I think it can be done fairly easily, and is a good idea.
Consider all the possible situations.
For example:
1)Is wounded allowed to jump out of bearer's arms?
2)Bearer is crippled or killed while carrying wounded. Wounded dropped.
3)Wounded is killed while being carried. Wounded dropped.
4)Bearer and or wounded attempt to board a vehicle. Wounded dropped.
5)Bearer and or wounded attempt to use weapon/binoculars or do any other action. Wounded is dropped.
6)Another player attempts to pick up either wounded or bearer. Wounded is dropped.
If anyone has a suggestion on how to deal with 5) I will attempt to write this script. I haven't a clue how to trap actions.
Who cares if it doesn't look that good as long as it works!
Actually, you can get around these complications surprisingly easily. I did it by making a looping carry animation, that essentially forces the bearer to walk forward. He can't do any other type of movement, except turn left or right. Then you just have a script that constantly setpos's the carried man to where the bearer is, again using a custom animation. The bearer initiates this script via an action attatched to the corpse to be carried.
In that looping script, you check to see if the player has stopped moving (speed ~ 0). If that happens, the script ends. This can happen by either the bearer being killed, or by the bearer using another action that plays a non-moving animation.
This works surprisingly well, and you can even order AI under your control to move to certain locations this way. The only reason why I don't have it fully working is because I don't have the pick up/put down animations working properly yet, and it is untested in MP.