Comments (3)
Probably not a bad idea. I could try to find a way to limit the amount of uses per item. If the batteries in your AED are consumed, just change the AED.
I will look into it.
from adv_medical.
Cool, hope your good news.
I will also look into it, if I find a way I will also share with you my code.
I also think maybe we can take the consumed AED to a ACE Medical vehicle or building, and use interaction menu to re-charge it.
I think there are some cool idea for re-charge method can share with you:
1.User need to stay beside AED when it re-charge, if he move away, then he need to wait all over again.
(Time Limit can set like 4~5 min or more.)
2.User need to stay beside AED when it re-charge, but this time the AED will charge more quick(like 30sec~ 1 min) to complete one charge cycle, but the AED power only will plus 1, so if the AED full charge can be use 20 times, then he need to do re-charge 20 times to get a full power AED.
3.After user use interaction menu to start re-charge, the consumed AED will put in the vehicle's/building's inventory, and start re-charge, so user can go away and come back like 10 min later, then he will get a full power AED.
If he want to take AED earlier, the script will prevent user take the not ready AED out of vehicle/building.
Or maybe we just add new class vehicle like "Automated External Defibrillator (consumed)" (just like ACE's AT4 (used)), and after re-charge, script just need to delete the consumed version and add new one into inventory.
Hope these can gave you some idea. :)
from adv_medical.
I'm not sure that's very interesting for gameplay.
As for realism, however, it's a quite wrong.
Defibrillation actually does not require a lot of energy. An average defibrillation shock is around 300 Joules, that's over 10 000 shocks in a single average 900 mAh AA battery. Shocking at maximum power (600 Joules) every 2 minutes is the equivalent of a 5W led bulb. A brand new AA battery would last nearly a week with that pace ...
The problem with AED batteries is not that defibrillation requires a lot of power, it's just that, whatever the device, batteries drain over time. That's why AED are either stored under permanent charge or, if mobility is a requirement, use replaceable batteries. When depleted or nearly so, you just need to replace with a new battery and voila. There's no downtime, as this would defeat the purpose of the device.
There's another factor to take into account. In the game, you just use your AED and yay ! IRL resuscitation takes ages, and then the victim is in a very bad condition and has to be sent to a hospital. The AED is not removed until he's in intensive care. So if you continue mission, you either get a spare AED by medevac team at convergence, or you continue your mission without one. Single-use AED would make more sense in that aspect, but that depends on what level of realism you want to play with medevac.
from adv_medical.
Related Issues (20)
- Will Splint can like ACE Tourniquet, we can manually remove it or recovery after ACE Personal Aid Kit ? HOT 2
- Splints: Influence probability of broken limbs? HOT 1
- ACE and Real Life HOT 2
- Revive not working HOT 2
- Limb checkup feature HOT 2
- AED Station can't handle the item HOT 2
- Feature Request: Ability to turn off mod functionality in CBA Settings HOT 2
- RPT spam HOT 2
- Arma 3 v1.90 Fatal Error: Player cannot connect to server with this mod. HOT 6
- Question: Any way to remove class restriction? HOT 2
- Splints not falling off HOT 5
- [Steam 1.5.6] CPR doesn't seem to do anything. HOT 1
- CPR Limbo HOT 4
- Not Really a Issue but a question HOT 3
- Pull requests HOT 1
- Possible death of patients after successfull CPR. HOT 2
- Sometimes doing the AED defib in helicopters will boot the wounded out of it HOT 5
- Pak whilst having a splint applied will not totally heal the unit. HOT 4
- Wounded stable and healthy vitals not waking up HOT 31
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from adv_medical.