it works! it works !
so here's what i did.
i've used this script bellow in one triggerzone that needs to be located where the player is, now, the player's maximum health is equal to 10000, i wanted the main start health to be equal to 500, them when he takes the biomod, it set's his health to 1000, yeah, and now what ? i'll tell you what !.
;Artificial Intelligence Script
;Header
desc = player health control.
;Triggers
:state=0,plrwithinzone=1,plrhealtgreater=500:plrsubhealth=9500,state=1
;End of Script
i've used this script bellow to make the player's health aways return to 1000 if the health is greater than 1000, those two scripts create another value for the player's health, equal to 1000.
;Artificial Intelligence Script
;Header
desc = health variable (maximum player's health)
;Triggers
:state=0,plrhealthgreater=1000:plrsethealth=1000,state=1
:state=1:state=0
;End of Script
the biomod script didn't changed a bit.
but i've faced another problem, the healthpacks in the level will aways been taken untill they reach the main player's health limit, that's 10000, so i needed to create another script for the health packs, and here it is !
;Artificial Intelligence Script
;Header
desc = Health untill 1000
;Triggers
:state=0,cantake,plrdistwithin=80,plrhealthless=1000:playertake,plraddhealth=200,state=1
;End of Script
so like this, the player won't take the medkit or gain any health if its health is greater than 1000, them you think, but if the player's health is equal to 999 the medkit will add him 200 points and the player will have 1199 health points ! nah son ! he won't because it enters in conflict with the other script that says that any health bigger than 1000 is replaced to 1000, so it doen't trepass this value.
mods for creating a inteligent game,at least