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Frequently Requested Features

4aiur edited this page May 20, 2019 · 5 revisions

These are features people ask for and are not possible to implement. Alternatives may be listed.

Texture/Model/Map Change

Textures and models are not changeable in any way. However, a different player model can be emulated by setting their role to different role and changing round end conditions and anything else to emulate the player's previous role. Due to the giant text when a player changes role as well as the small amount of player rotation, do not use this frequently.
Similarly, the map cannot be changed aside from the few prefabs that are spawnable. However, any GameObject with a NetworkIdentity can be moved, so a door could be temporarily or permanently moved in order to change the map.

Collisions

Collisions are performed client-side, and as such no colliders can be disabled or removed. This includes player colliders.

Player Speed

Player speed is not synced outside of SCP-939 code and thus cannot be changed unless they are SCP-939. In the case they are, Assembly-Csharp.dll can be referenced and the component Scp939PlayerScript can be gotten. From there, NetworkspeedMultiplier can be set.

SCP-049 Recall (Resurrection) Speed

Resurrection speed is a function of the the 049's current health divided by the max health of 049. Max health is another variable not synced to the client so the resurrection speed cannot be changed. This is also the reason why setting scp049_maxhp lower than the default causes problems, as the client thinks the max HP is the default and tries to resurrect faster than it should.

SCPs Talking to Humans (also applies to intercom)

There's a clientside check whenever the client receives a voice packet to make sure that a human does not receive a voice packet from an SCP. This makes it impossible to change unless the client is altered, so it is not being added to ServerMod.

Miscellaneous Prefab (Object) Spawning

Prefabs are only able to be spawned in if they (1) have a NetworkIdentity component and (2) are registered to the NetworkManager. Most prefabs in SCP:SL have a NetworkIdentity because it is a multiplayer-only game, but many are not registered. The only prefabs currently registered are:

  • Player
  • PlaybackLobby
  • Pickup
  • Work Station
  • Ragdoll_0
  • Ragdoll_1
  • Ragdoll_3
  • Ragdoll_4
  • Ragdoll_6
  • Ragdoll_7
  • Ragdoll_8
  • Ragdoll_9
  • Ragdoll_10
  • Ragdoll_14
  • Ragdoll_16

To get around this, the position of existing GameObjects with a NetworkIdentity component can be set, but this of course moves an existing object so it will not be in its original location.

Server Guides

API Documents

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