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Question by user-3180 (yahoo) · Jul 15, 2010 at 05:01 PM · characterdamagezombieregeneratehealth

regenerating health

Does anyone have a script i could swap out for Character Damage that makes so your health regenerates like in halo 3 or cod.

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Answer by spinaljack · Jul 16, 2010 at 12:54 AM

http://answers.unity3d.com/questions/14862/health-regen-script-wont-work-properly

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Answer by Collinbxyz · Jul 16, 2010 at 03:52 AM

How about you try this script?

var lastHit; var gotHitTimer=0; var regentimer=0; var hurtsound : AudioClip; var waittime=5; var walkSpeed = 6.0; var respawnpoint : GameObject; var runSpeed = 11.0; var dietimes = 0; // If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster var limitDiagonalSpeed = true; var shadap : AudioClip; // If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise // There must be a button set up in the Input Manager called "Run" var toggleRun = false; var health :float =100; var jumpSpeed = 8.0; var gravity = 20.0;

// Units that player can fall before a falling damage function is run. To disable, type "infinity" in the inspector var fallingDamageThreshold = 10.0;

// If the player ends up on a slope which is at least the Slope Limit as set on the character controller, then he will slide down var slideWhenOverSlopeLimit = false;

// If checked and the player is on an object tagged "Slide", he will slide down it regardless of the slope limit var slideOnTaggedObjects = false;

var slideSpeed = 12.0;

// If checked, then the player can change direction while in the air var airControl = false;

// Small amounts of this results in bumping when walking down slopes, but large amounts results in falling too fast var antiBumpFactor = .75;

// Player must be grounded for at least this many physics frames before being able to jump again; set to 0 to allow bunny hopping var antiBunnyHopFactor = 1;

private var moveDirection = Vector3.zero; private var grounded = false; private var controller : CharacterController; private var myTransform : Transform; private var speed : float; private var hit : RaycastHit; private var fallStartLevel : float; private var falling = false; private var slideLimit : float; private var rayDistance : float; private var contactPoint : Vector3; private var playerControl = false; private var jumpTimer : int;

function Start () { controller = GetComponent(CharacterController); myTransform = transform; speed = walkSpeed; rayDistance = controller.height * .5 + controller.radius; slideLimit = controller.slopeLimit - .1; jumpTimer = antiBunnyHopFactor; oldPos = transform.position; }

function FixedUpdate() { var inputX = Input.GetAxis("Horizontal"); var inputY = Input.GetAxis("Vertical"); // If both horizontal and vertical are used simultaneously, limit speed (if allowed), so the total doesn't exceed normal move speed var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;

 if (grounded) {
     var sliding = false;
     // See if surface immediately below should be slid down. We use this normally rather than a ControllerColliderHit point,
     // because that interferes with step climbing amongst other annoyances
     if (Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) {
         if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
             sliding = true;
     }
     // However, just raycasting straight down from the center can fail when on steep slopes
     // So if the above raycast didn't catch anything, raycast down from the stored ControllerColliderHit point instead
     else {
         Physics.Raycast(contactPoint + Vector3.up, -Vector3.up, hit);
         if (Vector3.Angle(hit.normal, Vector3.up) > slideLimit)
             sliding = true;
     }

     // If we were falling, and we fell a vertical distance greater than the threshold, run a falling damage routine
     if (falling) {
         falling = false;
         if (myTransform.position.y < fallStartLevel - fallingDamageThreshold)
             FallingDamageAlert (fallStartLevel - myTransform.position.y);
     }

     // If running isn't on a toggle, then use the appropriate speed depending on whether the run button is down
     if (!toggleRun)
         speed = Input.GetButton("Run")? runSpeed : walkSpeed;

     // If sliding (and it's allowed), or if we're on an object tagged "Slide", get a vector pointing down the slope we're on
     if ( (sliding && slideWhenOverSlopeLimit) || (slideOnTaggedObjects && hit.collider.tag == "Slide") ) {
         var hitNormal = hit.normal;
         moveDirection = Vector3(hitNormal.x, -hitNormal.y, hitNormal.z);
         Vector3.OrthoNormalize (hitNormal, moveDirection);
         moveDirection *= slideSpeed;
         playerControl = false;
     }
     // Otherwise recalculate moveDirection directly from axes, adding a bit of -y to avoid bumping down inclines
     else {
         moveDirection = Vector3(inputX * inputModifyFactor, -antiBumpFactor, inputY * inputModifyFactor);
         moveDirection = myTransform.TransformDirection(moveDirection) * speed;
         playerControl = true;
     }

     // Jump! But only if the jump button has been released and player has been grounded for a given number of frames
     if (!Input.GetButton("Jump"))
         jumpTimer++;
     else if (jumpTimer >= antiBunnyHopFactor) {
         moveDirection.y = jumpSpeed;
         jumpTimer = 0;
     }
 }
 else {
     // If we stepped over a cliff or something, set the height at which we started falling
     if (!falling) {
         falling = true;
         fallStartLevel = myTransform.position.y;
     }

     // If air control is allowed, check movement but don't touch the y component
     if (airControl && playerControl) {
         moveDirection.x = inputX * speed * inputModifyFactor;
         moveDirection.z = inputY * speed * inputModifyFactor;
         moveDirection = myTransform.TransformDirection(moveDirection);
     }
 }

 // Apply gravity
 moveDirection.y -= gravity * Time.deltaTime;

 // Move the controller, and set grounded true or false depending on whether we're standing on something
 grounded = (controller.Move(moveDirection * Time.deltaTime) & CollisionFlags.Below) != 0;

}

function Update () { // If the run button is set to toggle, then switch between walk/run speed. (We use Update for this... // FixedUpdate is a poor place to use GetButtonDown, since it doesn't necessarily run every frame and can miss the event) if (toggleRun && grounded && Input.GetButtonDown("Run")){ speed = (speed == walkSpeed? runSpeed : walkSpeed); }

       if(health>100){
        health=100;
     }
       if(health<100)
       Regen();

Camera.main.GetComponent("ColorCorrectionEffect").rampOffsetR = (100-health)/150; }

// Store point that we're in contact with for use in FixedUpdate if needed function OnControllerColliderHit (hit : ControllerColliderHit) { contactPoint = hit.point; }

// If falling damage occured, this is the place to do something about it. You can make the player // have hitpoints and remove some of them based on the distance fallen, add sound effects, etc. function FallingDamageAlert (fallDistance : float) { Debug.Log ("Ouch! Fell " + fallDistance + " units!");
if(fallDistance>20) ApplyDamage(health-fallDistance/1.5);

} function OnGUI () { GUI.Label (Rect (30, 80, 100, 30), health.ToString());

} function Awake(){ transform.position = respawnpoint.transform.position; } function ApplyDamage(points : float){ playhurtsound(); AddBlur(); health-=points; lastHit = Time.time; health = Mathf.Clamp(health,0,100); // clamp health if(health<=0){ audio.PlayOneShot(shadap); transform.position = respawnpoint.transform.position; health=100; } }

 function Regen(){
    // start 10 seconds after the last time you were hit
    if(Time.time-lastHit&gt;10){
       // regain 3 hit points every second
       health+=40*Time.deltaTime;
       health = Mathf.Clamp(health,0,100); // clamp health
    }
 }




function AddBlur(){ camera.main.GetComponent("BlurEffect").enabled=true; yield WaitForSeconds(1); camera.main.GetComponent("BlurEffect").enabled=false; }

function playhurtsound(){ if (Time.time > gotHitTimer) { audio.PlayOneShot(hurtsound); } gotHitTimer = Time.time + hurtsound.length;

}

@script RequireComponent(CharacterController)

Tell me if it works. You can also adjust many settings too remember!!!

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avatar image fireDude67 · Aug 02, 2010 at 06:35 AM 0
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how about surrounding your code with and tags so it's easier to read?

avatar image Collinbxyz · Aug 03, 2010 at 01:33 PM 0
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var lastHit; var gotHitTimer=0; var regentimer=0; var hurtsound : AudioClip; var waittime=5; var walkSpeed = 6.0; var respawnpoint : GameObject; var runSpeed = 11.0; var dietimes = 0; // If true, diagonal speed (when strafing + moving forward or back) can't exceed normal move speed; otherwise it's about 1.4 times faster var limitDiagonalSpeed = true; var shadap : AudioClip; // If checked, the run key toggles between running and walking. Otherwise player runs if the key is held down and walks otherwise // There must be a button set up in the Input $$anonymous$$anager called "Run" var toggleRun = false; var

avatar image Peter G · Nov 15, 2010 at 10:40 PM 0
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If this is someone else's script, which it appears to be, please, make a mention that it is not your own just to be respectful.

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Answer by Clunk · Sep 19, 2011 at 09:35 PM

function Update() { Regenerate_Health(); }

function Regenerate_Health() { if(health>= 100) { health = 100; } yield new WaitForSeconds(1); health+= 1; }

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