Arma 3
LifeLine Revive AI
340 Comments
Rylie<3Damian 12 hours ago 
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 16 hours ago 
@Bendy You did a lot of work fixing things and I just reported a bug.Salute to you.
Urist 20 hours ago 
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
Maverick Loggins May 16 @ 3:50pm 
@Bendy Sweet! gonna try it over the weekend
Bendy  [author] May 15 @ 10:38pm 
@Lihan yet to test it. Will have a look this week
Bendy  [author] May 15 @ 10:36pm 
@TLBan不是老阿姨 will check this next week
Bendy  [author] May 15 @ 10:35pm 
@Maverick Loggins done, updated now.

[2025.05.16] Limit number of medics so you can have more firepower. Also force always use Arma 3 vanilla medic
Maverick Loggins May 14 @ 3:59pm 
@Bendy lol perfect timing I can't wait to try it! Thanks for putting so much work into this, your mod basically singlehandedly makes solo pve with ace a viable way to play the game. Without it I basically had to rely on zeus to control a medic and help myself if I ever got downed, and even aside from the core of the mod the auto-crouch feature is something I never knew I needed and now I don't wanna play without it lmao
TLBan不是老阿姨 May 14 @ 3:32pm 
@Bendy I was playing in Dynamic Recon Ops with SOG factions when I choose vietnam faction and select as GROUP or SIDE It wont It will only show initializing. My guess is that the script is initializing the LLR in other factions because it does not display the number of people initialized. When I tested it in the editor, the LLR for the red faction did load normally.
Lihan May 14 @ 1:57pm 
Does this work with Antistasi Ultimate's revive system?
Bendy  [author] May 14 @ 12:25pm 
@TLBan不是老阿姨 I just tested it, playing as EAST (Russian). It all worked with no problems. The WEST side became Opfor and the EAST side became Blufor (of course it gets confusing, because in Arma 3, Blufor and Opfor are always the same, Blufor is blue and Opfor is red. But in real military, Opfor just means the enemy side. So if you are EAST, then Opfor is WEST).
Anyway its working. What are steps to reproduce the bug?
Bendy  [author] May 14 @ 3:23am 
@TLBan不是老阿姨 I will check this. It should just recognise Reffor as your sidel
Bendy  [author] May 14 @ 3:22am 
@Maverick Loggins its funny you should say this - this is precisely what I have been working on this week. Its been trickier than I thought, because when a group or squad is MASCAL (mass casualy or all units down) then we need to get medics from another group or unbloack the blacklist (ie units in turrets or vehicles). Nearly finished, update over next few days
Rylie<3Damian May 13 @ 7:07pm 
@Maverick Loggins Yeah this should be an option, or maybe medics and rifle man only or maybe doing medic when safe for other roles
TLBan不是老阿姨 May 13 @ 7:06pm 
What if I am a player in redfor? after your updates when I was playing in russian the revive script won't run unless you change the setting.
Maverick Loggins May 13 @ 6:47pm 
I really love this mod, it basically revitalized my interest in PVE, but I have to ask, could you add an option to have this only effect medics? Ever since the large update last week, whenever people get hurt, like everyone in my group goes and tends to the wounded and there's hardly anyone left to fight. I've seen that you can now blacklist AI in vehicles or other things, but that still doesn't stop everyone else important, like machine gunners, engineers, AA units, etc. from abandoning their jobs to take care of wounded men. I've noticed it can become an issue where once a squad takes some casualties they just stop responding to orders because everyone in it is either down or crouched next to someone who's down. I think an option where this mod only impacts medic units could rly improve this. Perhaps medics and rifleman, but it would be nice if important infantry roles like MGs, AT, AA, etc. were blacklisted or could be with an option.
Bendy  [author] May 12 @ 6:15pm 
Rylie<3Damian sadly the only time Arma allows a ragdoll is the incapacitation or death animation. Cannot get ragdoll worling for dragging
Rylie<3Damian May 12 @ 4:04pm 
@bendy Yeah I agree its pretty clunky and you need to make a separate entity to pull them like PIR, It's fine though we should have an option of reviving teammates and self when safe.
Bendy  [author] May 12 @ 4:00am 
Rylie<3Damian ahhh thats what you mean. AI doing it. Like Project Injury Reaction does. I always found the Arma animation for being dragged so stiff and clunky, it just looks cartooney and silly so didnt really bother. Instead have medics crawling on their bellies using cover.... I think it will be too much work at this stage, I need to focus on other things. Just going to release a few updates and respond to bug fixes, but something major like new animations I think its not in the near future
Rylie<3Damian May 12 @ 3:30am 
@Bendy Huh AI doesn't pull teammates out of combat for me.
Bendy  [author] May 12 @ 1:48am 
@[Red Cross]✚Fox_pl✚[EXD] ah yes this is a known issue, rarely happens but it does happen. I think its when a player revives a unit the same time as AI is revive there is a bypass of resetting group lead. Will put that issue to the top of the bug list. Hopefully fix next update (actually one after the next update, just about to update a new version now)
Bendy  [author] May 12 @ 1:46am 
@Rylie<3Damian not sure I understand what you mean. Nothing regarding ACE dragging and carrying was changed, it should work
Bendy  [author] May 12 @ 1:45am 
@1CowboyR5 check your "scope" settings.
If it is set to "Group" then only units from your Group (Squad) will revive you, so if a unit from another group is next to you, they will do nothing. Choose "side" if you want as many units as possible to revive. Also any units that are NPCs, ie they have "simulationDisabled" and are usually just for decoration in a mission, they will not revive you either
Rylie<3Damian May 11 @ 11:38pm 
@Bendy, I mean using ACE so that AI can pull people out of combat.
1CowboyR5 May 11 @ 5:42pm 
Hi! it seems that after some time the mod is disabled since Ai won't come to revive me even when right next and won't revive other Ai.
In The East Wind campaign sometimes after you get revived (without ACE) you lose ability to command your squad
Bendy  [author] May 11 @ 8:34am 
@Rylie<3Damian if you are using ACE, then ACE already has dragging. I automatically detect if dragging or carrying is happening with ACE loaded, and the medic or medic on his way is cancelled. For the non-ACE version, I dont think I have time.

Just about to release a new update with medic selection number limits, so when your squad or group is under fire and suppressed, only one or two medics are in action so the rest of the squad can return effective fire
Rylie<3Damian May 11 @ 8:01am 
Kinda like you did with the self revive, but utilizing statuses.
Rylie<3Damian May 11 @ 7:59am 
@Bendy I suggest adding a dragging AI mechanic, so we can be dragged out of combat, and maybe more options like healing prohibitions and if you are gonna add dragging then drag prohibition.
Bendy  [author] May 10 @ 7:23am 
@[Red Cross]✚Fox_pl✚[EXD] ah yes I have been meaning to change that. Fixing now
I don't know if it it's intentional, but AI medics use 4 epinephrine on one patient, or at least it's what ACE medical menu says
Bendy  [author] May 9 @ 3:57pm 
@2SkankHunt42 latest version has all the logs taken out. Should be better for server (cool you got it working with server from the mod).
My dedicated server version is coming soon
Rylie<3Damian May 9 @ 2:55pm 
Yeah true, It's fine but sometimes its a bit excessive when they just getting shot at and you see them healing lol. but I recommend maybe heal when they are safe like when they are not taking supressing fire.
Bendy  [author] May 9 @ 8:27am 
@Rylie<3Damian you said "because sometimes they self heal right in front of the enemy" so I took this to mean close range
Bendy  [author] May 9 @ 8:24am 
@Rylie<3Damian Will have to figure this out. There are many times when its better to have AI momentarily revive itself while rest of AI team lay down supressive fire instead of losing two units (one unit unconscious, and the other unit reviving)
Bendy  [author] May 9 @ 8:19am 
@Rylie<3Damian its line-of-site so that might work (meaning its not just distance, but if the enemy can actually shoot you or not). However I need to test this to find the right distance metric.
1km seems excessive
Rylie<3Damian May 8 @ 5:19pm 
@Bendy, Maybe make the self heal up to 1000 meters or more
Rylie<3Damian May 8 @ 4:34pm 
@bendy Nice one
SkankHunt42 May 8 @ 7:32am 
@Bendy yes i mean logs. Good to hear that
Bendy  [author] May 8 @ 7:01am 
@SkankHunt42 do you mean it's sending logs? I am about to release a dedicated server version in next few days or early next week....
Will have no constant logs
SkankHunt42 May 8 @ 6:17am 
Hey, the mod itself is working great, but I have a problem on a dedicated server — it's sending messages every second, which causes lags during big fights
Bendy  [author] May 8 @ 12:29am 
@Rylie<3Damian added new option for Self Revive. Option to NOT self revive if there is an enemy under 100m and in line-of-sight. Return fire more important. Also option to turn off completely.
Bendy  [author] May 7 @ 10:56pm 
@Rylie<3Damian ah yes, just fixed that error. It was some new code I am working on which I didnt finish yet, forgot to comment it out for the update. Fixed now.

good idea on the self heal when not in line-of-sight of enemy within certain distance
Rylie<3Damian May 7 @ 9:52pm 
Also error

'... Lifeline_incapacitated;
sleep 0.2;
if (|#|Lifeline_Medic_Limit >= 0) then {
_incap...'
Error Undefined variable in expression: lifeline_medic_limit
File Lifeline_Revive\scripts\Lifeline_ReviveEngine.sqf..., line 1461
Rylie<3Damian May 7 @ 9:35pm 
@Bendy Idk if its your mod but add an option to not self heal at a certain distance because sometimes they self heal right in front of the enemy
djnattyd May 7 @ 11:42am 
@Bendy any chance of getting this to work with Advanced Combat Medicine?
Bendy  [author] May 7 @ 8:29am 
@Rylie<3Damian ok thats fixed now. Medics go back to previous waypoints before revive
ICRAWlius May 7 @ 5:28am 
ty for quick fix man i loved the mod