diff --git a/paydayHealth.cs b/paydayHealth.cs index 196647f..1dfde29 100644 --- a/paydayHealth.cs +++ b/paydayHealth.cs @@ -18,6 +18,7 @@ namespace pdHealth int armorRegen = 25; //How far to regenerate the armor int armorRegenSpeed = 1; //How much armor to regenerate per tick int armorRegenDelay = 5000; //Delay before recharging armor + int overrideHealth = 50; //Set your max health to balance the regenerating armor. This will override any max health values set via trainer. Set to -1 to disable. bool allDamageArmor = true; //The armor soaks up all the health, even fall and explosion-damage. bool ditchDamage = false; //Ditch damage, if hit depletes armor @@ -30,6 +31,10 @@ namespace pdHealth { Ped pl = Player.Character; + if (overrideHealth != -1) { + if (pl.Health > overrideHealth) { pl.Health = overrideHealth; } //MaxHealth not functional? + } + if (pl.isAlive == false) { armorVal = -1; healthVal = -1;