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thank you for the addon
I used COLLISION_GROUP_WEAPON which ignores both players and active NPCs.
I also find it a bit redundant that you're checking if the entity is a prop_ragdoll when you're using the hook CreateEntityRagdoll, considering that hook is only called on situations when there's always a ragdoll anyway, so there's no need for the if prop_ragdoll check.
After analyzing the addon code, I concluded that I cannot understand how it works, but it works -_-
I've been trying to disable collision for a long time for both the player and the npc, but there are some difficulties with the OnEntityCreated hook, which breaks or conflicts with CreateEntityRagdoll. My code for disabling player collision:
hook.Add("CreateEntityRagdoll", "CreateEntityRagdoll_RagdollCollision", function(owner, ragdoll)
if ragdoll:GetClass() == "prop_ragdoll" and ragdoll:IsValid() then
ragdoll:SetCollisionGroup(15)
end
end)
hook.Add("OnEntityCreated", "OnEntityCreated_RagdollCollision", function(ent)
if ent:GetClass() == "prop_ragdoll" and ent:IsValid() then
ent:SetCollisionGroup(15)
end
end)
tanks