New NoHeliDamageBuilding FlagSolved

Is the only difference between NoHeliDamage and NoHeliDamageBuilding the TC requirement?  After looking at it on test server, that seems to be it.  Just wondering if there is more to it than that though.

Thanks!  😃

yes

Added flag NoHeliDamageBuildings - blocks damage to buildings, vehicles or deployables when in TC range

Thank you sir.

no problem

Hi, how can I make a helicopter deal damage to a building if the owner is inside and baiting the helicopter?
However, no other player could bait the helicopter onto other players' buildings.
Right now my players are destroying other people's buildings with a baiting patrol helicopter.
My cfg:

  "RuleSets": [
    {
      "name": "default",
      "enabled": true,
      "defaultAllowDamage": false,
      "flags": "HumanNPCDamage, PlayerSamSitesIgnorePlayers, TrapsIgnorePlayers, TurretsIgnorePlayers, ProtectedSleepers, AuthorizedDamage, SelfDamage, AnimalsIgnoreSleepers, StaticTurretsIgnoreScientist, TurretsIgnoreScientist, HopperCannotTargetEnemyLoot, AuthorizedFarmableDamage",
      "rules": [
        "anything can hurt dispensers",
        "anything can hurt resources",
        "anything can hurt traps",
        "anything can hurt heli",
        "anything can hurt npcs",
        "anything can hurt players",
        "anything can hurt cars",
        "players cannot hurt cars",
        "players cannot hurt players",
        "players cannot hurt traps",
        "fire cannot hurt players",
        "siege cannot hurt players",
        "heliturrets cannot hurt players",
        "players cannot hurt farm"
      ]
    }
  ],
Locked