Configurable delayed health regeneration after taking damage or by taking objectives.
Mutator should work with all gamemodes and can be configured separately for each
Every configured timer loop, players that haven't been damaged for the configured amount of time can be restored a specified amount of health. This is looped until the player has full health. Taking more damage will reset the delay.
You can also regen players up to a limit instead of full health.
Can be disabled if you just want Objective regeneration.
Adds a configured percentage of health back to the player after an objective has been completed and the next objective is active. Can additionally be configured to heal at the start of counter attacks or at the start of the final objective counter attack for checkpoint.
You can also heal players up to a limit with some config combinations.
Can be disabled if you just want timer regeneration.
Goes into your server's
(Or for localplay)
Config= is an array so you can have more than one entry with different settings.
(Mutator="",Scenario="",GameMode="") let's you pick the config depending on which ever of these matches first. Mutator matches are searched first, then scenario then gamemode, only the first match is loaded. Mutator won't do anything if there are no matches.
Gamemodes for matching:
INSCheckpointHardcoreGameMode INSOutpostGameMode INSPushGameMode
So I cannot actually paste the full line with all the characters on modio because it is more than 200 characters, full checkpoint config line is here Pastebin.pl
Below are some examples though.
Config=(). Defaults are shown.
Mutator="" Config is loaded if this matches
Scenario="" Config is loaded if this matches
GameMode="" Config is loaded if this matches
RegenATeam=False Enables timer looped health regeneration for the attacking team.
RegenDTeam=False Enables timer looped health regeneration for the defending team.
(Setting RegenATeam=False and RegenDTeam=False will disable the Timer Regeneration part of the mutator.)
RegenLoopTime=1.0 (Seconds) How often all valid players are checked and healed
RegenDelayTime=5.0 (Seconds) How long of a delay there is before healing after taking damage
RegenHealthAmount=10.0 How much healing to give every loop to valid players. Normal players have max 100
RegenHealthLimit=1.0 Range 0 --> 1.0 X Max health (normally 100). Regenerates health up to this amount.
ObjATeam=False Enable objective healing for the attacking team.
ObjDTeam=False Enable objective healing for the defending team.
(Setting ObjATeam=False and ObjDTeam=False will disable the Objective Regeneration part of the mutator.)
ObjHealStart=0.2 X Max health (is normally 100) to restore for the player. Triggered at the start of counter attacks if ObjHealMode=2
ObjHealEnd=1.0 X Max health (is normally 100) to restore for the player. Triggered after finishing counter attacks, caches or objective captures with no counters.
ObjHealFinalObj=1.0 X Max health (is normally 100) to restore for the player. Triggered for the final defend in Checkpoint if ObjHealMode=1 or 2
ObjHealLimit=1.0 X Max health. Upper heal limit. ( You can do different functionality with this. For example, if you set all the Heal values to 1.0 and this to 0.2, then all players will be healed up to 20% if their health is lower than that.)
ObjHealMode=1 Can be 0 or 1 or 2. See ObjHealStart and ObjHealFinalObj above. 0 does
Additional configs, outside
Config=(). Defaults are shown.
RegenGrunt=True Optional grunt from the player when they start healing.
RegenOverlay=True Optional subtle flashing effect when timer healing.
ObjShowInChat=True False will hide objective heal you CURRENT HEALTH/MAX HEALTH messages in chat.
InitDelay=2.0 Delay before init to allow assets to load. Default should be fine.
Debug=0 (0 or 1 or 2 or 3); 0 does nothing. 1 will show the loaded config in the game chatbox when round starts or if there are no config entries at all. 2 is the same but also shows if the are no config matches (but there were at least some). 3 is the same but also shows the gamemode and mutator classes in chat when the gamemode starts.