Remove monument door permanently

is there any way to remove doors permanently? i'm doing some puzzles and removing some doors, but i assume they will be back after a wipe right?

Not currently. Right now, the plugin just adds objects/spawners, staying true to the plugin's name. I plan to eventually add support for removing and/or changing entities that are already part of the map, since it's been requested a few times, but it would be a significant undertaking.

One way to achieve this sooner would be to use custom addons. The API is still experimental, but it won't be that much work to migrate to the final API when I get around to finishing it. Basically a small plugin could be coded to allow you to place an "addon" near the door which would have custom l logic to simply find nearby doors and remove them. I will see if I have time to code a simple example this weekend.

oki doki )

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i just wiped and yeah, it's pretty annoying to be honest. you have to quicky go to every monument (quickly because people are already running to them to do the puzzles and get loot xD) and destroy the doors you used to make puzzles. not only destroy the door, but manually reset the each puzzle too, because sometimes you have to a) destroy both doors, or b) do the puzzle to open one door and destroy the "regular" one. in both cases you need to reset after. and do that with 6 monuments. the door controller only links to one door, so only one opens, so they can't do the puzzle because in most cases is the regular door the controller takes over, and then the puzzle door doesnt open, so they just can't do the puzzle. tbh i find this to be a priority, at least as puzzles is concerned. although i understand it might not be a general priority, since probably most admins just use the preset profiles and call it a day xD

Here is what I have so far. There are some pending TODOs, such as enabling full localization support. I'd like to also make it a little easier to use, so that you can just aim at what you want to automatically register the prefab to remove, but this is good enough for now.

https://github.com/WheteThunger/MonumentAddonsRemovals

You will need the latest version of MonumentAddons from GitHub since I had to fix some minor integration issues.

oh, but this is perfect then. will test later today when i have time for sure. so see if i got it right:

1) i just spawn the remover like any other entity with maspawn
2) set the prefab to remove, by for example using debug.lookingat command to know the prefab name, then adding it to the remover with mar.add command.
3) then set a radius, i guess a radius of 1 would be enough if you place the remover right by the doors right?

and it should be good to go, right? i mean, sounds like perfection to me!

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yeah, just tried it, i wiped and it worked, no doors ) <3 gonna donate you a couple beers ) you've helped so much these days.

Merged post

by the way, i noticed that with this "beta" version of MonumentAddons, when creating spawn points it also adds rotation parameters in the profile, the "released" version did not, it only added position. i don't know if this is intended, so i though i'd tell you just in case.

Spawn points are always supposed to have rotation. For example, to determine the rotation of a spawned vehicle. I don't think this was changed recently though.

oh now that you mention it i checked and all my profiles had rotation, but this one did not, wtf:
hAXtZYGFr5KGpTS.png
https://gyazo.com/ecca5f1864325b910412dff03873dad0

the last one that has rotation was the one i added today, so thats why i thought it had changed.
maybe it doesnt show because it was 0, 0, 0¿ otherwise i dont really know what happened here. i don't think i deleted them myself, why would i? weird. who knows, ok, nevermind then xD