"Entity Groups": [
{
"name": "pet",
"members": "frankensteinpet",
"exclusions": ""
},
I don't know how to make Frankenstein that doesn't damage the player. Can you ask for a professor?
"Prod results: type=FrankensteinPet, prefab=frankensteinpet"
"Entity Groups": [
{
"name": "pet",
"members": "frankensteinpet",
"exclusions": ""
},
I don't know how to make Frankenstein that doesn't damage the player. Can you ask for a professor?
"Prod results: type=FrankensteinPet, prefab=frankensteinpet"
you have to remove HumanNPCDamage flag, and then use these under entity groups
{
"name": "npcs",
"members": "ch47scientists.entity, BradleyAPC, HTNAnimal, HTNPlayer, HumanNPC, HumanNPCNew, NPCMurderer, NPCPlayer, Scientist, ScientistNPC, ScientistNPCNew, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie",
"exclusions": ""
},
{
"name": "pet",
"members": "FrankensteinPet",
"exclusions": ""
},and add this rule
pet cannot hurt players Would it be possible to make a flag to group pets with players so we don't have to go nutso with the rules?
Because they can attack and destroy pretty much anything including building parts can't they?
Not even sure if the parts will still be in the loot table this wipe or not.
But if they are I'd like to cover my ass this run.
Totally forgot to set things up on the Halloween event lol.
just put
FrankensteinPetin the players entity group *facepalm*
Right. lol. Thank you.
I always overcomplicate things where the answer is right there.
I couldn't think of removing the flag, thank you, genius!
lol no problem
HumanNPCDamage flag is really only useful when you're lacking all npc types in the npcs entity group. such as during a rust update when new npcs are added :p otherwise the npc rules do the same thing