Quote: "I've added PLAYERACCURACYMULT and ENTITYACCURACYMULT"
Great news
Quote: "entitydamagemult is % based, 100 being full damage, maybe this is the issue and i really need up update the readme to explain that"
Ched's manual says that the action is percentage based. The issue is when any value between 1-99 is used, the entity deals no damage at all - the bullets do not hurt the player. I just tried this with a stock character and got the same effect. I added entitydamagemult=50 to the opening line of the characters.
EDIT: Is there currently any way to display a variable's value on the screen to use when debugging a script? Project Blue had the command printval=%VarName.
EDIT2: Seems I'm giving all these new commands a rigorous testing

I'm trying to create a sprinting endurance script where if the player sprints for too long, he will slow down temporarily. So far I have this:
:state=0:dimvar=stamina,setvar=stamina 100,etimerstart,state=1
:state=1,plrisrunning,vargreater=stamina 2:subvar=stamina 2
:state=1,plrisnotrunning,varless=stamina 98:addvar=stamina 2
:state=1,varless=stamina 50:etimerstart,plrspeedmod=10
:state=1,vargreater=stamina 50:plrspeedmod=100
However, as far as I can tell, the stamina never decreases (hard to tell without a variable debug command) as the player never slows down. If the subvar value is set greater than 2, the script works, so this suggests that the issue lies with plrisrunning and plrisnotrunning - it seems 2 gets removed from the stamina, then 2 get added to the stamina, almost as if those conditions are cycling between true and false in one continuous sprint. Unless of course I'm missing something and there is an error with my script. I did test the conditions separately and they both work.
EDIT3: Is there currently a command which forces the player to switch to a certain weapon? I checked the manual and couldn't see a plrswitchweap command or something like it.
Specs: Alienware M17x R3. i7-2630QM. 8GB RAM. Nvidia 560m. Momentus XT Hybrid Drive.