Arma 3
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LifeLine Revive AI
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Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
8.731 MB
Oct 4, 2024 @ 10:56pm
May 19 @ 8:35pm
34 Change Notes ( view )

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LifeLine Revive AI

Description
LifeLine Revive AI

*Major Update!! 2025.05.03. Check 'change notes' tab

LifeLine Revive AI enables AI units to heal and revive, compatible with ACE Medical and vanilla systems. Designed for maximum workshop mission compatibility, it enhances immersion with voiced AI medics.

Key Features
  • AI units revive players and each other with 600+ audio samples from 15+ voice actors (ElevenLabs), randomized phrasing for natural dialogue.
  • Works with or without ACE Medical
  • Supports single-player, multiplayer, and teamswitch.
  • Optional HUD feedback: medic distance, injury status, and incapacitated unit list.
  • Smoke grenades thrown by medics before reviving (optional).
  • MASCAL (mass casualty) warnings when all units are down
  • Auto-disables other revive systems (vanilla, SOG, Psycho, Grimes).
  • Scope options ('Group', 'Slots', 'Side') auto-start in missions. Still option for manual start menu
  • Faster load than previously.
  • PVP: same settings across all sides. PVE: revive is optional for OPFOR.
  • Medic blacklist: exclude mounted weapon units, drivers, pilots, or vehicle occupants.
  • Unblock blacklist when MASCAL
  • Improved queue handling for faster incapacitated unit processing.
  • Works with Lambs and SOG AI (latter in testing. Works so far)

With ACE Medical
  • Uses ACE damage and medical systems; compatible with older ACE versions.
  • Tweaks to make ACE compatible with non-ACE missions: vanilla first aid kits also include blood, plasma, and splints; optional faster enemy bleedout to trigger tasks quicker.

Without ACE
  • Custom damage model: body part injuries, bandages, blood IV, morphine, CPR via addaction menu.
  • Adjustable difficulty: bandage range sets max bandages needed; optional instant death blocker with 3 difficulty levels.

Bonus Features - unrelated to revive but useful
  • Hotwire locked vehicles (requires toolkit, excludes armored vehicles).
  • Auto-crouch for AI in 'Aware' behavior for realism.
  • Explosive specialist role for all units to defuse bombs (requires toolkit).
  • ACE: optional Blufor tracking limited to physical GPS units.

Recent Updates
  • [2025.05.20] SOG AI compatibility (experimental)
  • [2025.05.16] Limit number of medics so you can have more firepower. Also force always use Arma 3 vanilla medic
  • [2025.05.08] New Self Revive options. No self revive if enemy too close. Return fire more important.
  • [2025.05.03] Improved start action menu (includes OPFOR); many bug fixes.
  • [2025.02.10] ACE: Vanilla first aid kits now include plasma/splints.
  • [2025.02.08] ACE: Blufor tracking limited to GPS units; fixed medic captive state.
  • [2025.02.06] Patched for ACE 3.19; Antistasi captive state fix; removed startup popup; added option for faster enemy bleedout in ACE missions.

Known Issues
  • Some missions disable start action menu (use Ctrl+Shift+Alt+L workaround).
  • AI pathfinding issues; idle stopper partially mitigates.
  • Medic direction changes abruptly; voices too calm in combat; occasional glitches (e.g., medic rising into air, reviving through walls).
  • Map icons sometimes bugged; collision disabled to aid pathfinding, causing units to clip objects.

Future Plans
  • Language packs (Deutsch, Français, Italiano, Español, Russian).
  • Dedicated server version nearing completion.
  • Carrying/dragging without ACE.
  • OPFOR inclusion. DONE!

About
This BETA mod, is on GitHub[github.com] for community contributions.
Created by a composer / sound designer Benedict Harris, it emphasizes immersive voiced AI medics.
link: Benedict Music[www.benedictmusic.eu]

Thanks
Thanks for help: Rick O Shay, pierremgi, and ACE team members: BaerMitUmlaut, GrimIsBall, MiszczuZPolski, prisoner and Dart.
Popular Discussions View All (11)
1
6 hours ago
Feature Request: Leave Units in Wounded State
Tex Tactical
5
6 hours ago
Allow one more scope: SIDE excluding player's group
Komodo
8
May 14 @ 3:14am
Manual Starting Player Side
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈
345 Comments
Bendy  [author] 12 hours ago 
@Animal Xavier cheers mate :)
Animal Xavier 12 hours ago 
Mod improves AI teammates behavior on Spearhead 1944, playing single player campaign. good job man
Bendy  [author] 13 hours ago 
@Rylie<3Damian yes Medivac would be closer to real world scenario. You could also get a chopper in with replacements. Good idea

"AI not helping a person who is already getting helped by a player." - yes thats an idea. Will add as an option

"Self Heal mechanic being tied to status." - do you mean 'status' as in Combat, Stealth, Aware, etc ?

yes can add an option for Self Heal only to happen when not in Combat mode
Bendy  [author] 13 hours ago 
@TLBan不是老阿姨 no worries :)
Bendy  [author] 13 hours ago 
@Urist I didnt test it with DCO. Will test later in the week
Rylie<3Damian May 18 @ 10:50pm 
Mod Is perfect now, Thanks Although there are some suggestions I would like to see

Medivac usage: would be cool to see ai getting medivaced as a module.

AI not helping a person who is already getting helped by a player.

Self Heal mechanic being tied to status.
TLBan不是老阿姨 May 18 @ 6:51pm 
@Bendy You did a lot of work fixing things and I just reported a bug.Salute to you.
Urist May 18 @ 3:07pm 
whats the compatibility with ai mods? I tried using it with DCO but the medics never went to revive me, it might have been a settings issue though which setting allows ai to revive players and people outside their group?
Bendy  [author] May 17 @ 11:36am 
@TLBan不是老阿姨 ok I fixed the start menu for DRO, should work fine now, however this is when the 'scope' is set to 'choose in mission'. The automartic load for a scope is not working with DRO atm because in the setup menu you are a CIV.... working on a fix
Bendy  [author] May 17 @ 1:06am 
@TLBan不是老阿姨 confirmed. No Blufor at all in one of the SOG DRO missions. Fixing now