OK, but i still dont see how this would work if involves you (as a player in MP or SP) being dead for any length of time, although it would work for ai. In Mp you would be seagull'd or respawned as per usual, and in Sp you would go through the usual business of death menus and such...
I dont
like having make the player(s) have yet another addon, which would add yet another hassle to getting a multiplayer game together when the process is frenetic enough already
It would be cool to make a more universal addon which affected all units from all addons this way, but that's beyond me!
However I dont think there is any other way
than having an addon. And if we do it the way i suggested, using a lot of armor as a buffer to stop actual real 'death', it seems (from various e-h discussions) that we can't really use hit/dammaged eventhandlers (because the armour's so high they dont register anything when hit). So the only way would be a looping damage check (from an init e-h in the addon config)
Incidentally, iirc, the ai doesn't always get up from the treatedlyingtolying anim, but they do always get up from the other one, the treatedlyingto*something else*. Also, if you're going to use treatedlying anims, make sure you check the angles that the corpse lands at match up to the direction that the treated animation starts at. If you do this, it can look fairly realistic. Although, you can only do this if you know for sure which of the many death animations the person will play (easy if you are telling the person which one to play, but difficult if you're trying to predict)