Vehicles drifting back to lift after being driven off and exited
Hello,

I have a server that I plan to open soon. I got this plugin because it is a great concept. I am having an issue though. When I use the lift at the Gas Station and then drive off of it and go across the street to my base. The vehicle slides back to the lift. This either causes the vehicle to break from hitting things and taking damage, or it somehow ghosts back onto the lift. If you could look into this, It would be appreciated. I had to remove it for now.
Can you provide more details that to help with reproducing this?

How often does it happen? Does it happen to every car or just some? For instance, length of car, modules on the car, types of engines, whether the car was a natural spawn or provided by a plugin, or even spawned on the lift. Does it happen at every monument or just gas station. Can you paste the coordinates from your config?
I don't know if it is all vehicles to be honest. I do not have a plugin that does anything to the vehilces. The vehicle it was doing it to was one that had 2 sections you could add to it. It looked like it had 3 sections in total. I didn't try using the other one at the Supermarket, only the Gas Station.

I would drive the vehicle on to the lift at the gas station, and while it on the lift I would get out of it and work on it. Then I would get back into it, and drive it across the road to my base. After getting out. It looked like someone was "pulling it" back to the lift. Like Darth Vader was using the force lol. I'm sorry I can't be more help. That is all the info I can give you. 

"Prefab": "assets/prefabs/deployable/modular car lift/electrical.modularcarlift.deployed.prefab",
"Spawn Setting (name - pos correction)": {
"gas_station_1": {
"x": 4.2,
"y": 0.0,
"z": -0.5
},
"supermarket_1": {
"x": 0.2,
"y": 0.0,
"z": 17.5
this happend to me too, i check it and i saw that there sometimes spawnd a 2nd lift inside the other. it happends if server daily restart i saw a error like below
[Error] Failed to call hook 'Unload' on plugin 'MonumentLifts v1.0.2' (NullReferenceException: Object reference not set to an instance of an object)
  at ModularCarGarage.DoServerDestroy () [0x0001c] in <ec3a61288ed54050acdd251b695b798a>:0 
  at BaseNetworkable.DoEntityDestroy () [0x00026] in <ec3a61288ed54050acdd251b695b798a>:0 
  at BaseNetworkable.Kill (BaseNetworkable+DestroyMode mode) [0x00033] in <ec3a61288ed54050acdd251b695b798a>:0 
  at Oxide.Plugins.MonumentLifts.<Unload>m__0 (ModularCarGarage lift) [0x00018] in <b957501c88f345b5800667fe2477a1fc>:0 
  at System.Collections.Generic.List`1[T].ForEach (System.Action`1[T] action) [0x00024] in <437ba245d8404784b9fbab9b439ac908>:0 
  at Oxide.Plugins.MonumentLifts.Unload () [0x00000] in <b957501c88f345b5800667fe2477a1fc>:0 
  at Oxide.Plugins.MonumentLifts.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000bd] in <b957501c88f345b5800667fe2477a1fc>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <d09a1f46ca2f4432811bcfe45ad13c7b>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <cf88a28c7fb44d36890d85a78331cc9d>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <cf88a28c7fb44d36890d85a78331cc9d>:0 ​

i checkd it and it happend sometimes after server restart, not always. i need remove them manuelly to let it work again

Yep, I was able to reproduce that as well. Always happens when there's more than one lift in the same spot. The plugin is supposed to remove the lifts when unloading, so that error seems to be the culprit.

I'm not sure where the NullReferenceException would be happening in the DoServerDestroy method based on the following code. Guessing it was happening at carOccupant.Kill(DestroyMode.Gib) but I don't see how it could get to that line since I know none of the lifts that got duped had cars on them.

internal override void DoServerDestroy()
{
	if (HasOccupant)
	{
		ReleaseOccupant();
		if (!HasDriveableOccupant)
		{
			carOccupant.Kill(DestroyMode.Gib);
		}
	}
	base.DoServerDestroy();
}​

The plugin author might want to consider tracking the spawned lifts in a data file in case they aren't deleted during Unload, or sphere casting to check for an existing lift at the desired location. It's not possible to guarantee that the Unload code runs since the server could crash.
I confirm that the plugin does not remove the lifts when it unloads and it creates new ones each time it loads or reloads. When we ENTKILL all the bridges by hand the problem disappears....
I have two gas station monuments and I experienced this bug. I went to try and ENTKILL them and there were multiple lifts that were destroyed. Mini-Copter Options had the same bug lol shit @WhiteThunder help out there too cool dude. anyway I hope this gets sorted have a good day.

I honestly think, that there should be a line in the script upon loading of script it must destroy the lifts first and then deploy new ones