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ADV- ACE Medical mods
Hi Belbo,
I noticed a minor error in fn_actionCheckPulseLocal.sqf that leads to RPT spam whenever you check someone's pulse. It will spam string %1 checked Heart Rate: %2 not found to the RPT 30 or so times over 5 seconds.
I'm not great at github so please forgive me.
The word localize isn't required in lines 67 or 68, the ACE function handles localization, you just tell the ACE function which string to use.
[_unit,"activity", "STR_ACE_Medical_Check_Pulse_Log",[[_caller] call ace_common_fnc_getName,_logOutPut]] call ace_medical_fnc_addToLog;
[_unit,"quick_view", "STR_ACE_Medical_Check_Pulse_Log",[[_caller] call ace_common_fnc_getName,_logOutPut]] call ace_medical_fnc_addToLog;
From what I understood CPR with this mod is supposed to function like epinephrine regarding the revive state. I've done testing where I've turned on basic medical with revive on, and then shot an AI until he was not functional. I then bandaged, gave blood, and removed pain from the AI unit, and set the CPR chance to 100 prior to testing. Upon giving CPR, the AI Unit simply stood laying on the ground.
How is this mod supposed to work exactly regarding CPR?
As SnakeDocc wrote:
https://forums.bohemia.net/forums/topic/203195-adv-ace-cpr/?do=findComment&comment=3291793
Hey I've been getting some odd issues with CPR recently.
When you perform CPR successfully and stabilize your patient they sometimes wake up and then get killed to the ace spectator screen a second or two later.
I'm still trying to understand what causes it but it I think it only happens to non-medics who successfully perform CPR.
Only other thing I've noticed is I think when it does happen, at some point during the treatment of open wounds, they twitch awake for half a second, then later when you successfully perform CPR they wake up and get killed to ace spec.
Hi man
very nice work with this mod! Is there any way to remove the class restriction for the defibrillator usage?
I'm playing with a small group of people and when playing workshop maps, we often struggle to find a medic slot..
Thanks
Our unit plays older decades where combat medics don't have defibs.
The ADV setting "Maximum Time for successful CPR" (default 1200 seconds) is pinned to the Ace Medical setting "Maximum Revive Time" -- Additionally, the "Seconds added to revive timer (+/- 3 seconds)" for CPR is minimum 15 seconds.
This means that in many cases, especially with multiple people doing CPR, if there is no defib it can get people stuck in a deathless limbo revive state where CPR will keep them alive but they can never be revived due to the patient having passed the Ace Revive timer which is tied to the Maximum Time for successful CPR... which has been exceeded by seconds added to revive through CPR.
I can see a few possible ways around this...
Add a checkbox to decouple "Maximum time for CPR" from "Max Revive Time" so that the maximum time for CPR can be higher than Max Revive Time so that it's unlikely for players to get stuck in this CPR-Limbo.
Allow the "Seconds added to revive timer" to go all the way down to 0 seconds so that CPR doesn't keep people alive beyond the point that they could be revived without a defib.
Hi there,
We were testing the revive function and we had an issue.
We could get someone back from having no heart rate, and an extremely low blood pressure back to standard using the defibrillator and blood (as you normally would). Once the person was stablised, they wouldn't wake up. We had to use a PAK to wake them.
Thanks 👍
Here are my settings:
// ADV - ACE CPR force force adv_aceCPR_addTime = 20; force force adv_aceCPR_AED_stationType = """Land_Defibrillator_F"""; force force adv_aceCPR_chance_0 = 3; force force adv_aceCPR_chance_1 = 10; force force adv_aceCPR_chance_2 = 20; force force adv_aceCPR_chance_aed = 85; force force adv_aceCPR_enable = true; force force adv_aceCPR_maxTime = 1200; force force adv_aceCPR_useLocation_AED = 0;
// ACE Medical force force ace_medical_ai_enabledFor = 2; force force ace_medical_AIDamageThreshold = 1; force force ace_medical_allowLitterCreation = true; force force ace_medical_allowUnconsciousAnimationOnTreatment = false; force force ace_medical_amountOfReviveLives = -1; force force ace_medical_bleedingCoefficient = 1; force force ace_medical_blood_enabledFor = 2; force force ace_medical_consumeItem_PAK = 1; force force ace_medical_consumeItem_SurgicalKit = 0; force force ace_medical_delayUnconCaptive = 3; force force ace_medical_enableAdvancedWounds = true; force force ace_medical_enableFor = 0; force force ace_medical_enableOverdosing = true; force force ace_medical_enableRevive = 1; force force ace_medical_enableScreams = true; force force ace_medical_enableUnconsciousnessAI = 1; force force ace_medical_enableVehicleCrashes = true; force force ace_medical_healHitPointAfterAdvBandage = false; force force ace_medical_increaseTrainingInLocations = false; force force ace_medical_keepLocalSettingsSynced = true; force force ace_medical_level = 2; force force ace_medical_litterCleanUpDelay = 0; force force ace_medical_litterSimulationDetail = 2; force force ace_medical_maxReviveTime = 480; force force ace_medical_medicSetting = 2; force force ace_medical_medicSetting_basicEpi = 1; force force ace_medical_medicSetting_PAK = 2; force force ace_medical_medicSetting_SurgicalKit = 2; force force ace_medical_menu_allow = 1; force force ace_medical_menu_maxRange = 3; force force ace_medical_menu_openAfterTreatment = true; force force ace_medical_menu_useMenu = 1; force force ace_medical_menuTypeStyle = 0; force force ace_medical_moveUnitsFromGroupOnUnconscious = false; force force ace_medical_painCoefficient = 1; ace_medical_painEffectType = 1; force force ace_medical_painIsOnlySuppressed = true; force force ace_medical_playerDamageThreshold = 1; force force ace_medical_preventInstaDeath = true; force force ace_medical_remoteControlledAI = true; force force ace_medical_useCondition_PAK = 1; force force ace_medical_useCondition_SurgicalKit = 1; force force ace_medical_useLocation_basicEpi = 0; force force ace_medical_useLocation_PAK = 2; force force ace_medical_useLocation_SurgicalKit = 0;
ADV_Medical/adv_aceCPR/functions/fn_probability.sqf
Lines 44 to 51 in 36c642f
Hey, I try to understand Epi effects CPR at all. If i got 12% chance of success how much gain I got out of 1 and 2 epi´s?
Hi there
I have been a paramedic for a number of years, have a degree in Emergency Medicine and Rescue. Just wanted to give some feedback regarding some of the ACE Medical procedures:
A sequence of Shocks via a defibrilator should be delivered to get the heart started at 360J
For ingame I would suggest:
Adenosine does not slow the heart, it actually stops the heart for 10 seconds. This is usually a treatment for a very specific supraventricular tachycardia and is not useful in a trauma case. Atropine does not slow the heart, it actually increases the heart rate by blocking the parasympathetic nervous system. Also never used in a trauma case.
Epinephrine by injection should not be used to increase the BP. If given via IV, it will probably kill a live patient, and given IntraMuscular (like we do in ARMA) it is almost impossible to know what the effect is. I would recommend that BP can be increased by IV. Epinephrine can be used to increase BP, but only if you titrate it through an IV and can manage it per drop rate.
ACE Medical is a great MOD! Keep up the good work!
Is there a way to adjust the probability of broken limbs. We have the feeling that you need a splint as soon as a bullet scratches you.
Thanks, and keep up the great work!
The ability to turn off the functionality of advCPR and advSplint would be useful for units like mine where we require different settings/functionality for each server but try and keep the mods uniform to avoid player confusion.
For example, it is possible to completely disable Ace's medical system without removing the PBO
im not 100% sure which is the possible cause, however i got to start somewhere right?
Have you had any issues of the wounded being treated and stable (healthy heart and blood pressure / no pain etc) will not wake up from revive state. Unsure why.
before this mod our unit used PAK's in the field but its happened twice on 2 different occasions.
using latest cpr mod dated 25/5/18 off steam workshop
using ACE/rhs mainly also your splint mod.
BELOW ARE THE CURRENT SETTINGS OUR SERVER USES.
// ACE Medical | |||
---|---|---|---|
force ace_medical_ai_enabledFor = 2; | |||
force ace_medical_AIDamageThreshold = 0.8; | |||
force ace_medical_allowLitterCreation = true; | |||
force ace_medical_allowUnconsciousAnimationOnTreatment = true; | |||
force ace_medical_amountOfReviveLives = -1; | |||
force ace_medical_bleedingCoefficient = 1.2; | |||
force ace_medical_blood_enabledFor = 2; | |||
force ace_medical_consumeItem_PAK = 1; | |||
force ace_medical_consumeItem_SurgicalKit = 0; | |||
force ace_medical_delayUnconCaptive = 3; | |||
force ace_medical_enableAdvancedWounds = true; | |||
force ace_medical_enableFor = 1; | |||
force ace_medical_enableOverdosing = true; | |||
force ace_medical_enableRevive = 1; | |||
force ace_medical_enableScreams = true; | |||
force ace_medical_enableUnconsciousnessAI = 0; | |||
force ace_medical_enableVehicleCrashes = true; | |||
force ace_medical_healHitPointAfterAdvBandage = false; | |||
force ace_medical_increaseTrainingInLocations = false; | |||
force ace_medical_keepLocalSettingsSynced = true; | |||
force ace_medical_level = 2; | |||
force ace_medical_litterCleanUpDelay = 300; | |||
force ace_medical_litterSimulationDetail = 4; | |||
force ace_medical_maxReviveTime = 450; | |||
force ace_medical_medicSetting = 2; | |||
force ace_medical_medicSetting_basicEpi = 0; | |||
force ace_medical_medicSetting_PAK = 1; | |||
force ace_medical_medicSetting_SurgicalKit = 1; | |||
force ace_medical_menu_allow = 1; | |||
force ace_medical_menu_maxRange = 3.47594; | |||
force ace_medical_menu_openAfterTreatment = true; | |||
force ace_medical_menu_useMenu = 1; | |||
force ace_medical_menuTypeStyle = 1; | |||
force ace_medical_moveUnitsFromGroupOnUnconscious = false; | |||
force ace_medical_painCoefficient = 1.2; | |||
ace_medical_painEffectType = 1; | |||
force ace_medical_painIsOnlySuppressed = true; | |||
force ace_medical_playerDamageThreshold = 1.4; | |||
force ace_medical_preventInstaDeath = true; | |||
force ace_medical_remoteControlledAI = true; | |||
force ace_medical_useCondition_PAK = 1; | |||
force ace_medical_useCondition_SurgicalKit = 0; | |||
force ace_medical_useLocation_basicEpi = 0; | |||
force ace_medical_useLocation_PAK = 2; | |||
force ace_medical_useLocation_SurgicalKit = 0; |
// ADV - ACE CPR | ||
---|---|---|
force adv_aceCPR_addTime = 20; | ||
force adv_aceCPR_chance_0 = 14.7059; | ||
force adv_aceCPR_chance_1 = 15; | ||
force adv_aceCPR_chance_2 = 14.7059; | ||
force adv_aceCPR_chance_aed = 39.9584; | ||
force adv_aceCPR_enable = true; | ||
force adv_aceCPR_maxTime = 600; |
Description
If you leave the AED Item on the ground, it will bring up a AED Station. But if you take it again and the weapon ground holder is not empty, you can still use the station at the weapon holder.
IRL, standard procedures regarding first aid checkup with traumatic concept involved, include a limb analysis for all 4 members on both sensibility and mobility. This allows first aid teams to hasty identify potential limb injuries that have mobility consequences. It would be nice to provide a simple (but perhaps lengthy) limb analysis that would display whether each limb has a traumatic wound (when damage is above threshold) or not. This feature shall be added to in the heart frequency / blood pressure / consciousness test menu.
This would allow first aid respondents to tell whether victims needs a splint or not. For lower members its easy to detect, as victims will then limb. Regarding arms, the diagnostic relies on the victim's ability to differentiate aiming precision which is usually somewhat limited to experienced ACE players.
Tested with usual modset but also with just ACE, CBA and splint loaded, replicated in editor as well as local host settings.
Splint does not fall off after set time, when either or both reopen chances are set up to 100%, and the reuse probability is 0%.
The limb remains splinted and minus the broken effect, well past the set reopen time.
After Arma 3 updated to v1.90, player cannot connect to server which enabled signature check with this mod. And in the server browser of the game, this mod is red in "Mod Info" column.
It might be caused by signature not competitable to the newest version, please check it soon.
Sometimes whilst doing the AED defib in a helicopter (rhs for example) we have seen some bodies disapear from inside the helicopter but unsure where they go.
Apparently IVs running through are being deleted after AED or CPR action.
Could not yet reproduce or find an error.
But I'm looking into it.
For example if you had the leg splinted, and then somebody PAK'ed you and then splint fell off afterwards. You would go back to limping.
I think the PAK should possibly remove the splint for you and heal you 100%
Will Splint can like ACE Tourniquet, we can manually remove it or recovery after ACE Personal Aid Kit ?
I think this may make Splint more like emergency measures when heal someone, and if situation is green, the medic/doctor can heal people completely and recover the Splint.
Will AED implementation use times limit ?
Because in real world, the AED need battery to power it up, so I think you can implementation use times limit into CBA setting to let people adjust this limit.
(For example: if I set to 10 times, the AED need to recharge after use more than that number.)
What are you think ? :)
Hi friend,
Great work, a much needed addition! My unit is switching to this and entirely replacing PAK with it.
Are you accepting pull requests or just feature requests?
Thanks
Cyp
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