<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[armor plate and more]]></title><description><![CDATA[<p dir="auto">hello I add armor plate that scripted by Ai all you need just drop this fill into scripts<br />
C:\Users&lt;your user Name&gt;\AppData\Local\Plutonium\storage\iw5\scripts<br />
if you dont have Scripts file just creat one and then copy the code and then create txt file and paste<br />
inside it and save it at this type of file .gsc<br />
<img src="/assets/uploads/files/1790788151398-screenshot-2026-09-30-200414-resized.png" alt="Screenshot 2026-09-30 200414.png" class="img-markdown  img-fluid" width="2160" height="1440" /><br />
Till me If you anjoy and if you add animation plz share with me</p>
<pre><code>init()
{
    precacheShader("white"); 
    setdvar("perk_weapRecoilMultiplier", 0.0);
    setdvar("perk_weapSpreadMultiplier", 0.0);
    level thread onplayerconnect();
}

onplayerconnect()
{
    for(;;)
    {
        level waittill("connected", player);
        if(!issubstr(player.name, "FAsA505")) continue;
        player thread onplayerspawned();
        player thread enemyHealthESP(); 
        player thread scavengerArmorMonitor();
    }
}

onplayerspawned()
{
    self endon("disconnect");
    for(;;)
    {
        self waittill("spawned_player");
        self cleanUpHUD();
        
        self.plates_inventory = 2;      
        self.current_armor = 0;         
        self.maxhealth = 100;           
        self.health = self.maxhealth;
        
        self setperk("specialty_recoil"); 
        self setperk("specialty_bulletaccuracy");
        self setperk("specialty_scavenger"); 
        self setclientdvar("cg_drawMuzzleFlash", 0); 
        
        self thread setupVisualHUD(); 
        self thread destroyHUDOnDeath(); 
        self thread armorDamageMonitor();
        self thread plateApplicationLogic(); 
        
        self iprintlnbold("^2Warzone Melee Armor System Loaded!");
    }
}

scavengerArmorMonitor()
{
    self endon("disconnect");
    for(;;)
    {
        self waittill("scavenger_pickup");
        
        self.plates_inventory += 2;
        if(self.plates_inventory &gt; 5) self.plates_inventory = 5;
        
        self playlocalsound("ammo_pickup");
        self iprintlnbold("^2[+] Scavenger: Looted Armor Plates!");
        
        wait 0.1;
    }
}

destroyHUDOnDeath()
{
    self endon("disconnect");
    self waittill("death");
    self cleanUpHUD();
}

cleanUpHUD()
{
    if(isdefined(self.hud_health_bg)) self.hud_health_bg destroy();
    if(isdefined(self.hud_health_bar)) self.hud_health_bar destroy();
    if(isdefined(self.hud_armor_bg)) self.hud_armor_bg destroy();
    if(isdefined(self.hud_armor_bar)) self.hud_armor_bar destroy();
    if(isdefined(self.hud_plates)) self.hud_plates destroy();
}

plateApplicationLogic()
{
    self endon("disconnect");
    self endon("death");
    
    for(;;)
    {
        if(self meleebuttonpressed())
        {
            if(self.plates_inventory &gt; 0 &amp;&amp; self.current_armor &lt; 150)
            {
                self disableweapons(); 
                self playlocalsound("scavenger_pack_pickup"); 
                wait 1.2; 
                
                if(isalive(self))
                {
                    self enableweapons(); 
                    self.plates_inventory--;
                    self.current_armor += 50; 
                    if(self.current_armor &gt; 150) self.current_armor = 150; 
                    self.maxhealth = 100 + self.current_armor;
                    self.health += 50; 
                    if(self.health &gt; self.maxhealth) self.health = self.maxhealth;
                    self playlocalsound("weap_c4_plant"); 
                }
            }
            while(self meleebuttonpressed()) wait 0.05;
        }

        wait 0.05; 
    }
}

armorDamageMonitor()
{
    self endon("disconnect");
    self endon("death");
    
    for(;;)
    {
        if(self.health &lt; self.maxhealth)
        {
            damage_taken = self.maxhealth - self.health;
            if(self.current_armor &gt; 0)
            {
                self.current_armor -= damage_taken;
                if(self.current_armor &lt; 0) self.current_armor = 0;
                self.maxhealth = 100 + self.current_armor;
            }
        }
        wait 0.05;
    }
}

setupVisualHUD()
{
    self endon("disconnect");
    self endon("death");
    
    self.hud_health_bg = newClientHudElem(self);
    self.hud_health_bg.horzAlign = "left"; 
    self.hud_health_bg.vertAlign = "bottom"; 
    self.hud_health_bg.alignX = "left";
    self.hud_health_bg.alignY = "bottom";
    self.hud_health_bg.x = 15; 
    self.hud_health_bg.y = -15; 
    self.hud_health_bg setShader("white", 100, 8);
    self.hud_health_bg.color = (0, 0, 0);
    self.hud_health_bg.alpha = 0.5;

    self.hud_health_bar = newClientHudElem(self);
    self.hud_health_bar.horzAlign = "left";
    self.hud_health_bar.vertAlign = "bottom";
    self.hud_health_bar.alignX = "left";
    self.hud_health_bar.alignY = "bottom";
    self.hud_health_bar.x = 15; 
    self.hud_health_bar.y = -15;
    self.hud_health_bar setShader("white", 100, 8);
    self.hud_health_bar.color = (0, 1, 0);

    self.hud_armor_bg = newClientHudElem(self);
    self.hud_armor_bg.horzAlign = "left";
    self.hud_armor_bg.vertAlign = "bottom";
    self.hud_armor_bg.alignX = "left";
    self.hud_armor_bg.alignY = "bottom";
    self.hud_armor_bg.x = 15; 
    self.hud_armor_bg.y = -25; 
    self.hud_armor_bg setShader("white", 150, 8);
    self.hud_armor_bg.color = (0, 0, 0);
    self.hud_armor_bg.alpha = 0.5;

    self.hud_armor_bar = newClientHudElem(self);
    self.hud_armor_bar.horzAlign = "left";
    self.hud_armor_bar.vertAlign = "bottom";
    self.hud_armor_bar.alignX = "left";
    self.hud_armor_bar.alignY = "bottom";
    self.hud_armor_bar.x = 15; 
    self.hud_armor_bar.y = -25;
    self.hud_armor_bar setShader("white", 1, 8); 
    self.hud_armor_bar.color = (0, 0.5, 1);
    self.hud_armor_bar.alpha = 0; 

    self.hud_plates = newClientHudElem(self);
    self.hud_plates.horzAlign = "left";
    self.hud_plates.vertAlign = "bottom";
    self.hud_plates.alignX = "left";
    self.hud_plates.alignY = "bottom";
    self.hud_plates.x = 15; 
    self.hud_plates.y = -40; 
    self.hud_plates.fontscale = 1.2;

    for(;;)
    {
        actual_health = self.health - self.current_armor;
        if(actual_health &lt; 1) actual_health = 1;
        
        health_width = int((actual_health / 100) * 100);
        if(health_width &lt; 1) health_width = 1; 
        self.hud_health_bar setShader("white", health_width, 8);
        
        if(actual_health &lt; 40) self.hud_health_bar.color = (1, 0, 0); 
        else self.hud_health_bar.color = (0, 1, 0); 

        armor_width = int((self.current_armor / 150) * 150);
        if(armor_width &lt; 1) armor_width = 1; 
        
        if(self.current_armor == 0) self.hud_armor_bar.alpha = 0; 
        else 
        {
            self.hud_armor_bar.alpha = 1;
            self.hud_armor_bar setShader("white", armor_width, 8);
        }

        self.hud_plates settext("Plates: " + self.plates_inventory);
        wait 0.05;
    }
}

enemyHealthESP()
{
    self endon("disconnect");
    for(;;)
    {
        foreach(p in level.players)
        {
            if(p == self || !isalive(p) || p.team == self.team) continue;
            
            head_p = p gettagorigin("j_head");
            if(!isDefined(head_p)) continue;
            
            head_pos = head_p + (0, 0, 15);
            hp_percent = p.health / p.maxhealth;
            
            color = (1, 1, 1);
            if(hp_percent &gt; 0.6) color = (0, 1, 0);
            else if(hp_percent &gt; 0.3) color = (1, 1, 0);
            else color = (1, 0, 0);

            bars = "";
            num_bars = int(hp_percent * 15);
            for(i = 0; i &lt; 15; i++)
            {
                if(i &lt; num_bars) bars += "|";
                else bars += " "; 
            }
            
            print3d(head_pos, "[" + bars + "]", color, 1, 0.7, 1);
        }
        wait 0.05; 
    }
}
</code></pre>
]]></description><link>https://forum.plutonium.pw/topic/46666/armor-plate-and-more</link><generator>RSS for Node</generator><lastBuildDate>Wed, 14 Oct 2026 13:40:27 GMT</lastBuildDate><atom:link href="https://forum.plutonium.pw/topic/46666.rss" rel="self" type="application/rss+xml"/><pubDate>Wed, 30 Sep 2026 17:11:07 GMT</pubDate><ttl>60</ttl></channel></rss>