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medical system typos fix
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---
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layout: wiki
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title: Medical System
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description: ACE3 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.
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description: ACE3 provides 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.
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group: feature
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order: 4
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category: realism
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parent: wiki
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---
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**Disclaimer:** As 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.
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**Disclaimer:** With 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.
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## 1. Overview
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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.
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@ -102,7 +102,7 @@ Atropine | Serves no use in basic
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- **Step 5**
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- If at this point the patient is still not back on its feet it's time to use an epinephrine autoinjector.
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- If at this point the patient is still not back on its feet it's time to use an epinephrine Autoinjector.
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#### 2.1.3 Additional informations
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@ -112,10 +112,10 @@ Atropine | Serves no use in basic
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#### 2.1.4 Revive (Basic Medical)
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For the following procedure to work revive need to be enabled.
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- A unit in the revive state will be unconscious and will stay unconscious until he is either woken up or the revive timer runs out.
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- A unit in the revive state will be unconscious and will stay unconscious until it is either woken up or the revive timer runs out.
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- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
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- To wake up a patient treat all of his wounds, make sure he isn't in pain and then use epinephrine.
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- Each successful revive removes a life from the unit, once the lives run out the next time unit will take fatal damage he will not enter the revive state and will die.
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- Each successful revive removes a life from the unit, once the lives run out the next time the unit will take fatal damage it will not enter the revive state and will die.
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### 2.2 Advanced
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@ -297,27 +297,27 @@ Note that keeping the patient's vitals stable is very important while treating h
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- 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.
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#### 2.2.5 Revive (Advanced Medical)
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For the following procedure to work revive need to be enabled.
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For the following procedure to work revive needs to be enabled.
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- A unit in the revive state will be unconscious and will stay unconscious until he is either woken up or the revive timer runs out.
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- A unit in the revive state will be unconscious and will stay unconscious until it is either woken up or the revive timer runs out.
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- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
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- To wake up a patient the use of a PAK is required.
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- Each successful revive removes a life from the unit, once the lives run out the next time unit will take fatal damage he will not enter the revive state and will die.
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- Each successful round of CPR (filled up completion bar) increase the time left in the revive state.
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- Each successful revive removes a life from the unit, once the lives run out the next time the unit will take fatal damage it will not enter the revive state and will die.
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- Each successful round of CPR (filled up completion bar) increases the time left in the revive state.
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## 3. Guides
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### 3.1 Loadouts
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### 3.1 Example loadouts
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#### 3.1.1 Basic
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- Soldier:
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- 10 × Bandage (Basic)
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- 3 × Morphine autoinjector
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- 1 × Epinephrine autoinjector
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- 3 × Morphine Autoinjector
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- 1 × Epinephrine Autoinjector
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- Medic:
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- 15-25 × Bandage (Basic)
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- 10 × Morphine autoinjector
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- 10 × Epinephrine autoinjector
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- 10 × Morphine Autoinjector
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- 10 × Epinephrine Autoinjector
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- 6 × Blood IV (500ml)
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#### 3.1.2 Advanced
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@ -327,10 +327,10 @@ For the following procedure to work revive need to be enabled.
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- 3-6 × Bandage (Elastic)
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- 3-6 × Packing Bandage
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- 3-6 × Basic Field Dressing (QuikClot)
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- 1 × Morphine autoinjector
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- 1 × Epinephrine autoinjector
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- 1 × Morphine Autoinjector
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- 1 × Epinephrine Autoinjector
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- 1 × Tourniquet (CAT)
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- **Optional**: 1 × Saline IV (500ml) - used only by qualified medic
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- **Optional**: 1 × Saline IV (500ml) - used only by a qualified medic
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- Combat First Responder (CFR):
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@ -338,9 +338,9 @@ For the following procedure to work revive need to be enabled.
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- 10-15 × Bandage (Elastic)
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- 10-15 × Packing Bandage
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- 10-15 × Basic Field Dressing (QuikClot)
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- 8 × Atropine autoinjector
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- 5 × Morphine autoinjector
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- 5 × Epinephrine autoinjector
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- 8 × Atropine Autoinjector
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- 5 × Morphine Autoinjector
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- 5 × Epinephrine Autoinjector
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- 3 × Tourniquet (CAT)
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- 4 × Saline IV (500ml)
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