1. Is it possible or is it client sided? Thanks
     
  2. are you referring to the time allowed to picked things dropped on ground before they despawn?
    if so, then you can change server.itemdespawn for the server.

    if not.. then not sure what your asking :)
     
  3. No when a player is downed the timer it takes to pick them up.
     
  4. @MachineGUID

    Edit: Don't have anyone to test with but might be possible, for anyone interested in trying here's some relevant code for assisting downed players on the server;

    Code:
    // Guessing this is trigger
        public void StartWounded()
        {
            if (this.IsWounded())
            {
                return;
            }
            this.stats.Add("wounded", 1, Stats.Steam);
            this.woundedDuration = Random.Range(40f, 50f);
            this.woundedStartTime = Time.get_realtimeSinceStartup();
            this.SetPlayerFlag(BasePlayer.PlayerFlags.Wounded, true);
            base.SendNetworkUpdateImmediate(false);
            base.Invoke("WoundingTick", 1f);
        }// Guessing this being assisted, look at "wounded_assisted" and "wounded_healed" player stats
    [RPC_Server]
        public void RPC_Assist(BaseEntity.RPCMessage msg)
        {
            if (!msg.player.CanInteract())
            {
                return;
            }
            if (msg.player == this)
            {
                return;
            }
            if (!this.IsWounded())
            {
                return;
            }
            this.StopWounded();
            msg.player.stats.Add("wounded_assisted", 1, Stats.Steam);
            this.stats.Add("wounded_healed", 1, Stats.Steam);
        }// This also seems to be called
        public void RPC_KeepAlive(BaseEntity.RPCMessage msg)
        {
            if (!msg.player.CanInteract())
            {
                return;
            }
            if (msg.player == this)
            {
                return;
            }
            if (!this.IsWounded())
            {
                return;
            }
            this.ProlongWounding(10f);
        }    public void ProlongWounding(float delay)
        {
            this.woundedDuration = Mathf.Max(this.woundedDuration, Mathf.Min(this.secondsSinceWoundedStarted + delay, this.woundedDuration + delay));
        }
    
     
    Last edited by a moderator: Nov 14, 2016
  5. If you are wanting to get rid of the "wounded" state.. you can always use

    the AntiWounded plugin

    Players will no longer be wounded, they will be dead or not.
     

  6. Nah I just wanted to make it similar to the old pickup system where it didn't take a year to pickup someone.
     
  7. Soto
    there is a way to create a plugin
    for "HELP the Wounded" faster or with other conditions,
    will be great stand up a wounded with a Cerynge or Bends