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Is there a way to make health decay similar to the way sanity drops in the dark?

 

I have a character that takes sun damage and currently I'm using DoPeriodicTask and inst.components.health:DoDelta()

 

It works, but it's rather distracting to hear the health lost sound effect every second or so and to not have that fancy black arrow over the health bar.

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https://forums.kleientertainment.com/forums/topic/48821-scripting-health-decay/
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@Woodside235, function Health:DoDelta(amount, overtime, cause, ignore_invincible, afflicter) 

 

If I set cause to something, will it not say "Player died to shenanigans" and instead "Player died to cause"? Or do I need to change the afflicter for that?

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