A teammate is revived at the last second and dies anyway
The rescue bar fills while the countdown to death keeps running, so a perfectly timed save ends in a defeat screen. And when the rescuer gets hit, who loses what? This entry settles the rules so the save feels fair.
Why this works
Two timers that both run at once make the outcome depend on tiny timing gaps, and the player on the floor feels cheated by it. Letting the rescue stop the countdown makes the rescuer's effort the only thing that matters.
When not to use it
Wrong for hardcore or tense games where saving a friend should be a real gamble under pressure, and for games where the downed player can be finished off. There, let both clocks run and make the rescue cost something.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A teammate is revived at the last second and dies anyway" (read_entry revive-channel-pauses-bleedout) 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