Enable vehicle damage, disable Chinook collision?Solved

Hello, I am a person who runs a mode server in Korea.

My server basically needs a complicated setup because pve and pvp coexist.

I want to enable vehicle damage, disable Chinook collision

Is it possible?
This is my rule set.

{
"name": "default",
"enabled": true,
"defaultAllowDamage": false,
"flags": " AuthorizedDamage, CupboardOwnership, HumanNPCDamage, SelfDamage, NoHeliDamage, ProtectedSleepers, AdminsHurtSleepers",
"rules": [
"anything cannot hurt building",
"anything can hurt SamSite",
"anything can hurt npcs",
"anything can hurt heli",
"anything can hurt ch47",
"anything can hurt minicopter",
"anything can hurt car",
"anything can hurt traps",
"SamSite can hurt anything",
"npcs can hurt players",
"fire can hurt players",
"traps can hurt players"
]

But why would I ask a question? Because it didn't work! :(

Others setting is work very well but, 

Like the answer in this link : https://umod.org/community/true-pve/23675-prevent-damage-to-cars

I wanted to activate a car crash.

But.. Ignore damage to sedan and module vehicles.

this is my entity group 

  "Allow Killing Sleepers": false,
  "Entity Groups": [
    {
      "name": "car",
      "members": "_base_car_chassis.entity, 2module_car_spawned.entity, 3module_car_spawned.entity, 4module_car_spawned.entity, car_chassis_2module.entity, car_chassis_3module.entity, 1module_module_pit_module_withcock_engine, car_cock_pit_module_mored_engine, 1module_module_engine_module_engine. , 1module_rear_seats, 1module_storage, 2module_flatbed, 2module_fuel_tank, 2module_passengers, randommodular.entity, sedan",
      "exclusions": ""
    },
    {
      "name": "dispensers",
      "members": "BaseCorpse, HelicopterDebrisBaseCorpse, HelicopterDebris, servergibs_bradley, servergibs_patrolhelicopter, scientist_corpse, murderer_corpse, player_corpse, bear.corpse, stag.corpse, chicken.corpse, boar.corpse, wolf.corpse, horse.corpse, ch47scientists.entity, servergibs_ch47, corn.entity, pumpkin.entity, hemp.entity, survey_crater, small_stash_deployed, ReactiveTarget, spikes.floor, sam_static, GunTrap, FlameTurret, cupboard.tool.deployed, autoturret_deployed",
      "exclusions": ""
    },
    {
      "name": "guards",
      "members": "NPCAutoTurret, sentry.scientist.static, bandit_guard, scientistpeacekeeper",
      "exclusions": ""
    },
    {
      "name": "players",
      "members": "BasePlayer",
      "exclusions": ""
    },
    {
      "name": "building",
      "members": "BuildingBlock",
      "exclusions": ""
    },
    {
      "name": "SamSite",
      "members": "SamSite, sam_static, sam_site_turret_deployed",
      "exclusions": ""
    },
    {
      "name": "traps",
      "members": "AutoTurret, BearTrap, FlameTurret, Landmine, GunTrap, ReactiveTarget, spikes.floor",
      "exclusions": ""
    },
    {
      "name": "barricades",
      "members": "Barricade",
      "exclusions": ""
    },
    {
      "name": "highwalls",
      "members": "wall.external.high.stone, wall.external.high.wood, gates.external.high.wood, gates.external.high.wood",
      "exclusions": ""
    },
    {
      "name": "heli",
      "members": "BaseHelicopter",
      "exclusions": ""
    },
    {
      "name": "ch47",
      "members": "ch47Helicopter, ch47.Helicopter, ch47.entity, ch47scientists.entity",
      "exclusions": ""
    },
    {
      "name": "npcs",
      "members": "NPCPlayerApex, BradleyAPC",
      "exclusions": ""
    },
    {
      "name": "minicopter",
      "members": "minicopter, minicopter.entity, scraptransporthelicopter, servergibs_scraptransport",
      "exclusions": ""
    },
    {
      "name": "explosives",
      "members": "explosive.satchel, explosive.timed, ammo.rocket.smoke, ammo.rocket.basic, ammo.rocket.hv, ammo.rocket.smoke, ammo.rocket.fire, ammo.rifle.incendiary, ammo.rifle.explosive, grenade.f1, grenade.beancan, ammo.grenadelauncher.he, ammo.shotgun.fire, arrow.fire, surveycharge",
      "exclusions": ""
    },
    {
      "name": "fire",
      "members": "FireBall, fireball_small, fireball_small_arrow, fireball_small_shotgun, flamethrower_fireball, flameturret_fireball, oilfireball2, oilfireball2.prefab, oilfireballsmall.prefab, oilfireballsmall",
      "exclusions": ""
    },
    {
      "name": "resources",
      "members": "ResourceEntity, TreeEntity, OreResourceEntity",
      "exclusions": ""
    }
  ]

In fact, ch47 and the easiest way to activate car damage is to change "defaultAllowDamage": false, to true.

but if i do this, there is no way to disable the damage of all user's deploy items.


sure, may be use DMDeployables plugin with True pve. But! very not efficient because it uses a huge amount of server resources!

 

 

Now I really need your help. :D

How can I enable a vehicle collision with Ch47 with True PVE alone without using another plugin?

1module_module_engine_module_engine. ,​

this is not correct. you did not copy the list correctly

"name": "car",
"members": "_base_car_chassis.entity, 2module_car_spawned.entity, 3module_car_spawned.entity, 4module_car_spawned.entity, car_chassis_2module.entity, car_chassis_3module.entity, car_chassis_4module.entity, 1module_cockpit, 1module_cockpit_armored, 1module_cockpit_with_engine, 1module_engine, 1module_flatbed, 1module_rear_seats, 1module_storage, 2module_flatbed, 2module_fuel_tank, 2module_passengers, randommodular.entity",
"exclusions": ""

this is from the link above, which is from the list I gave in my answer

  {
    "name": "fire",
    "members": "FireBall, fireball_small, fireball_small_arrow, fireball_small_shotgun, flamethrower_fireball, flameturret_fireball, oilfireball2, oilfireball2.prefab, oilfireballsmall.prefab, oilfireballsmall",
    "exclusions": ""
  },

missing rocket_heli_napalm

I think another flag will need to be added for this if you can't figure it out

Oh, I'm sorry. I don't think my intention was delivered properly because I'm not good at English.

I mean.

I don't want the Chinook to be destroyed when it hits the floor.
However, Chinook should be damaged by SAM.

The module vehicle and sedan shall be subjected to all damage.
For damage caused by a collision, gun, fire, etc.

 

nivex
1module_module_engine_module_engine. ,​

this is not correct. you did not copy the list correctly

"name": "car",
"members": "_base_car_chassis.entity, 2module_car_spawned.entity, 3module_car_spawned.entity, 4module_car_spawned.entity, car_chassis_2module.entity, car_chassis_3module.entity, car_chassis_4module.entity, 1module_cockpit, 1module_cockpit_armored, 1module_cockpit_with_engine, 1module_engine, 1module_flatbed, 1module_rear_seats, 1module_storage, 2module_flatbed, 2module_fuel_tank, 2module_passengers, randommodular.entity",
"exclusions": ""

this is from the link above, which is from the list I gave in my answer

  {
    "name": "fire",
    "members": "FireBall, fireball_small, fireball_small_arrow, fireball_small_shotgun, flamethrower_fireball, flameturret_fireball, oilfireball2, oilfireball2.prefab, oilfireballsmall.prefab, oilfireballsmall",
    "exclusions": ""
  },

missing rocket_heli_napalm

I think another flag will need to be added for this if you can't figure it out

Oh, I'm sorry. I don't think my intention was delivered properly because I'm not good at English.

I mean.

I don't want the Chinook to be destroyed when it hits the floor.
However, Chinook should be damaged by SAM.

The module vehicle and sedan shall be subjected to all damage.
For damage caused by a collision, gun, fire, etc.

Locked automatically