... 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...
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.
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