Heh, I caught it right off because Chop (is that the right short form?) is prone to such goofiness.
... So am I, but I generally apply a or two.
I also randomly wonder what would be a better way of going about the penalty RunHealth was intended to impose. Perhaps if you had a sprit system already, heavy injury would make you get winded faster...
Disable running?
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- NeuralStunner
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Re: Disable running?
I wonder if that's because the camera angle is different? Or maybe I did something different. Glad I looked at this though, I learned something that might be of some use on a realistic scale.LilWhiteMouse wrote: I'm sticking to the Player.RunHealth trick because even using "Player.ForwardMove 1.0 0.5", the player still moves noticeably faster when running.