Docs · Roadmap
Revive
docs/roadmap/scopes/later/revive.mdEdit on GitHub
Phase: After release
Extends: Survival, character death
Player loop
A downed player can be revived by someone with a medical item before the death screen. If the timer runs out, the current death and respawn path takes over.
In scope
- A downed state with a config bleed-out timer.
- A revive action that consumes a base-game medical item and raises the player with a config health fraction.
- Medics and civilians can both attempt it. The license can shorten the action for a medic.
Out of scope
- Changing the respawn loadout or the corpse rules that already shipped.
- Custom defibrillator meshes.
Assets
Port the downed state and the force-respawn wait from LNGC (LNGC_ReviveAction, m_iForceRespawnWaitSeconds default 75 on the player-data manager). The item consumed is FieldDressing_US_01.et or MorphineInjection_01.et. Skip the map-close path LNGC marks as a softlock (LNGC_LifeStateListener, CloseMapIfOpen). Death after the timer still uses EL_DeathScreen and EL_SpawnLogic.RespawnPlayer_S. See sources.
First slice
Down a player, revive with the configured item, or let the timer reach the existing death screen.
Depends on
EL_SurvivalStatsand the death-screen respawn- Hospital items only as the same vanilla medical prefabs, not as a dependency on the robbery
Proof
- Logic: no item refuses; timer expiry calls the existing death path once.
- Manual: two clients, dedicated server.