ReviveTeam is a team-based down-and-revive system to multiplayer survival, combat, and adventure servers. Instead of instantly dying whenever lethal damage is taken, a player who still has a living teammate is knocked down and gets a limited window for rescue. Teammates can revive that player by crouching near them and keeping their aim on the downed player until the revive completes.
The goal is to make team fights and dangerous expeditions feel less abrupt without removing the risk of death. A player who goes down is still vulnerable, slowed, and unable to keep fighting, but the team gets a chance to recover if another teammate can reach them. If the whole team is eliminated, the downed players die with the rest of the team instead of staying alive indefinitely.
## Features
- Team-based knockdown before death.
- When a player takes lethal damage and has at least one living teammate on the same scoreboard team, ReviveTeam cancels the immediate death and puts that player into a downed state.
- Players who have no living teammates still die normally, so solo players and fully wiped teams do not get unlimited extra lives.
- Teammate revive interaction.
- A teammate revives a downed player by crouching within revive range and looking directly at the downed player.
- Revive progress builds over time while all conditions are met.
- If the rescuer stops crouching, moves too far away, looks away, changes dimension, dies, or becomes downed, the revive progress resets.
- Bleedout timer.
- Downed players have a configurable amount of time before they truly die.
- The default bleedout time is 60 seconds.
- While a valid teammate is actively reviving a downed player, the bleedout countdown pauses. This prevents a rescue from failing only because the timer expired during a valid revive attempt.
- Team wipe behavior.
- If the last living teammate dies, all already downed teammates on that same scoreboard team are killed as well.
- This also applies to bypass-style deaths such as `/kill` or falling out of the world.
- The result feels consistent: once no one on the team is still alive to perform a rescue, the downed state ends in true death.
- Downed player restrictions.
- Downed players are forced into a low/crawling pose.
- They cannot attack, use items, interact with blocks or entities, pick up items, or break blocks.
- Their movement speed is reduced by a configurable multiplier.
- Their visible hand items are hidden/locked so the downed state reads clearly and cannot be used to keep fighting.
- HUD feedback.
- Downed players see their remaining bleedout time.
- Downed players see revive progress when a teammate is rescuing them.
- Revivers see the name of the player they are reviving and the current revive progress.
- Clients also receive the set of downed player IDs so compatible client-side behavior can recognize downed players.
- Knockdown and death messaging.
- The mod can broadcast knockdown messages to all players.
- Death messages preserve attacker and cause information when possible.
- Weapon names are resolved from held items so combat feedback stays readable.
- TaCZ compatibility hooks.
- The project includes mixins intended to keep the downed pose stable and block gun actions while downed when TaCZ-related classes are present.
- The revive system itself is still built around standard Forge player, damage, team, and interaction events.
ReviveTeam uses vanilla scoreboard teams to decide who can save whom. Two players are teammates only when both players are assigned to non-null scoreboard teams with the same team name.
Commands:
```mcfunction
/team add red
/team join red PlayerOne
/team join red PlayerTwo
```Players without a scoreboard team are not treated as teammates by this mod.