description: ACE provide users with a more realistic medical system and comes in both a basic and advanced version. Both versions have overlap but each have their own unique characteristics.
**Disclaimer:** The documentation for the medical system being extremely long it's highly advised to use the table of contents at the top right corner of the page.
ACE3 provides users with a more realistic medical system and comes in both a basic and an advanced version. This page will detail the differences between both systems and what they do as well as how to use them efficiently.
ACE3's basic medical system is quite a bit more complex than Arma 3's default system, but not really difficult to grasp. ACE3 basic medical is a mixture between the ACE2 and AGM medical systems.
All interactions in the medical system are done with the interaction menu. Non-medics can - by default - not perform all actions (Epinephrine and IVs) and their actions take more time as when performed by trained medics.
The revive system lets you bring downed units back up.
Upon receiving a deadly amount of damage a unit will fall unconscious for a determined amount of time. In that time a medic will need to treat them and give them epinephrine to bring them back up.
The advanced medical system provides a more complex and detailed medical simulation and is based off the CSE CMS. It focuses on a more realistic model for injuries and treatments, thus resulting in a more important and prominent role for combat medics, and a bigger incentive to avoid getting shot.
The system behind advanced medical is designed to attempt to mimic important parts of the human body, as well as react to any injuries sustained and treatments applied in a realistic manner. The available treatments and supplies in advanced medical are based off the Tactical Combat Casualty Care (TCCC) guidelines, which are the same guidelines used by real-life combat medics around the world.
When hit, units start to lose blood depending on the severity of their wounds. Once the level of blood falls below a certain threshold, the unit will fall unconscious and eventually die. Units will also fall unconscious when sustaining large amounts of damage at once or from high amounts of pain.
- If the revive system is in place your character will not die until the revive timer is at 0. Even if a tank shoots your ass off an epinephrine shot will bring you back up after your wounds are treated. (The timer is invisible and may vary from mission to mission, it also depends on the amount of lives remaining you have.)
Same as with basic, when hit an injury is sustained. Different though is that the type of injury and the severity of it are based upon how the damage was done and what caused it. This affects both blood loss and immediate consequences, such as being knocked out or being killed right away. When a player has sustained an injury, this will be indicated by flashing red on the screen; this means the player is bleeding.
- Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe. Explosions, gunshots, and animal bites may cause avulsions.
- Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin. Blows to the chest, abdomen, or head with a blunt instrument (e.g. a football or a fist) can cause contusions.
- Effects: pain - light, bleeding - speed depends on length and size of the wound.
##### 2.2.1.6 Lacerations (tears)
- these are separating wounds that produce ragged edges. They are produced by a tremendous force against the body, either from an internal source or from an external source like a punch.
- Effects: pain - extremely high, bleeding - medium speed (depends on wound size).
##### 2.2.1.8 Puncture wounds
- Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
- Sources: stabs, grenades.
- Effects: pain - light, bleeding - slowly.
In order to stop the bleeding, all bleeding injuries on every body part requires treatment. This is done by either applying a tourniquet to legs or arms as a temporary solution, or by using bandages to stop the bleeding as a more permanent fix.
- Used to fully heal someone. (Removes any injury, restore vitals to a stable state and reset the medical history, clears all medication in the system.)
- It's use may be limited to a certain class and / or near a vehicle / facility.
This is a step by step guide, follow the steps from 1 to 6 in order unless stated otherwise.
- **Step 1:** Is the patient responsive?
- **Yes:** Ask him if he has wounds / he is in pain and act accordingly.
- **No:** Go to step 2.
- **Step 2:** Does the patient have a pulse?
- **Yes:** Go to step 3.
- **No:** If you are alone provide CPR, if you have someone else get him to do CPR while you treat the patient's wounds. skip to step 3 or 4 depending on the situation.
- As an infantryman you can use a tourniquet to stop a limb from bleeding, note that this is supposed to be a temporary solution and leaving the tourniquet more than 5 minutes will induce pain.
- Epinephrine should **NEVER** be used in case of cardiac arrest, it will only make the patient harder to treat afterwards or might outright kill him (remember epinephrine raises the blood pressure, a blood pressure too high is deadly).
- Pain is only suppressed and not removed by default.
- You don't have to take epinephrine after you take morphine, just wait until your pulse stabilizes by itself (Provided that you are in a stable condition).
- Giving too much morphine to a patient (more than one every 10 minutes) will put him in cardiac arrest because of a blood pressure / heart rate too low.