Very odd that this HurtPlayer command is a damage every second and not just subtracting the specified damage on a one shot basis. That seems like it was designed for a specific purpose and we're getting it as-is. Far better would be a single shot damage, which would allow us to code our own damage over time if necessary
and use it for one shot damage like custom enemy hits.
Now I need to get busy working on a one-shot damage workaround using this. I wonder if the damage is subtracted immediately when the function is called and then a timer is set internally. If so then we could probably do something like:
HurtPlayer(e, 50);
HurtPlayer(e, 0);
Which would presumably subtract 50 damage and then immediately prevent it from firing again. Has anyone tried this?
System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.007