Arma 3
400 ratings
Lifeline Revive AI
18
5
2
5
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
8.764 MB
4 Oct, 2024 @ 10:56pm
12 Jun @ 12:08am
53 Change Notes ( view )

Subscribe to download
Lifeline Revive AI

Description
Lifeline Revive AI

Lifeline Revive AI enables AI units to heal and revive.

Most versatile revive mod in the workshop: it is compatible with ACE Medical or just with vanilla. 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: just player group, lobby slots or whole side. Then you can limit CPU for older rigs
  • 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

With ACE Medical
  • Uses ACE medical system; 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
  • [2025.06.12] Fixed respawn issues
  • [2025.05.27] Signed. Now mod works on dedi server (non script version).
  • [2025.05.22] server version link at github & option to turn of add units hint
  • [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
  • Avoid the official missions that come with Global Mobilisation DLC. The mission ends even if you sprain your ankle. Contacted devs and they have no interest in mods with medical system. No workaround: they treat 'incapacitated' == 'dead'. Workshop missions that use GM assets are fine though.
  • Spearhead 1944 official missions: cannot disable their revive, however the devs have been cool and are implementing a bypass option for next update.
  • 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.
  • Sometimes, very rarely, the MASCAL message appears even though its not MASCAL. Because it happens so rarely its been difficult to debug

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

*NOW SIGNED! works on dedi server

Run Mod on Dedi Server
Should work on dedicated server as mod. Just make sure mod is running on server and on all player machines.
The player in the first slot gets the start menu. CBA settings from this player set the server options (if logged in as admin).

Server script version
Should work on dedicated server and as mission script. Still in testing, feedback welcome.
link for server version at Github[github.com]

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

Thanks
Thanks for help: Johnnyboy, Rick O Shay, pierremgi, and ACE team members: BaerMitUmlaut, GrimIsBall, MiszczuZPolski, prisoner and Dart.

Licence
Arma Public Licence (APL)[www.bohemia.net]
With this licence you are free to adapt (i.e. modify, rework or update) and share (i.e. copy, distribute or transmit) the material under the following conditions:

• Attribution - You must attribute the material in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the material).
• Noncommercial - You may not use this material for any commercial purposes.
Popular Discussions View All (11)
8
31 May @ 4:35am
Allow one more scope: SIDE excluding player's group
Komodo
4
31 May @ 10:18am
Feature Request: Leave Units in Wounded State
Tex Tactical
8
14 May @ 3:14am
Manual Starting Player Side
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈
497 Comments
OcN.Helbrecht 5 minutes ago 
How does the Auto-Recover work, if its set to 100% does that mean your character will get up on his own?
Stolt 10 minutes ago 
Wait so this works with Antistasi Community version with or without Ace?
MUDr. Seky 6 hours ago 
When using the SOG AI mod along with ace and lifeline, I have a problem with the restless members of my unit with their constant attitude changes. IF I use the instruction from SOG AI "copy my stance" my unit does not copy my stance at all, even when moving, their character still switches between walking crouched and walking upright, even when stopping, the stance of my unit switches to lying down or crouching. I tried to turn off all the mods I use, but in the end Lifeline causes random attitude changes and the SOG AI "copy my attitude" mechanic does not work properly. Would it be possible to remove this error somehow??
-PatH- Federik 23 Jul @ 6:02pm 
Hi there, and thank you for the mod! I have a little question: is it possible to allow revive action only for medics? i mean, there is an option that says "force vanilla medics" or something like that... But it also says that if there are no medics in the group the last added unit will become a medic. I think that a "no medics, no reive" option is needed.
For exemple, i have a scenario where the player can control multiple groups, potentially he can call in a "support group" with a medic to heal and revive soldiers from other groups. But that's basically useless if the mod "cheats" by adding the "medic" trait to random units.
demonon 18 Jul @ 4:51am 
Is mod meant to allow non medics to fully heal soldiers?
Harldog 14 Jul @ 2:44am 
If it's supposed to "Auto-disable(s) other revive systems (vanilla, SOG, Psycho, Grimes)", it's not doing it. When I get hit, a "*" displays; the prompt to press the space bar. I DID see an BLUFOR AI provide aid, but would rather have the "radial". Playing without ACE3 because it screws up placing and detonating explosives.
player21614 12 Jul @ 2:51am 
Is this compatible for Editor Mode?
Sora 11 Jul @ 5:59pm 
Would really appreciate an option to disable the personal aid kit on revive
Crunchyy 11 Jul @ 5:54am 
Other than that the mod works great and is the only functional AI medic mod out there atm that's good for large-scale PVE ops with AI allies.

The issues I described happen with Scope set to 'Side' & 'Group' with shield while reviving set to 'Off'.
Crunchyy 11 Jul @ 5:50am 
If you could add a settings, or even just have a look at the script in regards to labelling downed players and AI as CIVI (Purple instead of blufor) that'd solve a lot of issues.

Some of the issues I seem to have run into because of this is being unable to treat, or unload vehicle occupants. No longer being able to control a vehicle because a member of the crew is incapped and set as a civi in another seat. And players being stuck as civs after being revived by other players or AI Lifeline medics, which means OpFor no longer shoot at them - The only way for a player to fix this is by respawning, changing the players side via zeus doesn't work.