yeah but with limits....
jkStringClear();
jkStringConcatPlayerName(victim);
jkStringConcatAsciiString(" has a health of: ");
jkStringConcatInt(GetThingHealth(victim));
jkStringOutput(player, -1);
jkStringClear();
jkStringConcatPlayerName(victim);
jkStringConcatAsciiString(" has shields of: ");
jkStringConcatInt(GetInv(victim, 60));
jkStringOutput(player, -1);
will display the victim's health and shields. (the bin for shields might be 61, i haven't edited a cog in so long i dont remember off the top of my head). keep in mind though that values such as health and shields aren't necessarily synched across the network (dumb JK engine once again). what that means, is the value returned is what your game thinks they are at. JK wasn't coded to care what the clients find the health at. ie, what your game thinks may be different from what they really are. jk usually only deals with health issues on the individual side. that is, when they are killed they would send the message that they died but the game doesn't necessarily send the message that their health is going down. if that makes sense, good, if not, well that code will still work, just with limits. sometiems it is synced i've noticed but others not. if you keep getting values you know aren't true i'll tell you how to sync it for sure. oh well, hope that helps
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I refuse to have a battle of wits with an unarmed person.