TLDR: Video at the bottom 😁
Below is a quick video demonstration of a basic revive system, starting out with basic core functions and gradually adding on features time and effort permitted. I do not have an estimated release time, this is not finished and there is no download right now, but the plan for release is to submit the mod and code together, especially with the intention of helping modders newer than myself get started. I'm still new'ish to Blueprint scripting, so there may be better revive/medical systems later.
The Blueprint scripting likely needs quite a bit of work in terms of efficiency, validation to avoid crashes, and potential issues in a live server environment. As you can see from the screenshot, the blueprint is half organized...and half not, so I'm holding off on releasing at least until I can clean it up to improve readability.
The other game modifications are there because I'm working and testing several other things, but as far as I have planned, I don't see why it wouldn't work in vanilla when it is further along in development.
If I recall correctly, PiE (play in editor) as a Client is often adequate for most testing, so that's the extent of replication testing for now.
Probably no requests as I already have enough that I want to work on, but my longer term goal is to make it so this is modular enough to add/remove features. Function over form first, especially given that there are already plans for a medical system, so there are no finalization plans/goals set, but I do want to make it functionally playable enough.
Current function is a health check at <1 gets set to 1, the player's input and movement is disabled, and ragdoll to the ground. There is a check for overlapping boxes when near downed players with just a button press for now. Upon revive the character is currently set to teleport a few feet off the ground as a temporary collision fix with plans for improvement there and further testing is needed.
I may be able to add downed allies as part of AI goals, but I need to dig into GOAP further.
There are many bugs and I'm trying to determine what the easiest way to handle the player inventory is. It has not been easy to figure out a reliable way to give the player the ability to have some input functionality (but not all) while still keeping them from being able to shoot, change inventory etc, as well as one that I actually know how to do as I assume one of the better ways is to have an input state made specifically for being downed.
