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No autolock - error on import/fresh

Not a Bug 1.8.6

Travox
Travox

Posted

Thanks for creating this plugin free of charge!

I'm currently testing it before putting it on a live server. The monuments don't autolock on looting (even though it is set to do that in the config). Manually locking works.

Also, I tried importing by typing mlock.import and mlock.fresh. This gives me the following error:

mlock.import
[Monument Lock] -- null
Failed to call hook 'ImportMonuments' on plugin 'MonumentLock v1.8.6' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MonumentLock.ImportMonuments () [0x0002b] in <960d00d1a42d44baa5ed596dc2a07a98>:0 
  at Oxide.Plugins.MonumentLock.ImportMonuments (ConsoleSystem+Arg args) [0x00000] in <960d00d1a42d44baa5ed596dc2a07a98>:0 
  at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001e1] in <960d00d1a42d44baa5ed596dc2a07a98>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 

 

Rustonauts

Posted

On 7/26/2024 at 5:22 AM, Travox said:

Thanks for creating this plugin free of charge!

I'm currently testing it before putting it on a live server. The monuments don't autolock on looting (even though it is set to do that in the config). Manually locking works.

Also, I tried importing by typing mlock.import and mlock.fresh. This gives me the following error:

mlock.import
[Monument Lock] -- null
Failed to call hook 'ImportMonuments' on plugin 'MonumentLock v1.8.6' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MonumentLock.ImportMonuments () [0x0002b] in <960d00d1a42d44baa5ed596dc2a07a98>:0 
  at Oxide.Plugins.MonumentLock.ImportMonuments (ConsoleSystem+Arg args) [0x00000] in <960d00d1a42d44baa5ed596dc2a07a98>:0 
  at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x001e1] in <960d00d1a42d44baa5ed596dc2a07a98>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 

 

sorry for the long delay.  Question.. did you hit mlock.fresh first or 2nd?  Try 1.8.8 and hit mlock.fresh first, and then see if it still continues.

Rustonauts

Posted

Changed Status from Pending to Not a Bug

Travox

Posted

Hi there,

I didn't look into the plugin anymore after a while. But I just installed the plugin again (updated version) and tried it.

mlock.fresh and mlock.import (I know import is automatically done by fresh, but I tried it seperate as well) both give me:

[Monument Lock] -- Failed to import monuments..
[Monument Lock] Monuments imported.

 

After that, monuments don't auto lock. I don't see anything in console either. Manually locking broadcasts a message in chat, but gives this error:

[Monument Lock] Travox locked Airfield at (N15)
Failed to call hook 'OnMonumentLocked' on plugin 'MonumentLock v1.8.9' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MonumentLock.LoadMapMarkers () [0x00032] in <a187422eff7e473f8395684b46b758dc>:0 
  at Oxide.Plugins.MonumentLock.OnMonumentLocked (BasePlayer player, System.String displayName, System.String gridPosition) [0x00060] in <a187422eff7e473f8395684b46b758dc>:0 
  at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005dd] in <a187422eff7e473f8395684b46b758dc>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 

 

Manually unlocking works as expected in the sence of: no error message and it broadcasts that I've unlocked a monument.

Rustonauts

Posted

do you have Monument Finder installed?

Travox

Posted (edited)

Nope, did you recently add that dependency? Didn't see it before. Will try and let you know.

 

Edit: No error on import anymore, also not on manual lock. Although automatical locks don't seem to work. For example, looting trainyard doesn't trigger the lock monument broadcast.

Config for debug, in case I made a mistake:

    {
      "enabled: Is Monument enabled and to be used in this map?": true,
      "Lock Looting: When a player enters this monument while locked, do we lock their looting abilities?": true,
      "Cancel Cards: When a player enters this monument while locked, do we lock their card swiping abilities?": true,
      "Lock Crate: When a player enters this monument while locked, do we lock their hacking on locked crates?": true,
      "Broadcasting: Do we want this plugin to broadcast to the server when this monument is locked?": true,
      "Monument Display Name": "trainyard_1",
      "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/trainyard_1.prefab",
      "Monument Short Name": "trainyard_1",
      "Monument Grid Position": "T16",
      "Monument Icon": "",
      "is_online: Is Monument online and able to be locked?": true,
      "Lock Attack: When a player enters a locked monument, do we lock their attacking abilities?": true,
      "Lock timer (600 = 10 min)?": 600,
      "Only timer expiration will unlock a monument ": false
    },
"Lock timer (600 = 10 min)?": 600,
  "Hard timer: Only timer expiration will unlock a monument ": false,
  "Enable max timer (regardless of how active player is)?": false,
  "Max timer (1200 = 20 min)?": 1200,
  "When a player enters a locked monument, do we lock their looting abilities?": true,
  "When a player enters a locked monument, do we lock their card swiping abilities?": true,
  "When a player enters a locked monument, do we lock their locked crate hacking abilities?": true,
  "When a player enters a locked monument, do we lock their attacking abilities?": true,
  "When a player dies, do we unlock the monument?": true,
  "Can player lock monument from looting?": true,
  "Can player lock monument from moving inventory items?": true,
  "Can player lock monument from Puzzle Points card swipe?": true,
  "Can player lock monument from picking up an item?": true,
  "Can player lock monument from attacking?": true,
  "Do we want this plugin to broadcast to the server when a monument is locked?": true

 

Edited by Travox
Rustonauts

Posted

Think you could connect w/ me on discord so I can view a stream?  unohuim.

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