51c4c34d2c54e26868b92605ec29b5e>:0
The hint itself still shows and updates correctly.
Do you have any idea what might be causing this?
I'm on 5.5.1 btw
