#Revive System Alpha

1 messages · Page 1 of 1 (latest)

brave mirage
#

My Revive System has finally released, I wanna thank @autumn drift and @lethal holly wouldn't have been possible without you guys.

My hope is that a more experienced modder feels inspired and want to take over the development.

Here's the link to the GitHub repository if you want to contribute
https://github.com/HelionGaming/Revive-System

Here's a list of features and caveats.

Features:

  • Unconscious Players don't die until their 5 min timer runs out

  • Players can revive eachother using a bandage

  • Reviving adds back health and blood to the player

  • Explosions don't (usually) kill players, instead it sends them away ragdoll-style

  • Better Squad Cohesion, by making players stick together and lessens the chance of being sent back to spawn and losing coms range with with your squad.

  • It's more fun

Caveats:

  • Players can still die depending on the damage they take, but for the most part the chance of going unconscious is roughly 70% based on my testing. The way this is achieved is by editing the character base to reduce incoming damage. This is not a great way to do it, but it works for now.

  • Players drop their weapons when in a downed state, and will need to pick them up again, they can also be deleted by GM if they do an entity purge before players have picked up their weapons, will work on this.

  • Revive is a bit too quick, I'd like it to only actually revive after the animations is finished, will work on this

  • Players die inside vehicles on purpose due to issues with the ragdoll physics. I will work on making it so they player is ejected first then made unconscious.

  • GMs can no longer heal players, don't know why this is, still trying to figure this one out.

  • GM controlled AI will act as a player and go unconscious. Not gonna remove this since it can be used for roleplay purposes. Could see if it's possible to check if an entity is possessed and if so not make it invincible. We will see

autumn drift
#

it begins

bold patrol
#

Let's go!

autumn drift
#

honestly explosion ragdolls are the best part

opaque notch
#

finally we can have some squad teamwork to where i don have to wait for them to respawn or drive back

zealous surge
#

The mod is amazing : i noted something, while unconscious, i see a gap in the bottom of my screen each time (i guess its the added filter) You can sligthly see it

brave mirage
#

the unconsciousness is BI own code, so i imagine that is something that will be fixed later

cunning carbon
#

Where is it on workshop?

brave mirage
#

just search for revive

cunning carbon
#

Is it the Alpha one?

brave mirage
#

yes

#

Revive System Alpha

cunning carbon
#

Ty

autumn drift
#

of course it's an alpha mod, it's only for us chads

brave mirage
#

first I need to fix the GM bug, and if I can figure out a way to stop player hitzones from taking damage after a certain amount. after that it would proably be QoL changes, like HUD icon for downed players and a visible timer when unconscious

little moth
#

chad

brave mirage
#

but like i said the best scenario would be if an actual modder decided they want to help out or take over

lost mango
#

Your not a modder and you made this, Then what are you?

brave mirage
#

I’m ChatGPT

lost mango
#

I gotta learn how to use that thing it seems more and more convenient everyday

brave mirage
#

It is good however it wouldn’t be possible without help from real modders

lost mango
#

That is the truth

median perch
#

Love this mod xxx

little moth
lethal holly
#

@brave mirage I can take a look at it and probably get the gm mode shit fixed

brave mirage
#

@lethal holly sounds good 👍🏻

brave mirage
little moth
autumn drift
#

don't worry we're a few chatgpt versions away from it being able to fully make a mod

median bramble
#

Brilliant, can't wait to try it out. Well done 👍

little moth
#

i mean, shit, the mod works nicely

spiral steppe
#

Nice to see you got your issue solved you asked about the other day with the 5 minute wait

brave mirage
#

Yeah Zeliks’s a goat for sharing that code with me

bold patrol
#

I can not wait until this is in our server

final quartz
#

Sound's pretty good! 😉 👍

brave mirage
lethal holly
#

I think severity of damage should determine what "tool" is used to revive. For instance, low severity could use a bandage, mid could be a defib and high could be a surgery kit.

brave mirage
#

yeah that might come further down the line or if someone makes a fork to add such things

autumn drift
#

but the real question is can I damage enemies with defibs

runic atlas
#

does this mod still need bacon’s unconscious mod enabled or does it also enable the unconscious state?

brave mirage
#

no it's stand alone

#

bacon helped with that

autumn drift
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yea probably don't use both or you will curse your server

brave mirage
#

update, now AI are also going unconscious, which they didn't do before

idle needle
#

Bad thing or good thing?

brave mirage
#

bad thing, very bad.

scenic knoll
brave mirage
#

you can't kill them

scenic knoll
#

Even with a double tap?

brave mirage
#

even with the double tap

scenic knoll
#

Understandable

urban lichen
#

"for some reason the AI are also going unconscious now". Would prefer if you considered this a feature rather than a bug. i.e. if players can revive each other, AI could do it too.

brave mirage
#

except they can't bandage each other from what I've seen, and they become invincible like the players, maybe a feature in the future but right now it shouldn't do that, and wasn't doing that previously today

autumn drift
#

they can bandage each other I believe, but there are other issues with it

idle needle
#

Yeah the AI bandaging is much more reliable with CRX enfusion AI so it works pretty well together

median bramble
#

Without the ability to make them dead dead though it hurts the gameplay a bit

#

but otherwise agree, AI bandaging eachother back up is cool

brave mirage
#

think i have it sorted in the workbench, will push an update and test it out ingame

median bramble
#

Run over an AP mine from game master fx and try to tell me the ragdoll death is not the coolest thing ever

#

Also is there anyway to stop the AI from endlessly trying to shoot an unconscious player?

woven cypress
#

@brave mirage what if i use bacons revive mod and ur mod together will my series s explode?

brave mirage
#

no but you shouldnt since i have bacons code in mine

woven cypress
#

alright delete bacons and download urs i will do this after school

brave mirage
#

Don't, there are issues at the moment

final quartz
#

Yes A.I. can heal each other but not during combat.
A.I. attack behavior tree has higher priority than A.I. heal behavior tree.
Sometime's A.I. struggle to heal each other but after few attempts they get it done but most of the time it work's pretty good.
Guess by modding behavior tree priority's and some additional behavior tree changes A.I. could be made to heal ( revive ) each other even during combat. 😉

brave mirage
#

what worked in the workbench did not work ingame

reef crow
#

Much fancy much revive needed

runic atlas
#

maybe just make it so downed people can still take damage, that way AIs can get finished off

brave mirage
#

then there's no point because the AI likes shooting downed players

runic atlas
#

and there’s no way of AI ignoring downed players?

lethal holly
lethal holly
idle needle
lethal holly
#

Do players lose input to the player controller when they are downed?

woven cypress
runic atlas
brave mirage
#

it's share alike so if they want to change it, they can

lethal holly
#

@brave mirage With damage handling disabled do players still bleed?

brave mirage
#

No bleeding or damage of any kind

lethal holly
#

oh lame

#

is their current blood value still at the value it was at when they went uncon?

brave mirage
#

it refills on revive

#

@lethal holly i can send you to code and stuff if you wanna have a look and maybe you can also help me on why the AI now are going unconscious cuz I'm not figuring it out

lethal holly
#

oof, they don't die after the "timer" ends?

brave mirage
#

well they might since they are acting like players but that will take 5 minutes

lethal holly
brave mirage
#

nice @lethal holly, now all I need to do is find a fix is so that the AI doesn't go unconscious as well, unless you already figured it out

lethal holly
#

@brave mirage they go uncon and just die in 30 seconds

#

I wanna get the other ai to bandage them

brave mirage
#

alright looks like ive solved it, it's now safe to download again

lethal holly
#

@brave mirage What part did you solve?

brave mirage
#

AI now die like they should and players do not

brave mirage
#

ChatGPT's response to the mod being released and working:

#

I'm glad that my help was useful to you! If you have any more questions or issues, feel free to reach out to me. Making a mod that players enjoy is a great accomplishment, and I'm glad to have played a small part in that.

#

also if anyone want to try out the mod in a server, then you hop into BACON EUROPE MOD TEST.

brave mirage
#

@granite onyx Yes it is 👍🏻

median perch
#

I need to be able to carry wounded 👀

granite onyx
mortal kite
#

being able to revive is going to make the gameplay so much more enjoyable! gg guys, great work.

granite onyx
#

Isn’t BI adding this in the next milestone?

muted vine
#

yes

#

supposedly

cerulean dome
#

idk if anyone is having this issue but on the most recent update to this mod my server wont start now

clear crescent
#

Same

vernal sierra
#

Players don’t die now?

cerulean dome
#

idk we cant get our server to start with the mod in the list now. Preupdate it was working fine

reef crow
cerulean dome
#

we use nitrado

brave mirage
#

Think you need to re add the mods, latest update does nothing except add a workshop image

brave mirage
brave mirage
#

Make sure that this is loaded after CRX

final quartz
#

Just out of curiosity what part of the mod did the OpenAI chat contribute?

brave mirage
final quartz
#

Alright i will check it out tomorrow. 😉

high hamlet
#

Great mod 10/10 ign

#

Found out that shooting a downed player doesn’t kill them haha

brave mirage
#

As designed, AI like committing war crimes on downed players

bold patrol
#

Lol this mod is great
Love seeing modder collab to make great content 👏🏾

brave mirage
#

Does anyone have any experience of using the mod while playing alone, like singleplayer

zealous surge
#

Yes what do you mean in particular

brave mirage
#

do you go unconscious or do you just die?

zealous surge
#

Everything same, Ai can save you

brave mirage
#

was this in a server or on your local machine?

zealous surge
#

But i really like the fact i could save them and they could save each others. on my PC

#

Unfortunatly i understand the decision u made

brave mirage
#

Not about that, i've noticed that if I am alone on a server I wont go unconscious, but if there is just one more person it works

zealous surge
#

As info, you dont even need to spawn trough a spawn point, the only fact of controlling a player makes the fact u can go unconscious

#

It works very fine for me the only change has happened for AI

brave mirage
#

but that's when you are playing locally, not alone in a server correct?

zealous surge
#

Yes It is correct local game master

zealous surge
#

I can send a proof if u need

brave mirage
#

no i believe you, I just don't understand why it doesn't work when a player is alone in a server

zealous surge
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Me alone on the ground unconscious and i come back to game master to take this photo
But yeah, it shouldnt be different on a local and on a hosted game server , weird things happening

#

Its maybe of subject, but would it be possible to realease a singleplayer version (like the first one) where AI can be revived so they also revive teamates ?

brave mirage
#

possible? probably, but not where my focus will be at. but if any one feels like it they can make a single player patch

#

feels like there is some sort of Quantum Mechanics issue here like the observer effect

toxic junco
brave mirage
#

It knows some Enfusion from DayZ, but I did have to send it part of the game code for it to be able to make this mod

toxic junco
#

yeh thats nice he can learn but he only learns in your thread, if the thread is deleted the bot forgets anything about it. Chatgtp has so much more potenial

brave mirage
#

It does forget, in fact I have gone through several threads that have been deleted. But It’s very quick to learn what we are doing and how the code works.

toxic junco
#

yeh, i made a bot with chatgtp, needed to restart the thread because to long threads break it a little, but after an hour without any knowledge of python i made a discord bot 🙂

brave mirage
#

It really democratizes coding

grave river
# brave mirage As designed, AI like committing war crimes on downed players

Do you think with enough time you'll be able to make AI ignore downed players?

I personally dislike when AI shoots downed players (especially as a zeus for a unit of mine) but at the same time I feel like it gets annoying for AI to waste ammo/shots at downed players even if they don't die.

ACE3 used to sometimes do it but I don't think it was intentional, but making the player be treated as captured/civilian while downed would make the AI ignore them. but again, didn't work always

brave mirage
autumn drift
#

if you set the faction of a downed player to nothing then they are friendly to every AI

#

as in the faction would be literally an empty string ""

brave mirage
#

sounds dangerous to do that to players, might fuck up the squads?

autumn drift
#

then maybe you can inject an unconscious check in the place where AI determines if target is enemy or not

brave mirage
#

yeah i guess that would be possible

autumn drift
#

you could take that step further in the future and do something like dont shoot at ambulances

grave river
final quartz
brave mirage
final quartz
#

All you do is removing an agent/player from an array as long as "IsUnconscious()" return's true.
So theoretically speaking there shouldn't be any kind of compatibility issue.

zealous surge
#

I think a coalition of people knowing scripting is needed here x)

final quartz
#

@brave mirage If you like i can have a look at it tomorrow to get this done.

brave mirage
lethal holly
#

@final quartz ```c
modded class SCR_AICombatComponent : ScriptComponent
{
//------------------------------------------------------------------------------------------------
override void SetAssignedTargets(array<IEntity> assignedTargets)
{
m_aAssignedTargets.Clear();

    if (assignedTargets)
    {
        foreach(IEntity target: assignedTargets)
        {
            SCR_ChimeraCharacter character = SCR_ChimeraCharacter.Cast(target);
            CharacterControllerComponent controller = character.GetCharacterController();
            if(!controller.IsUnconscious())
            {
                m_aAssignedTargets.Insert(target);
            }
        }
    }
}

};

autumn drift
#

did you miss a super somewhere in there, or is it automatically called?

lethal holly
#
    //------------------------------------------------------------------------------------------------
    void SetAssignedTargets(array<IEntity> assignedTargets)
    {
        m_aAssignedTargets.Clear();
        
        if (assignedTargets)
            m_aAssignedTargets.Copy(assignedTargets);
    }
autumn drift
#

parent might add the character back though, so nvm

#

it should work

lethal holly
autumn drift
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yeah dont so it doesnt just insert the character anyway haha

lethal holly
#

exactly but im pretty sure it'll work. Just haven't tested

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I'd also like to add the ability of AI trying to bandage downed friendlies while still in combat

autumn drift
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the downside is they will run toward the body and get shot

lethal holly
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We need a downed movement animation

thorn vale
#

@silver nymph we need this so baaaaaad

brave mirage
woven cypress
#

in arma 3 u couldnt move when ur down

idle needle
#

The end goal is to be better then arma 3

lethal holly
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Then AI could crawl to cover to get revived and so could players

brave mirage
idle needle
#

I hope that's possible in the revive update

autumn drift
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yea fortnite style

idle needle
#

Actually now that I think about it lol, I actually much prefer a dragging system, similar to Squad or just a nice dragging animation will do.

brave mirage
#

was thinking on a pick up system

#

but that would be later

autumn drift
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just put the player in the backpack

last pine
brave mirage
#

not convinced it would look better, i'm sure anything that's not flat would look weird

bold patrol
#

This entire thread is legendary
So much potential

chilly grove
brave mirage
#

maybe?

chilly grove
#

Or the smart people within this thread

brave mirage
#

I made this with a chatbot so im gonna guess that anything is possible if you give it the right infromation

runic atlas
#

wouldn’t dragging or carrying require animation making, or can chatbot also do that?

last pine
#

What is chatbot

brave mirage
#

no that i would probably have to do

high hamlet
last pine
#

Thank you

high hamlet
# last pine Thank you

This chat bot specifically https://en.m.wikipedia.org/wiki/ChatGPT

ChatGPT (Generative Pre-trained Transformer) is a chatbot launched by OpenAI in November 2022. It is built on top of OpenAI's GPT-3 family of large language models, and is fine-tuned (an approach to transfer learning) with both supervised and reinforcement learning techniques.
ChatGPT was launched as a prototype on November 30, 2022, and quickly...

last pine
#

I gotchu

brave mirage
# lethal holly <@839458468317364251> ```c modded class SCR_AICombatComponent : ScriptComponent ...

Don't know if you tested this yet but it did not work for me. this however did ```modded class SCR_AICombatComponent
{
override bool ShouldAttackEndForTarget(BaseTarget enemyTarget, out bool shouldInvestigateFurther = false, out string context = string.Empty)
{
IEntity targetEntity = enemyTarget.GetTargetEntity();
ChimeraCharacter targetCharacter = ChimeraCharacter.Cast(targetEntity);
if (!targetCharacter)
return true;

    CharacterControllerComponent controller = targetCharacter.GetCharacterController();
    if (controller && controller.IsUnconscious())
    {
        context = "Target entity is unconscious";
        return true;
    }

    return super.ShouldAttackEndForTarget(enemyTarget, shouldInvestigateFurther, context);

}

};```

#

@final quartz does this work for you or would it cause problems with CRX?

final quartz
#

Well if this is working for you i'm good with it. No problem in combination with CRX. 👍

brave mirage
#

Great 👌🏻

brave mirage
#

I'm making a poll here,

Should the AI also fall unconscious but still killable?
Pro:

  • Executing wounded soldiers is my favorite war crime
  • AI can revive their wounded as well

Cons:

  • They don't stop yelling "target that man"
  • Sometimes AI bug out when they die before fully going unconscious, making them look like they are alive, E.g standing up, not in ragdoll pose

Yes ⬆️

No ⬇️

clear crescent
#

Any suggestions?

brave mirage
#

If it nitrado I’d say remove all mods, restart, add them back

clear crescent
#

@brave mirage so reinstall the server as the server does not show up at all with it in so a basic reinstall?

brave mirage
#

I guess, but I’m not versed in server issues. Other servers are running it fine so I don’t know what would be wrong in your case

clear crescent
#

Ok will try it and keep you informed

median bramble
limpid whale
#

^

last pine
limpid whale
#

Idk if it was talked about but even Player bein uncon aren’t able to be finished off they need to respawn

brave mirage
#

well I'd hoped they'd wait for their team mates to go and revive them instead of just respawning, kind of defeats the purpose of having the revive mod

brave mirage
tardy vale
#

I don't like the player being immortal in downed state... Bots should be able to finish them.
Also the blood levels need to be a bit lower so we can still see in black and white... The effect is nice to keep you in cover

last pine
#

Damn ight most people can barely hit headshots anyway so it doesn't really matter

brave mirage
#

can look into if it's easy to make the full revive not add back blood, we will see

tardy vale
# brave mirage then players die immediately since the AI likes shooting unconscious players

Yeah I get it but if the guy was downed because he moved out of formation by himself it is his fault imo and it'll be right to have him dead instantly on those situations.
Otherwise gameplay woul be this...
I already tried this.
If you send one guy to move forward alone bots will gun him down and they will keep shooting him until they run out of ammo, they won't even look up at others. This will keep going on until bots run out of ammo and flee.
That's my point

#

It's breaks the gameplay

brave mirage
#

Well that is changing, actually already is changed in the workbench

tardy vale
#

Options to solve this are 2.
1- a downed player becomes invisible to anemy AI
Or
2- enemy ai can kill him

brave mirage
#

As I said, already changed in the workbench, Ai no longer shoots unconscious players and focus on the ones that are still up

clear crescent
#

We got it sorted thank you for your help@brave mirage

zealous surge
brave mirage
bold patrol
brave mirage
#

No I believe it can still happen in vanilla, but it seems to happen more often should I enable unconsciousness for AI

autumn drift
#

the standing up thing happens only when unconsciousness is involved

#

very often when you possess an AI character as GM

last pine
#

Is this mod in a somewhat working state considering putting it on a server

brave mirage
#

download it and decide for yourself i guess

#

beware that it only works in either singleplayer or servers with more than 1 person

#

don't know why it doesnt work in servers with only one person in it

last pine
#

Alright sounds good I will let you know what we think or if any suggestion

brave mirage
#

make sure you read the caveats before you send a suggestion

last pine
#

Where do I read that

brave mirage
#

up above or in the mod description

last pine
#

Alright thanks

radiant parcel
runic atlas
brave mirage
vale mauve
#

Is GM be able to kill people if they go down?

brave mirage
#

but right now i'm working on making revive not instant and to make AI stop shooting downed players (fixed already)

brave mirage
#

Version 1.1.0 has now been published, with it comes a change to the AI making them stop wasting bullets on unconscious people. Unfortunately the change to make the revive not instant did not make it to this update

median bramble
#

Thanks for your work!

zealous surge
#

Thank u so much

reef crow
#

@brave mirage any way to make the radio operators not allow respawn on a downed guy 😂😂

#

And maybe let pvp finish you off?

#

If you walk up to them or something

brave mirage
vale mauve
#

Question or more of just being cerious from hearing things. But are you possibly planning to add a physic to where we can drag the wounded/Uncon

brave mirage
#

Yes

vale mauve
toxic junco
#

Are you planning to extend the mod like ace in Arma 3?

brave mirage
#

Not likely, BI seem to be developing their own thing

lost mango
#

Although not likely I wish to see the day were defibs are used

reef crow
brave mirage
# reef crow Didn’t seem to work

My mod doesn't change anything about the respawn so it sound more like a bug from the game, I've seen that issue before. ideally you shouldn't use radio respawn if you have a revive system in my opinion, but that's up to you

reef crow
#

Oh no I completely I agree I think it’s just the 2nd part there it’s probably just a game glitch but we love your mod just trying to get the tweaks out. What about the part of player vs player finishing off thing?

brave mirage
reef crow
#

Okay

mortal hawk
#

Tonight was the first time I ran the revive mod on my server with a friend in conflict. Being able to revive someone is such a gamechanger gamewise.

tardy vale
#

I've run the mod before on my server but after a while my guys learned that bots cannot finish them so they usually send one guy out in the open to get the bots to shoot him so the rest of the guys could take em out easily.

#

Right now I'm just running the bacon mod. Seems more real right now

radiant parcel
#

About full health tho I agree 60%-85% health when revived would be ideal not to mention the ability to bleed out depending where your hit when downed

tardy vale
#

Also when getting up having the black and white filter of low blood is good, so having to wait for it to go back up would be a cool effect to see

#

Small tweaks, fingers crossed for those

radiant parcel
brave mirage
#

But regarding invincibility that is not something that am going to remove. But if someone wants to make a patch they can

tardy vale
#

I would be more than happy to try that but my computer it's from the stone age lmao

slow talon
#

I found a immortality glitch. If you shoot someone as they’re getting revived they come up immortal

late raft
#

Same

brave mirage
#

weird, I'll look into it when I get the time

last pine
#

@brave mirage were you ever able to get any kind of drag function to work or naw

radiant parcel
#

I mean bro been radio silent for a while 💀. Prob for good reason tho. I mean being a modder is tuff especially when life gets crappy.

last pine
#

Yeah but let's hope he just been quiet from working on this shit

brave mirage
#

I’m a student so I’ve not had anytime to focus on development for this unfortunately

last pine
#

All good 👍

tardy vale
limpid whale
#

Or picking them up also

fervent moth
reef crow
radiant parcel
vale mauve
# reef crow No the issue was guys were respawning on downed players 😂 you’d drop a guy and ...

Lol my unit has begun using a new format for ops called the CCP/ casualty collection points they are usually something the ground command sets and the GM/command set up and they can be moved or they are set up by a 5-ton truck with a tarp and it has to be kept alive in order to keep them a spawn point on the battlefield if it goes down spawn is put back to the military base they started for Mk and that’s where pack insertions are used and they have to resort to a op setup/ casualty collection point.

Jist is the truck gives them a movable and deployable point

The op setup is more of a stationary point close but not close to the battlefield and still giving aircrew something to do

Radio spawns are sorta just being phased out to get rid of the battlefield type esc thing to where teammates can spawn on you

last pine
#

We just turn off radio backpack spawns and have one of our pilots running trips from the base to the lz whenever someone dies

vale mauve
last pine
#

Yeah

reef crow
last pine
#

The key is using long range radios so the helis know when to fly back

bold patrol
#

The Aviation i oversee runs the EARS mod to keep in constant contact with command/ infantry. Passing by we even relay orders or suggestives for those flying in AO

hearty snow
#

.

arctic stump
#

Would be nice if you could mod SCR_MissionHeader and add fields for setting bleed out time and so on. That way we could change the settings in the server config JSON.

brave mirage
arctic stump
#

I would be up to making a PR for it, if you want.

brave mirage
#

whats a PR?

arctic stump
#

Pull request, but I guess you're not familiar with version control systems then 😅

brave mirage
#

if you want to you have a green light. I certainly shouldn't be the one in control of this

arctic stump
#

Oh wow, that's impressive though

brave mirage
# arctic stump Oh wow, that's impressive though

yeah it took a little while and had some help from real coders so it's not perfect. if chat gpt was up to date and knew more about reforger enfusion and not dayz it would probably do a lot better

arctic stump
brave mirage
arctic stump
#

You can PM me on how you want to proceed 😉

brave mirage
#

This mod will now be deprecated and all servers who use it should switch to the one published by Kexanone. I will be leaving arma reforger for a while due to the slow development and school studies. but the mod is in good hands with Kex

arctic stump
#

This thread will still be in use for the mod. The only thing that really changes is the workshop item, since transferring items is not possible at this point.

ID of new workshop item: 6FD4307E24115E90
Link to new workshop item: https://reforger.armaplatform.com/workshop/6FD4307E24115E90-ReviveSystemAlpha
Link to GitHub repository: https://github.com/Revive-System/Revive-System-Alpha

Arma Reforger

This is a rudimentary but working Revive System for Arma Reforger.

GitHub

A rudimentary but working Revive System for Arma Reforger. - GitHub - Revive-System/Revive-System-Alpha: A rudimentary but working Revive System for Arma Reforger.

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It already has a small update in place that enables changing the bleed out time in the mission header settings in the server config: "m_fUnconsciousBleedoutDuration"

tardy vale
#

This looks interesting, the only issue I had with the mod in the past is that I could revive the teammate with only 1 bandage... I think having to bandage ALL injuries would be better imo. It shouldn't be that quick that's all

arctic stump
#

From my experience so far it's rather rare that you have to bandage more than one wound to stop the bleeding. Ofc one could think about artificially adding more wounds when you fall unconscious.

tardy vale
#

Exolosions can hurt multiple parts usually

arctic stump
#

Ah makes sense. I'll have a look on how to check that all wounds are treated

arctic stump
tardy vale
#

Woha these are great changes!!!!!!

tardy vale
#

Mod isn't working. My character doesn't faint when bleeding out @arctic stump

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It just doesn't work

arctic stump
#

What happens when you don't treat your wounds when you are still conscious?

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The current way the mod works is that you become unconscious if the damage state switches to critical. I suspect bleeding out doesn't do that

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Yeah, in essence, you can only become unconscious if a bullet or explosion causes a switch to critical damage state. I can have a look how to also trigger it based on blood levels.

forest minnow
#

Will this also have a drag system

arctic stump
#

Yeah, I advice you not to do anything fancy with AI controlled by GM. That seems pretty much broken and not sure how to fix it at this point tbh.

#

Helion deactivated unconsciousness for AI a while ago. Caused too many headaches at that point.

arctic stump
tardy vale
#

The thing is I was testing this mod on private and I realized that the character doesn't faint anymore when running low on blood. I've also tested with explosions but was either instant death or nothing

arctic stump
# tardy vale You just die

Yes, as I said that's currently not handled. You can only fall unconscious by damage at the current point. I didn't change that part yet.

tardy vale
#

What you mean by damage, like amount of life loss? Or a specific total amount of damage done by a weapon

arctic stump
#
GitHub

A rudimentary but working Revive System for Arma Reforger. - Revive-System-Alpha/SCR_CharacterDamageManagerComponent.c at 0b9fcd48972c817d0de71e4ebd1f87995fe2d97a · Revive-System/Revive-System-Alpha

#

So whatever triggers this event can cause a unit to fall unconscious

tardy vale
#

I've also wanted to ask where do I find the config for time on downed state? (sorry for so many questions, I'm really into medical mods lol)

arctic stump
tardy vale
#

Yes, I've read that this can be configured via json or something like that

arctic stump
# tardy vale Yes, I've read that this can be configured via json or something like that

It currently can't be fully configured and the naming is a bit confusing I notice in hindsight. There's the regular bleeding rate that can currently only be configured by the Game Master. If the blood levels fall to zero, the unit will die (no matter if conscious or unconscious). This part is not handled by this mod at the current stage. Then there is in addition a timer that will kill an unconscious unit after a fixed amount of time. This timer is part of the mod and can be configured by the server

#

by default this death timer is set to 5 minutes

#

The example above will change the death timer to 3 minutes

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But I think in the long term, it might be better to get rid of the death timer and solely rely on the bleeding rate, once it can be configured.

celest nexus
#

@arctic stump I know you aren't editing the original mod but for some reason Helions mod the function for AI to just Die has been broken.....They don't die any more and the game doesn't removed them from the AI Spawn pool

arctic stump
celest nexus
bold patrol
#

I can confirm that my guys as well are succumbing to their injuries more and dying outright. Medics can barely do their job

arctic stump
#

Thanks for the feedback. I'll see if there's a more reliable way to stop ppl from dying outright and allow them to fall unconscious more consistently.

tardy vale
#

Also the time applied for downed state doesn't seem to be working. I've managed to replicate some cases on injuries that cause me to faint but I could see the blood level going down at a different rate depending on how many open wounds I had. So I could die after a couple of secs or minutes, but the standard 5 minutes isn't working

arctic stump
#

I will remove it anyway in the upcoming update, but allow configuring the bleeding rate multiplier instead

#

I found a way to prevent outright death in the meantime and hope I can push it to stable today.

bold patrol
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Looking forward to testing

tardy vale
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Copy that

arctic stump
#

Falling unconscious because of low blood levels has to wait. I haven't found yet a way to detect that.

tardy vale
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Scratch my last message... It's working now. Wasn't working offline that's why

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I'm testing it on my server with your parameter config json now it's working properly and takes more time to die when downed

arctic stump
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Yes, but I still think relying solely on bleeding rates is the better approach instead of having a death timer in addition

#

The only reason the death timer was added to begin with originally was because unconscious units were invincible and didn't lose any blood.

bold patrol
#

It makes sense in that respect
Would be interesting to see when and if Death times would include different states of consciousness

arctic stump
#

And it also makes triage a thing, since the ones that are worse injured will die faster.

bold patrol
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That's the one i can't wait for bro
In all honesty, field medics would have a "field day" when doing priority treatments

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Spice up gameplay and cooperation

#

Could it be possible to add the visual as to where 30% turns you grey as per usual and 10% is in a blackened visual state 🤔

#

What would your approach be?

arctic stump
#

I haven't really thought about that. Visuals are rather secondary. There are more important parts to tackle with regard to the actual functionality like dealing with players in vehicles and so on.

arctic stump
#

Let me know if there are still issues with players dying outright (except in vehicles, which is currently intentional)

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Also finding a good value for "m_fBleedingRate" is rather difficult, since the lifetime of an unconscious player strongly depends on the number of open wounds and on which body part the wound is. I reduced the default value from 1.0 to 0.56, which from some preliminary tests should often give projected lifetimes between 2 and 3 minutes.

neat yacht
#

Would you like help from a real nurse :D? I am also doing 3d modelling and texturing. My simple request is, lets make stopping bleeding with bandage, and than for player to be revived he has to be over 80% of blood available and than you will be able to use another item like bandage that we can create 🙂 . What do you think, will it be possible? I kinda think script for that would be really simple and easy to make

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Also about state of unit in vehicle, we can disable ragdolls and create a specific animation to be played if player is killed in vehicle

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once revived from outside he will instantlly get out of vehicle alive like when dying

#

about other item I meant, we can create blood bag, that can be applied as bandage same, but will rise blood level, set BloodLevel = get Bloodlevel + 20

arctic stump
#

The idea of this mod is to have a rather simple, but working revive system as a temporary solution until BI introduced theirs. Ofc one could think about making a more advanced version of it that is inspired by ACE medical, but I'm not sure if it's worth it. I already saw several advanced functionalities work in progress on BI's side like tourniquets, saline and so on.

neat yacht
#

true, but its always good to bring something simple/ a little bit detailed but still simple for milsim players. Just talking

arctic stump
neat yacht
#

I am always here to help 🙂 my personal goal is to make reforger amazing

arctic stump
arctic stump
lethal holly
arctic stump
fervent moth
arctic stump
fervent moth
austere depot
#

Bug: you can’t speak when you are downed, makes it slightly more difficult for medics to find patients.

void kayak
#

Wich revive system is the best one cause there is like three on the workshop

arctic stump
#

What I however intend to add in future is a message that someone got downed or revived

arctic stump
void kayak
#

@autumn drift ??

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Could you answer?

arctic stump
#

But tbf. Bacon did help with this mod too, so I presume some of the knowledge he gathered from there made to this mod 🙂

void kayak
arctic stump
void kayak
tardy vale
#

My group and I when we get knocked down we either use the text chat of the game to write to internal group a "+" symbol. This tells us that you need medic.
Also if you have a torchlight you can turn it on and off while you're downed, so making light signals at night to call your position to teammates...

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Id love the bloodbag idea also to revive teammates, but this is needed after a possibility to move the wounded imo.
Kinda hard to give right medical attention right now out in the opera or worse, In the middle of a road. To assist those downed teammates the rightful way would be to first stop bleeding with bandages 1st, right after carrying them to safer place, and eventually proceed with all the medical attention they need

celest nexus
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@arctic stump so far I was able to get things working well after your new update and I like the fact that players can still be killed while downed. I just wish there was a was a “carry/drag” mechanic lol

autumn drift
void kayak
arctic stump
austere depot
#

Looks dope

arctic stump
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It's essential to make sure the scenario is configured properly for tags, meaning:

  1. TagManager entity has to be present
  2. The SCR_NametagConfigComponent has to be configured properly
autumn drift
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it's not going to work out of the box?

arctic stump
arctic stump
autumn drift
arctic stump
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Name tags won't show if there's not TagManager though...

autumn drift
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I see name tags in all scenarios

arctic stump
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Are you sure about that? I have no TagManager in my scenario and there are no name tags either 😅

autumn drift
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yes I mean the ones I play, especially vanilla scenarios, which means this is an opt out thing instead of an opt in thing

arctic stump
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Yes, the vanilla scenarios have all set up properly, but if you make your own scenario, you have to keep in mind what I described above
I agree, for vanilla scenarios it's a non-issue

autumn drift
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right, I was thinking it may not work out of the box in those

arctic stump
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Ah I see, sorry I misunderstood you

arctic stump
tardy vale
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I use a mod in my server that enables names on top of their heads only when people speak, does this make the red marker not show up?

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Technically my scenario has tags, they just hide when you're not talking

arctic stump
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What's the name of the mod?

tardy vale
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Pastas nametags if I'm right

#

PASTAS NAMETAGS EDITS

lethal holly
#

If you wanna add dragging I can handle that as long as you go a no animation route.

patent fog
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please

arctic stump
tardy vale
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So, we've tested heavily this mod tonight... Its fun and it bloody works exceptionally well!! Only thing we've noticed. Is that EVERY single time a guy gets knocked down, his injuries were always head and torso... Don't know why 🤷‍♂️

arctic stump
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Head might be a coincidence, but torso is intentional. When a unit falls unconscious, we always add a wound to the torso atm. This also ensures that there's always at least one open wound to treat and that the unit can bleed out.

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Maybe it would be better to actually only do that if really no wounds are present and select the hit zone with the largest damage for bleeding instead.

bold patrol
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Would be nice if there was a visual indication of the wound(s) location

arctic stump
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Not sure if that's really needed. You can see pretty well which parts need to be treated when you got a bandage equipped. Also it seems there's no function yet to create 3D markers beyond the icon placeholder in the name tag.

bold patrol
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I was meaning a 3D indicator like blood and the icon placeholder but if it's not possible rn, not much else to say

arctic stump
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I wouldn't say it's impossible, but a major undertaking, since it would require the implementation of a general 3d marker system.

arctic stump
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Should contain all the fixes to get it running with today's Reforger update.

runic atlas
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will this be obsolete when the update goes to stable?

plucky wind
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But at least we get tourniquets, saline and morphine

limpid whale
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Yeah drag or pickup option would be elite

arctic stump
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Not really. The two systems behave differently. RSA aims for a more casual system:

  • Falling unconscious is guaranteed (might get configurable in future)
  • Players can never spontaneously wake up
  • Bandaging all wounds will immediately revive a player
#

Bandages will get the job done. No need for the rest.

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Also the BI's system doesn't seem to have notifications yet.

plucky wind
# arctic stump Not really. The two systems behave differently. RSA aims for a more casual syste...

Ive had unconscious ai get up, during a battle with no treatment on experimental.

Also saline and tourniquets are the only useful thing for downed people since not everyone is going to have enough bandages on the battlefield which makes room for tourniquets until someone with a bandage can get them.
And saline just helps with major blood loss which is bound to happen with the unconscious feature and all your gapping bullet wounds.

Morphine i don't see use atm since characters don't limp or anything like how they do in DayZ obviously there's other reasons for morphine but i just don't think it has much use at this point

arctic stump
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I agree I was too quick in dismissing saline and tourniquets. They can indeed delay bleeding out if you don't have enough bandages.

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Yes, with BI's system there is the possibility of waking up spontaneously, but RSA suppresses that.

runic atlas
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i also do like the ability to get thrown from explosions with this

bold patrol
arctic stump
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I don't think handling of explosions behaves differently from BI's system 😅

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Might be worth considering to differentiate RSA more from the system on experimental. Making it more aligned with the casual system from Arma 3:

  • Single interaction for reviving instead of bangaging minigame
  • Fixed, but configurable bleedout timer
plucky wind
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I personally don't mind how the medical system is, it would just be nice to be able throw smoke and drag someone from the open back to cover for healing, or like if you get badly injured you leap and shit and you can then call a MEDEVAC for the heavily wounded. That would be dope.

arctic stump
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It depends on your needs. I like the medical system on experimental, so I wondered what niche could RSA fill. No doubt the most lacking feature of all systems is dragging. Arma 3 had the same issue, but dragging animations were at least available for mods to be used, which Reforger doesn't.

arctic stump
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@lethal holly are you still interested in implementing one?

lethal holly
#

Not this one

arctic stump
# lethal holly Not this one

Not sure what you exactly mean. I would propose that a dragging system should be a separate mod, such that it can be used with any revive system.

lethal holly
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Oh, I misunderstood

#

Yeah I'll eventually implement dragging

arctic stump
lethal holly
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I'll do a no animation dragging system, since I'm not an animator.

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I did some testing with carrying other players but that doesn't seem viable at the moment

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If we had proper "linking" then i could make it in a couple of minutes but 🤷

arctic stump
lethal holly
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Yeah kind of, but you can't attach characters to anything because it's broken

arctic stump
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hmm

#

If I got time, I'll experiment around a bit and let you know if I find a workaround

lethal holly
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I tried adding compartments to the players, The problem with that is it removes the the take control functionality from GM mode

arctic stump
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In the worst case we just calculate and set the position ourselves and do a SAV type of thing 😅

lethal holly
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You can totally make characters vehicles that other characters can get into though I thought that was hilarious at least

arctic stump
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I guess that's where the compartment approach came in. Ofc figuring out why it breaks remote control could be an alternative

lethal holly
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Or they could just fix linking

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Adding a character as a child of anything not only breaks the animations, but instead of attaching to the location it attaches to a location based on the objects offset of world origin

autumn drift
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low key wondering if you could ragdoll the character and then attach when ragdolled, no animations, but also kinda funny to imagine dragging ragdoll by its leg or whatever

lethal holly
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So if the object is at "0,0,0" and a character is added as a child then the linking "works " as far as location goes.

arctic stump
#

Dragging a ragdolled player sounds fun 😄

arctic stump
lethal holly
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AddChild

arctic stump
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lol, never noticed IEntity had that method 😅

lethal holly
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Thinking about it, I'm pretty sure that setting origin after attaching works with players now. I know for a fact that it didn't originally

arctic stump
#

What about changing the transform flag?

lethal holly
#

I've extensively tested pretty much everything you can imagine, I've tested simply because I wanted to do walking on ships for spacestrider

arctic stump
#

fair

true furnace
arctic stump
true furnace
#

👍

arctic stump
lethal holly
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It's a little odd tbh, i'll have to set up a proper testing mod and test with peertool

arctic stump
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RSA should now be compatible with 0.9.9

opaque minnow
#

what does it change?

quaint token
opaque minnow
#

thats what I'm confused about -- revive is in the game now so does this offer something additional?

#

no patch notes or anything on the git

quaint token
#

🤷🏻‍♂️

forest minnow
#

I mean from what I played with it’s exactly the same as the mod but the in game we can’t put knocked out folk in cars

arctic stump
arctic stump
opaque minnow
#

thanks Kex, much appreciated

bold patrol
#

Word up! This'll be useful

arctic stump
tardy vale
arctic stump
#

An implementation of pain inspired by ACE

tardy vale
#

Uuuuu interesting

neat yacht
brave mirage
#

very nice, uses the ingame morphine im guessing?

arctic stump
#

Actually replaced the ingame morphine, which helps with waking up incapacitated patients by EpiPen (yellow cap). The new morphine only treats pain.

austere depot
#

Question, will more then one dose of epinephrine cause the patient to die with your system? I think that would be a cool function as getting more then one or two dose’s from an auto injector would typically cause cardiac arrest or other major issues. (Citing medical studies on military epi auto injectors for use in a CBRN environment)

arctic stump
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Currently there's no limit on morphine or epinephrine, but would make sense to add once pharmacokinetics and cardiac arrest are implemented

#

With my chemistry background, I could come up with a simple model for tracking drug concentrations ( https://github.com/cen-mod/Medical/issues/2 ), but I'm not a health professional. Hence, any suggestions on how to model vitals like heart rate and such are appreciated.

GitHub

Proposed Model $$\begin{flalign} &\ce{P ->[k_a] A ->[k_d] \otimes}& \end{flalign}$$ $\ce{P}$: Precursor state $\ce{A}$: Active state $k_a$: Activation rate constant $k_d$: Deactivatio...

austere depot
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Maybe after administering epinephrine you could simulate tachycardia. Have a fast heart beat sound and maybe some kind UI similar to pain but maybe a different color and it moves a lot more?

#

to simulate cardiac arrest you could have them go unconscious and put a black UI on the screen to cover the entirety of it. To revive them you could do a randomized system that will bring the victim/patient back to the living after doing chest compressions?

arctic stump
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Hmm, I could make the heart rate go up linearly with the active epinephrine concentration and have it such that two shots in short succession will overshoot the cardiac arrest threshold.

austere depot
#

That sounds great!

arctic stump
#

Yeah, I think that's a good idea to make it distinct from normal unconscious state by blackening the entire screen, but the exact conditions under which patients get in and out of the state, will require more thoughts.

unkempt lance
#

Hey

junior portal
#

Hey could you add thet the wounds have a probability to reopen again aslong as their are still injured this probability would go down if the persons injury is recovering with this would it also be possibke to add something like a surgical lit where you could close the wounds without the probabililty to open again? Love the mod🔥

autumn drift
arctic stump
#

Also all these more advanced additions will be released in a separate mod, such that the current RSA remains to offer a casual system.

trail dock
#

Other then the pain added in what else does your mod offer that the base game doesn't mate?

junior portal
trail dock
#

Hello panda 😆
I'll have to have a look at it 🫡

tardy vale
#

The mod used to add like a timer for downed state, has this been modified to follow standard blood levels?

arctic stump
#

Yes, there used to be a fixed death timer for downed state, which got replaced in favor of triggering death when blood level falls to zero.

last pine
#

@arctic stump is the mod with cardiac arrest and stuff out?

arctic stump
#

Nah, it's work in progress. I'll announce it here.

last pine
#

Alright thx also i was thinking if possible you could do a better tourniquet mechanic than base game like maybe make them removable cause irl if you leave those on they can cause nerve damage

arctic stump
#

They are already removable, at least you can already do it in the inventory menu.

tardy vale
arctic stump
#

but keep in mind it's experimental

tardy vale
#

so excuse my stupid question, is this mod a new one in the workshop or is it still going to be the REVIVE SYSTEM ALPHA?

junior portal
#

We are rn in some sort of planing for a new Medical system the old Revive system alpha will stay how it is afaik. But the Medical mod is a new one the things that are in there are in wip. Hope I idnt missed anything explaining it @arctic stump

tardy vale
#

Clear, so the new one will come out as a new CEN right?

junior portal
#

yes

ornate cosmos
#

interesting, are CEN and this not meant to be used together then?

junior portal
#

I mean rn the revive system alpha is no real adition to the game because they already added a uncontious state so with the cen medical mod we re aiming for completely overhauling the medical system. What should be the reason for running them together?
Btw me and @arctic stump have planned what the goals of the mod are with some support from @neat yacht who is supporting us with medical informations and @fresh stratus me and kex will start working on the mod when we re back from vacation.

ornate cosmos
#

I could be trippin, but it seems when you run this mod, you're less likely to be fatally shot?

bold patrol
#

Last i remember the chances of doing unconscious are higher in regards to the mod. I could be mistaken tho

bold patrol
ornate cosmos
bold patrol
#

Unfortunately, we only have CEN mod. We were going to add revive alpha in the coming days if rumours were true (nvm im mistaken)

junior portal
# ornate cosmos I could be trippin, but it seems when you run this mod, you're less likely to be...

Yes þhats true webwant to add this to the cen mod but in an other form we want to get rid of the health model which is the reason for the often insta death and instead add pain and we also want to get rid oft the resilenced hitzones so the player wont instanly die everytime that beeing a medica actually makes sense so you obly die instantly when you for example get hit with high caliber in the head or huge explosions

junior portal
bold patrol
#

I'll check when it was last updated. Should confirm if anything. But if that's the case then hopefully the new rendition of CEN should implement a bit more than the last

arctic stump
ornate cosmos
#

also without RSA the AI go uncon a lot more. Id love to have the best of both worlds! 🙂

#

also without youre more likely to wake back up on your own

arctic stump
#

Yes, AI always die without falling unconscious with RSA

ornate cosmos
#

did you just mess with the health component for the player settings? like slowing down bleeding and stuff

arctic stump
arctic stump
#

Can actually be configured in the server config JSON with m_fBleedingRate

ornate cosmos
#

whats the main thing preventing fatal wounds?

arctic stump
ornate cosmos
#

nice thats the main thing i like about RSA, however I kinda like the other vanailla features for AI going uncon and players able to wake on their own.

arctic stump
#

The point of RSA is to provide something close to the casual system that A3 had. We intend to provide a more complex and highly configurable system with CEN Medical.

arctic stump
bold patrol
#

Is it possible to add some sort of blood effect as well? Perhaps a gore system alongside to simulate critical casualties?

#

Also epi pen replaces the morphine? I may be misunderstanding epi pens, but i was under the impression that morphine boosts health regen while epi pen was ideally used for waking up unconscious players/ai entities

junior portal
# bold patrol Is it possible to add some sort of blood effect as well? Perhaps a gore system a...

I think there already is a mod that adds these thinks we could talk with the author of the mod and ask if he could make more blood effects that we them could use to make more bleeding for heavier injuries but that could be an addition so we wont focus that in the Beginn I made a threat for the Cen medical so you can see the roadmap https://discord.com/channels/105462288051380224/1144181901427478548

last pine
junior portal
#

Do you know who made bloodlust?

last pine
#

@fossil crystal I think

bold patrol
#

Appreciate it and im looking forward to the additional functionality. From what ive tested, blood and dismemberment mod no longer work under the current version (at least for me) but i Appreciate you looking into it. Medical teams getting familiar with the different states of vitality and conditions would be a much needed addition! 🙏🏾

junior portal
fast solar
#

Well the blood mod of gahnns is really good in my opinion

#

But he only actualize the mod in the experimental version of arma reforger....

#

But it's very good since he has a some gore and ragdoll in the mod....

#

But the mod of gahnns in the normal arma reforger is no longer functional by ragdoll reasons....

tardy vale
#

I would like to give my personal opinion on the CEN-Carrier SYSTEM. I love the ability to finally be able to carry our wounded fellas out off the open to a more safe area. But I feel like it needs a bit of tweks here and there, mostly on the weight system... I feel that (if possible) there should a weight addition or mobility con to the action . maybe simply deactivating sprint during this action I dont know...

I hope to see this mechanic evolve with time and I'm even more eager to see what does the future mod of CEN has to offer!!!

ornate cosmos
arctic stump
#

Doing it by weight is a good idea if possible. Then the stamina system can decide where the limits are.

trail dock
#

I'm not sure if I ask in here or in the cen medical thread...is there any way of adding a symbol that lets us no players are downed?
Or do it so if we get shot and downed we can call out in pain?
Obvs if we get knocked out we can't speak...

arctic stump
#

All vanilla missions like Conflict, GM and Combat Ops should already have that

trail dock
#

But not modded conflicts?
Bloody slowmode lol
I dnt have name tags on in my server so maybe it won't work

Cheers pal

arctic stump
#

Well, ask the author of whatever modded conflict you are referring to...

#

but might be intentional by them to disable tags

arctic stump
junior portal
trail dock
arctic stump
junior portal
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Yeah medical update made many things buggy but I mean now we dont have to create the medical system from scratch we already got some things 😂

arctic stump
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To be fair, unconscious state was completely broken in vehicles before the update, so there were some improvements 🙂

junior portal
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Its also somwtimes buggy in vanilla if we wouldnt have the carrier system uncon people in the gunner just get stuck and you cant treat them in there so you have to carry them out but in vanilla if you are stuck u just gonna die😂

arctic stump
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Actually, you should be able to drag players out of vehicles in vanilla. There's an additional action for it, where the get in action is.

junior portal
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Really I havent seen it🥲

tardy vale
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We can literally climb up a ladder right now while carrying a guy lol

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@trail dock there's a new mod in the workshop that shows name ONLY when speaking. That one has the symbol when they go down and hides nanes

trail dock
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Thanks mate appreciate that 👍

lethal holly
arctic stump
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I decided to deprecate RSA with the upcoming 1.0 update. The current vanilla revive system on experimental is pretty great and RSA would just diminish it with its overrides. In its place I plan to release two smaller mods for tweaking the vanilla system for a more casual audience: Stay Alive and Revive Action. The former is already available on experimental and prevents players from dying. The latter should provide a way to instantly revive players.

arctic stump
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Arma Reforger

Sends notifications when a player gets incapacitated or revived.

Arma Reforger

While this mod is active, players will always fall unconscious before they die.

Arma Reforger

Medical kits and repair tools can be used without supplies and can always fully restore health.

unkempt lance
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The carry mods is spawning people in the air