I'm running a Script to temporarily 'kill' the player for a few seconds, to represent injury.
First it sets the PC Essential, and then hits them with a Damage Health effect. This is all fine. The problem is, the PC INSTANTLY recovers all of their health from 'somewhere'.
In the script, this occurs twice, using the exact same coding except for different variable names (one is 'WoundTimer' the other is 'BeginTimer').
The BeginTimer works perfectly. The PC is hurt, and collapses until I heal them.
The WoundTimer does not, even if it is run immediately after the BeginTimer. There's nothing in the Script that should Heal the Player, and I've even deleted the entire Script except for the WoundTimer section to see if that solves the problem. But still no-luck.
This is my code for the death :
If ( WoundTimer &--#62;= 60 ) Game.GetPlayer().GetActorBase().SetEssential() If ( DownTimer == 0 ) DownTimer = 1 EndIf EndIf If ( DownTimer == 1 ) PlayerRef.AddItem(ZAEPlayerKillPotion, 1 , 1) PlayerRef.EquipItem(ZAEPlayerKillPotion, 0, 1) DownTimer = 2 ;Everything works, except here the PC instantly heals. Elseif ( DownTimer == 8 ) PlayerRef.ModAV("Health", 20000000 ) ElseIf ( DownTimer == 10 ) DownTimer = 0 WoundTimer = 0 Game.GetPlayer().GetActorBase().SetEssential(0) PlayerRef.AddItem(ZAEPlayerHealPotion, 1 , 1) PlayerRef.EquipItem(ZAEVPlayerHealPotion, 0, 1) PlayerRef.ModAV("Health", -20000000) EndIf If ( DownTimer &--#62;= 2 ) If ( DownTimer &--#60; 10 ) DownTimer = ( DownTimer + 1 ) EndIf EndIfAnyone any ideas?
Edit : Further research showed something is healing exactly 100 points of health, which is how much health the PC has. It seems like something is immediately 'fixing' the damage; but it didn't do that the first time around, only on the second one...

