Hello. Is it possible to remove block damage from the Juggernaut with its rocket launcher ?Do you have a Discord server for your mods ?
<item name="JuggernautProjectile">
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/>
<property name="Material" value="Mmetal"/>
<property name="CreativeMode" value="None"/>
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="DamageEntity" value="125"/>
<property name="DamageBlock" value="1000"/>
<property name="WalkType" value="2"/>
<property name="AITask-1" value="ApproachAndAttackTarget" data="class=EntityEnemyAnimal,0,EntityPlayer"/>
<property name="AITask-2" value="BreakBlock"/>
<property name="AITask-3" value="ApproachSpot"/>
<property name="AITask-4" value="Look"/>
<property name="AITask-5" value="Wander"/>
<property name="AITask-6" value=""/>
<buff name="JuggernautDeco" hidden="true">
<effect_group>
[color=#2980b9]<!-- <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Ranged/RocketLauncher/rocketlauncherPrefab.prefab" local_offset="-.2,.13,0" local_rotation="180,0,0" parent_transform="LeftShoulder"/> -->[/color]
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="#Other/Items?Tools/augerPrefab.prefab" local_offset="-.1,0,0" local_rotation="0,-90,0" parent_transform="RightHand"/>
[color=#3498db]<!-- <triggered_effect trigger="onSelfRangedBurstShot" action="AddBuff" target="self" buff="JuggernautMuzzle"/> -->[/color]
<triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffInjuryKnockdown01Cooldown"/>
<triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Auger_Idle" />
</effect_group>
</buff>
[color=#3498db]<!-- <buff name="JuggernautMuzzle" hidden="true">
<duration value="1"/>
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" particle="p_rocketLauncherFire" local_offset="-.2,.13,0" local_rotation="180,0,0" parent_transform="LeftShoulder"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" particle="p_nozzlesmoke_m136" local_offset="-.2,.13,0" local_rotation="180,0,0" parent_transform="LeftShoulder"/>
<triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" target="self" particle="p_nozzlesmoke_m136" />
<triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" target="self" particle="p_rocketLauncherFire" />
</effect_group>
</buff> -->[/color]
<property class="Action1">
<!-- UseAction -->
<property name="Class" value="Vomit"/>
<property name="Delay" value=".3"/>
<!-- obsolete if rounds per minute exists -->
<property name="Range" value="500"/>
<property name="Infinite_ammo" value="true"/>
<property name="Magazine_items" value="JuggernautProjectile"/>
<property name="Sound_warning" value="demolitionzexplodewarning"/>
<property name="Sound_start" value="m136_fire"/>
<property name="Sound_repeat" value=""/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value=""/>
<property name="Sound_reload" value=""/>
</property>
Thanks for such a fast answer. And yes I did that before, that's what I meant with deleting or disabling "Action1". juggernaut is still the same... What about entityclasses.xml? If I use the original code, what would you comment out to disable the rocket launcher. Because right now the zombie is looking at me from far away like if he wanted to shoot but he can't start. Maybe I messed up something in that file.In "items.xml" look for "meleehandjuggernaut" and comment out this bit
Code:<property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit"/> <property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists --> <property name="Range" value="500"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="JuggernautProjectile"/> <property name="Sound_warning" value="demolitionzexplodewarning"/> <property name="Sound_start" value="m136_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> </property>
After resetting both files to the original state and making the changes you told me plus the ones I did before, but being more careful with every code I commented, the juggernaut is fine now. ThanksIn "items.xml" look for "meleehandjuggernaut" and comment out this bit
Code:<property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit"/> <property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists --> <property name="Range" value="500"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="JuggernautProjectile"/> <property name="Sound_warning" value="demolitionzexplodewarning"/> <property name="Sound_start" value="m136_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> </property>