Bug with Sam SitesSolved

The sam ammo just explodes as soon as it leaves the sam site

Vanilla Launchsite sams are working ok

This might have something to do with the location/monument you are placing them at. Just guessing since I haven't gone in game to test this yet. Can you share the profile data file so I can test it? If you don't want to share the whole file, just copy it and remove all the addons that aren't the sam sites.

I've used them for a long time and they worked fine, this just started happening.  The sam sites look like they are pointing just fine without any obstacle and just blow up instantly.  I'll try some in the very open as well.  If you dont mind I'll send you a message with the link

Merged post

Somethin weird I just noticed, is I did an /makill on the samsite to place a new one, and there was another samsite I had to ent kill with vanilla command.  Im looking closer and it looks like there are 2 sam sites

Merged post

A freshly placed new one is working fine, just all my existing ones seem to have doubled up somehow at every location 

Interesting, I thought for a second that maybe there were double, but didn't expect that to happen since the plugin generally handles the spawning/despawning well.

Do you have the "Persist entities while the plugin is unloaded": true? Double entities are more likely to happen when that option is enabled, so I suggest having it off unless you have a specific use case that needs it, such as persistent storage across restarts (e.g., recyclers, quarries and pumpjacks). While that option is enabled, the plugin uses the MonumentAddons_State.json file to keep track of entities it spawned, in order to discover them on next load so it doesn't have to spawn them again. There may be edge cases where that logic doesn't work, such as if there was an error.

If you have "Persist entities while the plugin is unloaded": false, the entities have saving disabled so they'll automatically disappear when the server restarts, or will be async killed when the plugin is unloaded. If reloading the plugin caused double sam sites, then that means the async killing got interrupted by an error.

I experimented with the sam sites at water treatment and power plant, and there are some positions where they will shoot themselves, so I suggest raising them on a platform of sorts.

I did have persist enabled True, I'll set that false and clean up my files.  Thanks for helping me troubleshoot!

Locked automatically