Spielerando

Let teammates bring a downed player back up, alone or together

A downed player waits to be helped up, and a countdown decides how long. The tricky part is what happens when a helper is hit and steps away, or when three helpers arrive at once. Done carelessly the work is lost on every interruption, or more helpers make it absurdly fast. Here is a timer that feels fair.

Why this works

A rescue should reward showing up, not punish a bad moment. Keeping progress when a helper is interrupted, and letting extra helpers add less each, makes teamwork matter without making danger vanish by crowding around.

When not to use it

Skip it in games built on harsh loss, where being downed should end the run, or in games with no way to reach a fallen friend. There a revive is the wrong promise; use a clean respawn rule.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 23 lines of example code with 3 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Let teammates bring a downed player back up, alone or together" (read_entry coop-revive-timer-with-several-helpers) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP