First of all, there isn't anyway to make a script that will actually allow an easy way to do this.
However, now with variables one can emulate this possibility, although it isn't a way one would like to do it.
We need to make either global or local variables equal to a piece of armour that the player will pick up. When the player picks up that particular armour, then we set the variable to the number that represents the armour. Then we need to modify scripts where the entity is shooting at the player. For example:
chase10.fpi. You might want to give the script a new name so that you can keep the original intact.
Here is an example:
Find the following line in the script. It has "useweapon" within it.
:state=1,ifweapon=1,plrdistwithin=400,plrcanbeseen=46,rateoffire:animate=1,rotatetoplr,freeze,useweapon,rundecal=6
Now follow the line with this.
:state=1,varequal=1,ifweapon=1,plrdistwithin=400,plrcanbeseen=46,rateoffire:plraddhealth=1
:state=1,varequal=2 . . . plraddhealth=3
:state=1,varequal=3 . . . plraddhealth=5
You will notice that we can't "protect" the player but we can add a certain amount of health back to the player. You will have to experiment as to how much health to add. Some armour will have little health added while other armour will have a lot of health added.
For those who are not used to scripting this might be confusing. However, for those who are understanding this even a little, perhaps you can give more suggestions regarding this technique or maybe you have another idea altogether.
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