Never mind, you can't use whole numbers? such as 54.0 for 54%? It only accepts anything upto 1.0 (100%)? - Just tested.
LifeStealer
Moved
Total Downloads: 302 - First Release: Feb 26, 2017 - Last Update: Mar 9, 2017
- 5/5, 6 likes
-
-
could you add an overcharge feature that could be enabled from the config so the players health could go over the default and a permition for it
-
-
thanks man
-
Reference: Damage Mod : Players for Rust | Oxide
Reference: Juggernaut -
NicholaScott here, Alucard's brother. I was messing around with the code and you can set a players health value. Inside of bool OnEntityTakeDamage() you could do
Code:initPlayer.health = 100f; float saveAmount = info.damageTypes.Total(); if (someFakeHealthValue >= 1) { if (someFakeHealthValue < saveAmount) { saveAmount -= someFakeHealthValue; someFakeHealthValue = 0f; //Modify info.damageTypes to reflect the amount left in saveAmount } else { someFakeHealthValue -= saveAmount; info.damageTypes = new Rust.DamageTypeList(); } } return true;
[DOUBLEPOST=1491920943][/DOUBLEPOST]alucard a hook for infopanel to desplay overdrive health would handle the display prtion of thatLast edited by a moderator: Apr 11, 2017 -
I have animals disabled, but players are telling me that they can get health back from animals.