SAM Sites hurting players
nice work. I'm trying to write code so the samsite won't target you to begin with, using a flag, and obeying exclusions. atm I can only get player samsites and facepunch samsites to ignore me completely. i need to figure how to allow one or the other to still shoot me based on exclusions
The issue with code is that it can  bloat and adds delays to critical API's or may clash..
When maybe a couple of lines in instructions can save you a load of debugging work....
I'd like to have  made a single rule set ,but it seemed it just requred two rules because of the  "kill method".

The biggest take from this is that the "kill methods" are not always based on what you can see.(like dropping a sam round to scan returns a type as "world object").. and then  player sams don't even appear to use ammo....

Some times .. its better to think of "exclusionary" terms as inclusives but just a logical "not" as in:  (not)" <true> or..<true> or...<true> or..<true> "

Absolutley the  "gold plated" way to do this would be to  use  boolean logic compiler, so  as to build a logic map to check against, rather than evaluating each term... each time. . it would also identify the users  with  thinking skills  that are  "busted..." ,since rules would be precompiled
and simple yes/no triggers... that you string together...

Personally  , I like to see the PVE's take hits.. panic...  end up crashing  & then rage quit..  but that's just my low boredom  trigger level..
the current method adds delay. the samsite continously fires at the players mount and each time it hits said mount a hook is called which in turn blocks the damage. this is very inefficient

my method, a flag, would cause a different hook to be called randomly every 1 to 3 seconds as opposed to multiple times (5-6) per second