(global short number 0)
(script static "unit" player
(unit (list_get (players) NUMBER))
)
(script continuous heal
(if (and (objects_can_see_object [biped1] (player) 45) (objects_can_see_object [biped2] (player) 45))
(unit_set_current_vitality (player) (+ (* (unit_get_health (player)) 75)) 3) (* (unit_get_shield (player)) 75))
)
(if (>= number (- (list_count (players)) 1)) (set number 0) (set number (+ number 1)))
)
(script continuous bipedprep
(ai_look_at_object [biped1] [biped2])
(ai_look_at_object [biped2] [biped1])
(ai_attach [biped1] [encounter])
(ai_attach [biped2] [encounter])
(objects_attach [object] "[marker/node]" [biped1] "head")
(objects_attach [object] "[marker/node]" [biped2] "head")
(ai_set_deaf [encounter] 1)
(ai_set_blind [encounter] 1)
(sleep 5)
)
basic movable regeneration script. you still need to pick what you'll attach it to and stuff, but your probably gonna make conditions like if they are holding a certain weapon, then attach it to so and so.. Anyways, study that and make use of it. the health and shield numbers are set, so that a standard cybory (75 health, 75 shield) regenerates 3 health a run through of the script.. which will repeat faster the less players are in the server lol (because my number script only goes through players in the server, not all 16 unless there is 16.. so it will run through less players the less living people there are in the server)
Inside the biped prep, you can toss what ever braindamaging effects on the encounter you like. the worse ive ever had them do is look at me when ever ive shot them with a flamethrower, so I tossed those few things in to try to prevent that; if you want more, toss em in, it doesn't matter, they arent there to think, they are only there to aim at each other. Monitors work well since they are just heads.