LifeStealer

Moved

Total Downloads: 302 - First Release: Feb 26, 2017 - Last Update: Mar 9, 2017

5/5, 6 likes
  1. Never mind, you can't use whole numbers? such as 54.0 for 54%? It only accepts anything upto 1.0 (100%)? - Just tested.
     
  2. yeah, 1.0 = 100% (2.0 = 200%, 0.5 = 50%)
     
  3. 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
     
  4. I don't think that increasing the players max health is possible, but i will look into it
     
  5. thanks man
     
  6. From what I recall other developers saying.. it's not possible, but what you could use instead is use damage reduction for the overcharge instead. I wouldn't use overcharge, but what I think would be nice is increased lifesteal through time alive.

    Reference: Damage Mod : Players for Rust | Oxide
    Reference: Juggernaut
     
  7. 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;
    This is just what I've found, do what you will with it :D
    [DOUBLEPOST=1491920943][/DOUBLEPOST]alucard a hook for infopanel to desplay overdrive health would handle the display prtion of that
     
    Last edited by a moderator: Apr 11, 2017
  8. I have animals disabled, but players are telling me that they can get health back from animals.