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dreamer2263

Posted

Can't seem to get this to work. Have tested it with a couple different people with different auth levels, nothing happens. Yes, perms were granted according to console. This is the message I get when i try to do the mlock.import.

11/24 08:58:10 | >>> mlock.import

11/24 08:58:11 | [Monument Lock] -- Failed to import monuments..

11/24 08:58:11 | [Monument Lock] Monuments imported.

I've yet to get it to lock anything. Advice welcome.

Rustonauts

Posted

1 hour ago, dreamer2263 said:

Can't seem to get this to work. Have tested it with a couple different people with different auth levels, nothing happens. Yes, perms were granted according to console. This is the message I get when i try to do the mlock.import.

11/24 08:58:10 | >>> mlock.import

11/24 08:58:11 | [Monument Lock] -- Failed to import monuments..

11/24 08:58:11 | [Monument Lock] Monuments imported.

I've yet to get it to lock anything. Advice welcome.

Thanks.  Can you delete config file, reinstall, and hit the console with mlock.fresh before anything?  If you still have problems, I'd love to see your config file.  unohuim. is my discord.

dreamer2263

Posted

no joy. opened a support ticket as i can't message you.

Rustonauts

Posted

one other thing... do you have MonumentFinder installed?

hid333

Posted

A compilation error has started occurring since today's RUST update.

Error while compiling MonumentLock: 'PhoneController' does not contain a definition for 'PositionToGridCoord' | Line: 1822, Pos: 77

  • Like 1
abcderanzi

Posted

7 hours ago, hid333 said:

A compilation error has started occurring since today's RUST update.

Error while compiling MonumentLock: 'PhoneController' does not contain a definition for 'PositionToGridCoord' | Line: 1822, Pos: 77

Replace "PhoneController.PositionToGridCoord" with "MapHelper.PositionToString" in the code 

  • Like 1
Rustonauts

Posted

on it thx

hid333

Posted

Just copy and paste what I told you earlier. Is your correction correct? MonumentLock and puzzlespoint

Dead Nasty

Posted

Still no fix for the circles staying Bugged on the map?

  • Like 1
Rustonauts

Posted

4 hours ago, Dead Nasty said:

Still no fix for the circles staying Bugged on the map?

My apologies, I haven't fixed this yet!  
I want to provide something for you this weekend.  Have we connected on discord yet?  unohuim.

 

Rustonauts

Posted

On 8/11/2024 at 10:21 AM, Dead Nasty said:

It is no longer working on oil rigs, may need an update. 

just want to dbl chk that this was fixed

  • Like 1
Rustonauts

Posted

On 8/13/2024 at 8:04 AM, hid333 said:

As stated in the instructions,
I believe you import all monuments with "mlock.import" when wiping, but did you do this?
I did it when wiping and didn't have any problems, so I was just wondering.

mlock.fresh is best.

Rustonauts

Posted

On 11/22/2024 at 5:17 AM, Dead Nasty said:

Red circles get glitched on the map if players don't use /mu after themselves

I just want to confirm the situation.  Currently, Monument Lock doesn't auto unlock once the timer expires, and thus the red markers don't get removed until one of two things occur 1)the original monument locker is active outside the monument (loots/shoots/etc) or manually hits /mu or 2)another player attempts to lock that monument after timer expiration and that will unlock/lock for the new player.  

If your hard_timer = true, then the monument should unlock automatically but I don't have that setup, and will focus on that first.  Is this describing the root cause of your issue, or do you think it's related to something else?

Dead Nasty

Posted

51 minutes ago, Rustonauts said:

I just want to confirm the situation.  Currently, Monument Lock doesn't auto unlock once the timer expires, and thus the red markers don't get removed until one of two things occur 1)the original monument locker is active outside the monument (loots/shoots/etc) or manually hits /mu or 2)another player attempts to lock that monument after timer expiration and that will unlock/lock for the new player.  

If your hard_timer = true, then the monument should unlock automatically but I don't have that setup, and will focus on that first.  Is this describing the root cause of your issue, or do you think it's related to something else?

yes that describes the issue. it will remain red and ppl think its still locked until i go there and lock and unlock myself manually, thats only when im on, so a lot of players avoid them whilst red even tho theyve been red for hours. after the timer expires it would be nice if the circles would disappear as when they do when players do /mu.

Dead Nasty

Posted

1 hour ago, Rustonauts said:

My apologies, I haven't fixed this yet!  
I want to provide something for you this weekend.  Have we connected on discord yet?  unohuim.

 

Done

Rustonauts

Posted

6 hours ago, Dead Nasty said:

yes that describes the issue. it will remain red and ppl think its still locked until i go there and lock and unlock myself manually, thats only when im on, so a lot of players avoid them whilst red even tho theyve been red for hours. after the timer expires it would be nice if the circles would disappear as when they do when players do /mu.

please try v1.9.5.  It works on my server, but I also don't have pop on my server (just me).  But it auto unlocks and removes the red circles.  (takes about 5 seconds to remove after unlock)

Dead Nasty

Posted

1 hour ago, Rustonauts said:

please try v1.9.5.  It works on my server, but I also don't have pop on my server (just me).  But it auto unlocks and removes the red circles.  (takes about 5 seconds to remove after unlock)

testing now but using mlock clear results in: 
 

Failed to call hook 'mLock' on plugin 'MonumentLock v1.9.5' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MonumentLock.LockCheck (BasePlayer player, System.String loot, System.String _shortNameFromCommand) [0x0017c] in <b7bf16df339140af8fb4176c3057c6ba>:0 
  at Oxide.Plugins.MonumentLock.mLock (ConsoleSystem+Arg arg) [0x00007] in <b7bf16df339140af8fb4176c3057c6ba>:0 
  at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00afc] in <b7bf16df339140af8fb4176c3057c6ba>: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

 

Rustonauts

Posted

22 minutes ago, Dead Nasty said:

testing now but using mlock clear results in: 
 

Failed to call hook 'mLock' on plugin 'MonumentLock v1.9.5' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MonumentLock.LockCheck (BasePlayer player, System.String loot, System.String _shortNameFromCommand) [0x0017c] in <b7bf16df339140af8fb4176c3057c6ba>:0 
  at Oxide.Plugins.MonumentLock.mLock (ConsoleSystem+Arg arg) [0x00007] in <b7bf16df339140af8fb4176c3057c6ba>:0 
  at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00afc] in <b7bf16df339140af8fb4176c3057c6ba>: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

 

oh wow.. did you have to use clear?  Like, would the circles not remove on their own, or were you just testing?  mlock clear should work but I'm just curious as the the situation.

Dead Nasty

Posted (edited)

1 hour ago, Rustonauts said:

oh wow.. did you have to use clear?  Like, would the circles not remove on their own, or were you just testing?  mlock clear should work but I'm just curious as the the situation.

was after reloading the plugin.

Edited by Dead Nasty
Dead Nasty

Posted

also get 

Failed to call hook 'mu' on plugin 'MonumentLock v1.9.5' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MonumentLock.UnlockMonument (BasePlayer player, Oxide.Plugins.MonumentLock+MSession _expired_session) [0x00039] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock.mu (BasePlayer player, System.String command, System.String[] args) [0x00000] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00a30] in <701eede2dc134b8faede29fc933af36b>: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

 

Dead Nasty

Posted

whole bunches of errors lol 

 Failed to run a 600.00 timer in 'MonumentLock v1.9.5' (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
  at BaseEntity.get_ServerPosition () [0x00000] in <2f86a3017fe34605bb53ac24a167f44c>:0 
  at Oxide.Plugins.MonumentLock.IsInMonument (BasePlayer player) [0x0000a] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock.FindMonumentShortName (BasePlayer _player, System.String _shortNameFromCommand) [0x00005] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock.LockCheck (BasePlayer player, System.String loot, System.String _shortNameFromCommand) [0x00000] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock+<>c__DisplayClass59_0.<LockMonument>b__0 () [0x00000] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <beb2b64691c64e2b95b99491bd85442c>:0

 

  • Like 1
Dead Nasty

Posted

On 12/9/2024 at 6:10 AM, Dead Nasty said:

whole bunches of errors lol 

 Failed to run a 600.00 timer in 'MonumentLock v1.9.5' (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
  at BaseEntity.get_ServerPosition () [0x00000] in <2f86a3017fe34605bb53ac24a167f44c>:0 
  at Oxide.Plugins.MonumentLock.IsInMonument (BasePlayer player) [0x0000a] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock.FindMonumentShortName (BasePlayer _player, System.String _shortNameFromCommand) [0x00005] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock.LockCheck (BasePlayer player, System.String loot, System.String _shortNameFromCommand) [0x00000] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Plugins.MonumentLock+<>c__DisplayClass59_0.<LockMonument>b__0 () [0x00000] in <701eede2dc134b8faede29fc933af36b>:0 
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <beb2b64691c64e2b95b99491bd85442c>:0

 

This happens when player doesn't use /mu and log off. Timer expires but marker stays. Have to go shoot in the zone myself and do /mu for it to clear again cause players still think its locked and avoid it. 

Dead Nasty

Posted

The ability for admin to use /mu to unlock whether its locked to a player or not regardless would be great.  🙂

it also appears that the top of launch site its still lootable while everything being set to not be able to. 

Tanki

Posted

hello, it don't manage pvp pve zone so? (using zone manager)

 

if not, possible to include a funtion to ignore locking a monument if it's pvp zone?

 

thanks

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