Player Lives 1.2.2

Do not ask when mod authors will update their mods or if they can upload older versions of their mods.
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Due to an unusually high volume of traffic, our site may be experiencing intermittent slowdowns. If you notice any issues, log out of your account and browse anonymously so you can better utilize caching or try using forge.sp-tarkov.com to search for and download mods.

Die. Revive. Repeat.

In raid lives. When you die you can press a button to revive yourself.


When you about to get killed, you get put into a critical state where you can crawl around but you can't use items or guns etc.


The AI will still shoot at you in this critical state. You need to crawl to safety, then revive.


On revival, you get 10s of invulnerability where you can stand up and start running to cover.


While invulnerable, you can't shoot and you can't use items etc. You can only run and seek cover.

So you can't cheese it by dying, going invul and shoot the AI.


You can choose how many lives you get per raid.


Optionally, require a buff from a specific stim in order for the revive to work.


Or if you want, require a stim to be in the inventory that is consumed to do the revive.


Optional requirements are AND. So if you select active buff, AND stim in inventory, you will need both buff and stim to be true before the revive will work.


Play hardcore, get head eyes, no worries just revive yourself and try again.


An alternative for those that want to experience tarkov pain, but with the ability to revive in case it goes wrong.


Press F12 to change the number of lives you get.


--


This mod started out as a fork of the revival mod


  • Version 1.2.2

    Fixed revive key check bug

  • Version 1.2.1

    Fixed a bug where stim is removed from inventory, but the slot isn't cleared and can't be used.

  • Version 1.2.0

    Require stim in inventory for revive.


    Items are correctly removed from inventory.


    You don't get the buff from the stim, consider it consumed entirely to do the revive.

  • Version 1.1.5

    Remove code that sets player as dead. Hopefully to fix aggro issues.

    Remove ability to stand during critical state

    Force hands as null during critical state and invul state so you can't use items

  • Version 1.1.4

    Fixed healing not working

    Added give up button

    Fixed player had control during critical state

  • Version 1.1.3

    Can change the healing % on blackened limbs

  • Version 1.1.2

    Added new revive condition, head health > 0.


    Revive doesn't work if you get headshot etc

  • Version 1.1.1

    Add missing etg buff to list.

  • Version 1.1.0

    Allow optional active buff to revive

  • Version 1.0.0

  • Great mod!

    Thumbs Up 1
  • works if stim is in stim case inside secure container? or stim must be pockets/rig ?

    • Works in container, anywhere on your body.

    • i had it in container and received message, stim was not ready or something like that, when i died.

    • Did you choose active stim? ie Buff, then that needs to be active before you die.


      However, the other option for stim must needs it to be in your inventory.


      Dont choose both, otherwise it requires both active buff and also a spare stim in inventory.

  • can you make option to heal only head and thorax to 1 hp after revive as they are not restorable by surgery?

    • Also what about an option where after revival you can't shoot and only try to extract, optionally with limited time.

    • You can drag after heal to 1%


      Just increase invul time, you can't shoot but you can't be killed either.

  • The download link for 1.2.1 isn't working for me and it appears as though there isn't a compiled version available on your git, just the source

    • Same here, download link broken as it points to an untagged release.

    • Should work now, it was stuck in draft on GH.

      Thumbs Up 1
  • 1.2.0 Require stim in inventory for revive. which stim ?or any stim ?

    • Its select able in the menus, and you don't have to set it up to "require" a stim, you could make the revives free

    • All the new options are optional and by default turned off.


      You have a list to choose one stim to be used for revive.

    • cool!got it THX :D

  • Is it possible to waste deffibrilators? I understand that there is a neighboring mod, but it has not been updated for a long time, and you're mod has additional features that are very important to me and my friends.

    • Yeah I don't know how to make defibs get 'used'.


      I would try copilot for hints, but unfortunately my credits are used up for the month.


      Thats why I removed defibs entirely and used lives instead so you couldn't cheat it by picking up defibs that are dropped.

    • I figured it out.


      I made it so that 'stims' are actually removed from your inventory.

  • Seem to have a bug with player vs AI aggro (which seems to be present, possibly even intended function of, the RevivalMod you linked)

    Playing with Fika enabled, but hosting on my own pc/through my client. Using SAIN, Waypoints, BigBrain, BotDebug, Acid's Bot Placement/Progression Systems. Tested again with Separate Hostility mod afterwards.

    Revive function works wonderfully, I die, I hit button, I rez. However, after the rez, all bots lose aggro. I understand this is the intention so they don't lock onto you while down/you are dead, so they can't target you. However, after the invulnerability period ends, they don't become hostile again. BotDebug shows them passive until; More scavs spawn in, resetting hostility for all normal scavs (but not sniper scavs, different class), I shoot a scav (sets hostility for all scavs), or I shoot a pmc (seems to only cause that pmc's group to become hostile). I was able to walk right up to them just fine.

    I'd love to use the mod with my friends, but lack of hostility is a lot more than *just* a free headshot on an enemy. No more ambushes or being beamed by sniper scav is a big downside. Not to mention it's easily abusable.

    That aside, the mod is great and works without any other issues. I'd love to see the option for stims/revive requirements to be usable *after* death, so it's not as much of an annoyance to keep it up for 30-50m per raid, but looking at another comment I believe you are leaving that function to the ReviveMod you linked. Would it be possible to set an additional revive limit for the stimulants though? Like having 1 free revive, and then up to 5 revives using propitals, for example?

    • Hey I added a new version.


      I personally don't have this bug on my setup. I am using

      - Fika

      - Fika dedicated client

      - SAIN

      - QB

      - Looting Bots


      Not sure if dedicated client is what makes the difference.


      Anyway...


      I removed the code that sets the player as dead. This was done to stop player using guns during critical down state. Which might have the unexpected consequences of bots stealing your gear and bots unable to attack you again.


      Personally I haven't been able to replicate both of those problems during my games.


      So this fix is purely theorectical.


      Please try the new update and see if it fixes your problems.


      For using revives after death, the problem is I don't know the code to force item usage in inventory. The code that was in revival mod just made you drop items on the floor (which meant you could pick it up again).

    • Hey, the new update works perfectly for aggro! Thanks for taking the time to fix it! I can still technically see it being abused, since now that I'm not 'dead', the AI can target invulnerable me instead of vulnerable allies, but that's an acceptable tradeoff in my book! (and realistically, I'll turn off the invulnerability period, so my friends need to clear the area before I can revive)

      I think you might have misunderstood my additional revives suggestion. While having the revive consume an item would be nice, what I meant was that the "Revive Conditions - Required Buffs" section get it's own counter of revives. That way, I could set it up so you get 1 free revive (from the general section, it gets used if you don't have a buff), but then as long as you have the correct stim, you could get an extra 2-3 revives by being under the buff effect (in the revive conditions section, and gets used first/only if you have the buff).

      My reasoning for wanting it is just so that a broke PMC still gets a second shot at life, but if the player has some extra $$ they can pay for more revives. Hopefully you already have the code there, and you're just adding an extra variable for buffed revives and combining the revive counters.

      Either way, if it's too difficult to implement or not worth your time, you've still provided my group with an extra shot in raid, and I'm super thankful for the work you've put it! <3

    • OK yeh your detailed explanation makes more sense.


      It would be good if I could figure out how to check for and use stims. That way you can carry around revives.

    • I managed to find a way to 'consume' the stim in your inventory.


      For logic, plugin checks the require revives in order.

      1. active buff

      2. stim in inventory


      If you set those 2 and they fail the check you will die.


      After those pre-cond are met, your life pool is subtracted.

    • It's great that you found a way to make the stims consumed on death, but my request was just to have two separate life counters, so I can have some revives that don't require a stim, and some revives that do require a stim


      Example image: https://imgur.com/a/player-lives-spt-XLngqou

  • Thx for the give up button <3

    • I'm surprised I was able to get it to work so easily.

  • Funny that there's an update, just had the weirdest bug: died on Interchange and went to the revive state, but then suddenly my gun reappeared in my hands and I was prone. I had zero health and was invincible (albeit hobbled with every limb blacked out). Then, in my next raid, I didn't even enter a revive state - just kept taking damage until I had zero health and no limbs again lol. Was going to restart the server and try replicate it, but then I noticed the update! I'm guessing my issue was something to do with the "Fixed player had control during critical state" that's been fixed in the most recent update.

    Thanks for the mod, this is probably gonna be a must-have for me like SAIN and Raid Overhaul

    • Yeh, I was testing to see if player not set to dead would fix the scav looting bodies thing.


      I forgot to revert it when uploading the new version.


      But yeh the mod doesn't work if we don't set player as dead to stop them shooting weapons while invulnerable.


      The solution would be instant down -> revive invul and skip the critical down phase.

    • I've never noticed a scav try and loot my "dead" body yet, can't wait for that little quirk to show its head :D
      I think the system you've gone with is good, especially with the new feature of giving up :thumbup:

    • I've never had it happen to me as well. But it is a thing also with the revival mod.


      I run lootbots, so unsure if that makes a difference.

  • Hey, is there a way to integrate it with FIKA? It would be one of the best mods ever, giving you and your buddy another opportunity to continue the raid.

    Thanks for your job!

  • I'm pretty new to SPT but how do you change the amount of lives during raids? So far it is 1 life and then game over.


    Edit: Just read one of the comments asking the same, got it now!

  • This wipe Alt-F4 doesnt work for me anymore, it doesnt prevent loosing loot on a death due to a bug, so i thought your mod could be great, but it seems that the revive is automatic, which i dont like because i just want to be able to not die from a bug but if my dead is legit its all good. So is there a way to make it manual ? I thought i had to press F5 after i died but when i died it just revived me instantly. Thank you.

    • You have to press f5 to revive, there is no auto revive in the code.


      But there is also no give up button.


      Maybe I need to add that.

  • Enjoying the mod. Helps me win the fight against unsuspecting goon squad & PMCs on SAIN + TwitchPlayers, thanks for the hard work 🫡
    Edit : will try out the classic as well, thx for the reply

    • Try the other mod linked in my mod desc. Its called revival mod. Does what you want with defib.

  • Is there a way to deny a revive?

    • No, can only revive, no option to give up.

  • Hey! Love the mod, it’s really fun to play. Just wondering if you could maybe add a random respawn and full heal revive feature sometime? I think those would make the gameplay even cooler and more exciting. Thanks a lot for all the hard work!

    • I can add a setting so you control how much healing you get on revive,

  • Hi, does this work on scav player too or only pmc player ?

    • I don't see why not. It should work.

  • Hello, you write we can select how many lives we want but i don't know to do that...

  • is there a way to stop you from getting looted i would die and revive and the scav that killed me took my weapon from me, and killed me again with my own weapon, as funny as it was it was a little frustrating.

    on a different note it seems the ai will get stuck if it goes to loot your body.

    • I think this was a problem also with revival mod.


      I set this in the code:

      player.ActiveHealthController.IsAlive = false;


      So you are not alive, and maybe that is what allows scavs to loot you.


      I've never had it happen to me yet, so not sure if that will fix it or not.


      I can make it false, but requires that all revives are automatic, ie no pressing f5 to revive

  • Can you make headshots bypass the mod ? So, only death by anything else triggers it ?

    Thumbs Up 1
    • I had a look but I can't figure it out, because the main hook is on death, and that only tells you the type of damage received but nothing about where it hit.


      So i can block a death based on damage type, but not on damage location.

      Thumbs Up 1
    • @somtam I also patch Kill in my Deminvincibility mod! you can actually fetch damage location:


      Code
      public static bool Prefix(ActiveHealthController __instance, EDamageType damageType, Player ___Player)


      Code
      var hc = ___Player.ActiveHealthController;


      you can then fetch EBodyPart.Head and go from there. kanalove

      Heart 1
    • So I can't exactly check if it was a headshot, but from devraccoon advice (thankyou), I can check if head health > 0.


      So if you take a headshot or any damage that sets head to zero health, the revive is bypassed and you die.


      check new version

      Heart 1
  • I would like to know how compatible this mod is with fika? The compatibility between Revival mod and fika is not perfect on some specific maps, and my friends and I often encounter various bugs.

    Thumbs Up 1
    • I run it on fika headless client with no issues. Install only on the player not the server.

      Heart 1
  • Would it be possible to tie the mod's function to a stim's effect? So that you'd have to consume the stim beforehand

    Heart 1
    • Done! You can select stim.

      Heart 1
    • Wow, that was hella fast, you're a legend!

    • Used copilot, it actually worked to add some of the code!

  • ty very much. im hosting a 4 player FIKA server and its annoying to die after 2 minutes and have to sit there for 40 minutes.

  • This is an awesome mod! I was just discussing something similar with a friend recently and we both agreed it would be a great feature as when one of us dies early in a raid we rush to reset which can be annoying.


    Would it be possible to add an option for a configurable fee per revival? I think this would be a great way to justify a revival without removing the fear of of dying.

    I know I'd make a revive cost something brutal like 5,000,000 roubles, if not more...

    Anyways, thanks again!

    • That's a good idea. It would help remove some of the "god mode" feeling of being able to revive indefinitely.

      Heart 1
    • It's not indefinite, you can set exactly how many revives per raid. After limit is reached you die.


      Although it can be if you set some large number.

    • The rouble limit in raid you can bring is 500k.


      If you want to set some super high a price per revive the original revive mod will let you do that via defib item price.

    • Okay that is cool. Thanks for pointing out the other revive mod. I will give both a go and see what fits best for our sessions.


      Edit. I see you mentioned the original revive mod in your description, sorry for missing that.


      Thanks again.