EmericaSkater, on Nov 20 2009, 08:20 AM, said:
using cstat commands beneath the APLAYER line didn't do anything...
That's because the sprite you see in F7 mode is not the player sprite. It's a member of the tsprite array which is used only for display purposes. To access that array, use EVENT_ANIMATESPRITES. Only sprites with the 16 bit set in their mdflags member will be processed in that event, so do that first:
actor APLAYER MAXPLAYERHEALTH PSTAND 0 0
getactor[THISACTOR].mdflags temp
orvar temp 16
setactor[THISACTOR].mdflags temp
Then, since only player tsprites will be processed and you want them to have cstat 0, do this:
onevent EVENT_ANIMATESPRITES
settspr[THISACTOR].tsprcstat 0
endevent