Arma 3
AI Resurrection
172 Comments
Adri_karry  [author] 27 Sep @ 4:36am 
@Ambitiose It should work well, I haven't checked it.
Ambitiose 27 Sep @ 12:22am 
Hi, does it works with Antistasi Ultimate? I am new to Arma 3 mods so idk if Antistasi Ultimate is an additional module too
Adri_karry  [author] 20 Sep @ 11:44am 
@ItsJustRyan2701 The AI mod I am creating is inspired by the AI from Commandos Strike Force or Commandos 2 because the main function is for the AI to use the first person and not turn around magically without having detected you beforehand. There are also additional functions such as investigating shots based on distance; it will approach in one way or another but not to the exact position. Upon detecting an enemy, it alerts nearby troops. There are default patrols in passive mode for infantry and some other things. The only thing I lack is vehicle patrols, but I don’t know if I should include that function due to performance and to better customize their movements from the editor.
ItsJustRyan2701 20 Sep @ 9:40am 
@Adri_karry Oh ok,i see i see. Well im looking forward to your new AI mod :D
Would you include a feature that allows for AI calling in artillery or air support?
Adri_karry  [author] 20 Sep @ 8:18am 
@ItsJustRyan2701 Yes, but it's also true what you were saying since I verified it myself with the mod I'm creating because it added new movement orders when being alerted, and if it is given after reanimating, it overwrites it, and with lambs it will happen the same way sometimes.
ItsJustRyan2701 20 Sep @ 6:14am 
@Adri_karry Ignore my comment. AI will still revive, just takes a little longer than usual
Adri_karry  [author] 20 Sep @ 6:04am 
@ItsJustRyan2701 Yes, reset the commands, I am also creating another mod for AI behavior by default and I had to include the commands to go revive because the behavior mod resets them.
ItsJustRyan2701 20 Sep @ 5:57am 
Mod does not work with LAMBS, AI will just leave you to die.
Moe Th 18 Sep @ 3:56am 
This is EXACTLY what i needed, i wish the parameters could be edited in addon settings rather than in the admin menu (which doesn't work right now anyway). It'd be alot easier to set everything up once and then have that apply for all future missions
Adri_karry  [author] 12 Sep @ 9:23pm 
@skye If the module has become a bit outdated compared to the admin menu, I need to add the new parameters.
skye 12 Sep @ 3:56pm 
I dont see alot of the config options in the editor module
Adri_karry  [author] 8 Sep @ 7:48pm 
@CHASKOH If it apparently works well in the editor, but in missions the functionality can be somewhat relative since the AI has assigned orders and more scripts and mods, and that is what causes it to sometimes arrive just in time and go after some order, not giving enough time to start reviving.
CHASKOH 8 Sep @ 1:34pm 
I don't know if the addAction menu thing got fixed or not. But I realize that I never clarified that when I did that, it was just with the mod loaded in NMD sandbox.
Adri_karry  [author] 4 Sep @ 6:43am 
@KimiBochiTTV Great, anyway in the next updates I will try to fix that too.
KimiBochiTTV 4 Sep @ 6:40am 
Oke thanks i think i fix it <3
Adri_karry  [author] 4 Sep @ 6:23am 
@KimiBochiTTV Yes, it is certainly because sometimes there are some AI groups that reach the target but don't wait even 1 second and go to regroup, and they don't have time to do the animation.
KimiBochiTTV 4 Sep @ 4:17am 
This still work i play just now game and there is that someone come to pickmeup but in the end no one going to me etc. like ai dont do anything
Adri_karry  [author] 22 Aug @ 6:18pm 
@Salad & Tatos No, neither with ACE; also, for it to be coherent to combine with ACE/ACM, I would have to create another version, otherwise the AI would revive too quickly.
Salad & Tatos 22 Aug @ 6:09pm 
does it work with ACM?
Adri_karry  [author] 5 Aug @ 3:25pm 
@itsniko Thank you, I'm going to add you, and if you want, we can try it now. You would only have to assign the user key 10 and in theory, it shouldn't open the menu.
if you want i can test it
Adri_karry  [author] 5 Aug @ 2:59pm 
@itsniko yes players can drag AI or incapacitated players but I haven't updated it yet.
i mean can you drag carry ai?
Adri_karry  [author] 5 Aug @ 2:06pm 
@itsniko Yes, but only players and it is used with a key, since the AI doesn't make much sense to move them as it wouldn't understand well what a safe place is either.
even ability to carry injured?
Adri_karry  [author] 5 Aug @ 1:44pm 
@itsniko If I already have the option to drag incapacitated ones as well, I practically have everything, I am just testing it and I will look for someone to verify that the menu works well.
and also i hope you add a way to drag injured
Gideon 5 Aug @ 8:43am 
Thanks mate. appreciate
Adri_karry  [author] 5 Aug @ 7:26am 
@Gideon I will add a new parameter so that only factions with at least 1 player enter incapacitated mode in the admin menu that I am going to add.
Gideon 4 Aug @ 2:18pm 
Its a really nice mod. I would like to for example exempt the opposing faction from using these if its not too much to ask. Is it possible? i am running vanilla missions and for some this is exactly what i was looking for except that the enemy is also reviving lol
yeahhh admin menu will work and please add ability to drag injured
Adri_karry  [author] 3 Aug @ 7:06am 
@itsniko but the cba parameters really don't make much sense since they are global parameters, what I could add is an admin menu that can always be opened in sp and in mp only by the admin or the one who creates the game, I already have one but I don't know if it really works well in preventing others from opening it.
it really need cba settings like other mods how am i gonna add script when im playing premade missions
Adri_karry  [author] 2 Aug @ 7:03am 
@itsniko If you want your squad to revive each other, use:

missionNamespace setVariable ["reviveRadius", 30];

This limits the revival to nearby allies. You can also configure it through module parameters or mission scripts. The capture percentage gets stuck due to the game mode that blocks conquest with fallen enemies. This mod removes incapacitated enemies when AI can. Those that remain alive are usually bugged. If you are the squad leader, select a unit and aim at an incapacitated enemy; if the 'attack order' appears, they will shoot on their own. If no order appears, you will see that they do not attack those enemies.
this is the only ai mod simple and make u revive your allies but there need to be settings to limit who get revived
so make it server side i want to make it only my team revive each other in missions like ris or big battles capture percentage will hault because enemies are wounded across the battlefield and ai will not finish them off
Adri_karry  [author] 30 Jul @ 7:38pm 
@itsniko The mod does not rely on CBA, so it doesn't make sense to add 'CBA adjustments'. It wouldn't be logical for it to have CBA parameters, because anyone on the server could change them, which would break the control of the mod. The AI only revives allies from its side, never enemies or even civilians, even in Zeus, although they may come from a civilian faction while unconscious, it only revives allies. Limiting the reanimation to just the squad would be absurd because if they all die, no one could revive them.
THERES SHOULD BE CBA SETTINGS this mod makes everyone revive each other cant even pick my team only
Metrøs 28 Jul @ 3:59pm 
@CHASKOH I had the same problem, and also, the AI in my team could revive each other but never come to revive me, strange.
Adri_karry  [author] 27 Jul @ 9:28am 
@itsniko If it was for a damage balance from the last update so that they could withstand more bullets, but if it didn't deal enough damage in incapacitated mode it didn't affect them, the immortal troops bug should no longer occur.
i hate this mod so fucking much the ai dont even take damage they practically invincible when they are down
Adri_karry  [author] 26 Jul @ 7:31pm 
@CHASKOH Oh okay, I don't know if it will be perhaps because of the radio or the area where you were trying to revive. At least when I was testing it, it didn't disappear for me, only while you were aiming at the troop, only when you start to revive.
CHASKOH 26 Jul @ 5:09pm 
The scroll wheel menu addAction prompt for the player, will show up for about half a second, then will disappear from the scroll wheel menu, then re-appear, rinse and repeat.
Adri_karry  [author] 26 Jul @ 11:30am 
@CHASKOH Where in the menu? Or are you referring to the resuscitation orders?
CHASKOH 26 Jul @ 9:47am 
Apparently the "Revive" prompt keeps showing up and then going away.
Adri_karry  [author] 24 Jul @ 12:53am 
@Metrøs If I can add the to change the time and some more parameter in a module
Metrøs 23 Jul @ 10:51pm 
Can you please add a setting to set the timer for the player to die after a certain amout of seconds if no medic come revive pls? It's annoying staying on the ground for long minutes doing nothing.

Also, 50% of the time AI units ignore injured player, they just pass by.
Adri_karry  [author] 23 Jul @ 8:01am 
@Ben If fallen players are revived too, but the menu is to avoid having to wait since they can entertain themselves or in case you don't have allies nearby, the menu opens with a custom key, number 7. Those keys are assigned in the controls menu where the sections for infantry, vehicles, etc. are located in a subsection that is called custom controls or something very similar, and by default, no key is assigned to any of that section, and you assign one in what is called user 7.
Ben 23 Jul @ 7:45am 
Can you recommend any troubleshooting tips for when the AI will revive each other (I can also revive them) but they do not revive downed players. Not sure if this matters, but tried mapping the custom key and that didn't open the Dynamic Menu.
Adri_karry  [author] 20 Jul @ 8:57am 
@HazeNoir I haven't checked it, it would probably be compatible but maybe some resuscitation orders could be omitted in favor of lamb movement orders.