Let a downed player be revived without the countdown to death running on
A downed teammate has a few seconds before death and a helper needs a few seconds to revive. Who wins when both end on the same frame, and what happens to the revive bar when the helper is knocked away? This entry answers both with clear rules.
Why this works
Helping someone should never be what kills them. While a helper is working, the clock to death waits, and when the helper is pushed away the work fades and the clock runs again. If both end together, the save wins, because the player earned it.
When not to use it
Skip it in solo games, where nobody can help, and in harsh games where being downed should mean real loss, such as a one-life mode. There, let the fall be final or give the player a single self-revive item.
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
- 19 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 "Let a downed player be revived without the countdown to death running on" (read_entry revive-timer-pauses-bleed-out) 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