Arma 3
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AI Resurrection
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AI Resurrection

In 1 collection by Adri_karry
AK Tools
24 items
Description
AI Resurrection - Incapacitation and Revive System
AI Resurrection enables AI to revive allies and players in single-player (SP) and multiplayer (MP) games. It works automatically in any mission without additional modules, using a custom unconscious state system.

Main Features:
✅ AI revives allies and players with realistic animations.
✅ Any nearby unit can revive an incapacitated ally; only the first to arrive does so.
✅ AI extracts incapacitated units from non-destroyed vehicles for revival.
✅ Compatible with spawn scripts and modules.
✅ Players revive allies with a "hold" action, no medkits required.
✅ Revive time limit: 3 minutes, or the incapacitated unit dies.
✅ Players and AI enter an incapacitated state and can only be eliminated if finished off.
✅ AI finishes off incapacitated enemies, unlike the base system.
✅ Damage-free shots allowed when entering incapacitated mode to prevent instant death.
✅ "HoldAddAction" removed from eliminated or revived units.
✅ Menu and actions translated into all Arma 3 languages.
✅ No external mods or DLCs required.

Dynamic Menu:
✅ Opens with a custom key on User7, displaying a dynamic button interface.
Auto-Revive Button: Activates a countdown for automatic revival when incapacitated (off by default, only usable when incapacitated).
Recruitment Button: Activates an addAction to recruit bots and make them playable in SP and MP (off by default).
Leadership Button: Take command of your group or assign leadership to another member. Become leader with one click if not leading, or step down to transfer leadership to a random teammate. On respawn, leadership auto-transfers; regain command via the button.

Revive System Configuration:
✅ This system allows you to fine-tune key parameters that control incapacitation, revival, and AI assistance behavior.

Configuration methods:
- Via module in the editor.
- Admin Menu (in real time)

Available Parameters:

deathTime: Time in seconds before an incapacitated unit dies from bleeding out. 🔧 Default value: 180
life: Health level after being revived. 🔧 Range: 0 (fully healed) to 0.99 (barely alive)
reviveRadius: Maximum distance (in meters) for AI to detect allies to revive. 🔧 Default value: 80
maxRetries: Maximum number of revive requests an incapacitated unit can make. 🔧 Default value: 3
Disable Revival System per Side Allows disabling the incapacitation system individually for each faction: BLUFOR, OPFOR, INDEPENDENT, and CIVILIAN. When enabled for a specific side, its units will die instantly instead of entering the incapacitated state, regardless of whether there are human players in that faction or not.
🔧 Default state: Disabled for all sides 🔧 Configuration
lethalDamageEnabled: If enabled, any hit that causes 100% damage will be lethal and bypass incapacitation. 🔧 Default: Disabled
damageThreshold: Resistance threshold that reduces incoming damage to units. 🔧 Range: 0 to 0.7 (recommended max to avoid immortal units) 🔧 Default: 0

Admin Menu:
✅ Accessible via User10 key, works in SP and MP.
✅ Only visible to the mission creator or server admins.
✅ Allows real-time configuration of all revive system parameters.

Dragging Incapacitated Units:
✅ Activated via User8 key.
✅ Allows picking up and dropping incapacitated units with the same key.
✅ Fully compatible with SP and MP.

Additional Details:
🔸 AI eliminates incapacitated enemies for tactical realism.
🔸 Avoid combining with the base revive system or other revive mods to prevent conflicts (e.g., duplicate actions).

📜 AI Resurrection License:
All rights reserved. This mod cannot be modified, redistributed, or included in any other package without permission.
🚫 It is prohibited to modify, decompile, extract PBO files, any other content, or scripts from the mod.
🚫 It is prohibited to redistribute the mod, in whole or in part, on any platform or repository.
🚫 It is prohibited to include this mod in other mods or modpacks.
🚫 It is prohibited to create derivatives or modifications based on this mod.
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.