... So am I, but I generally apply a
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...

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.