medical system typos fix

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alganthe 2015-09-07 15:55:58 +02:00
parent 96b7c42a63
commit 84afb0f602

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@ -1,13 +1,13 @@
---
layout: wiki
title: Medical System
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.
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.
group: feature
order: 4
category: realism
parent: wiki
---
**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.
**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.
## 1. Overview
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.
@ -102,7 +102,7 @@ Atropine | Serves no use in basic
- **Step 5**
- If at this point the patient is still not back on its feet it's time to use an epinephrine autoinjector.
- If at this point the patient is still not back on its feet it's time to use an epinephrine Autoinjector.
#### 2.1.3 Additional informations
@ -112,10 +112,10 @@ Atropine | Serves no use in basic
#### 2.1.4 Revive (Basic Medical)
For the following procedure to work revive need to be enabled.
- 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.
- 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.
- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
- To wake up a patient treat all of his wounds, make sure he isn't in pain and then use epinephrine.
- 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.
- 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.
### 2.2 Advanced
@ -297,27 +297,27 @@ Note that keeping the patient's vitals stable is very important while treating h
- 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.
#### 2.2.5 Revive (Advanced Medical)
For the following procedure to work revive need to be enabled.
For the following procedure to work revive needs to be enabled.
- 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.
- 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.
- A unit in the revive state can't die from any source of damage, only the timer ending can kill it.
- To wake up a patient the use of a PAK is required.
- 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.
- Each successful round of CPR (filled up completion bar) increase the time left in the revive state.
- 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.
- Each successful round of CPR (filled up completion bar) increases the time left in the revive state.
## 3. Guides
### 3.1 Loadouts
### 3.1 Example loadouts
#### 3.1.1 Basic
- Soldier:
- 10 × Bandage (Basic)
- 3 × Morphine autoinjector
- 1 × Epinephrine autoinjector
- 3 × Morphine Autoinjector
- 1 × Epinephrine Autoinjector
- Medic:
- 15-25 × Bandage (Basic)
- 10 × Morphine autoinjector
- 10 × Epinephrine autoinjector
- 10 × Morphine Autoinjector
- 10 × Epinephrine Autoinjector
- 6 × Blood IV (500ml)
#### 3.1.2 Advanced
@ -327,10 +327,10 @@ For the following procedure to work revive need to be enabled.
- 3-6 × Bandage (Elastic)
- 3-6 × Packing Bandage
- 3-6 × Basic Field Dressing (QuikClot)
- 1 × Morphine autoinjector
- 1 × Epinephrine autoinjector
- 1 × Morphine Autoinjector
- 1 × Epinephrine Autoinjector
- 1 × Tourniquet (CAT)
- **Optional**: 1 × Saline IV (500ml) - used only by qualified medic
- **Optional**: 1 × Saline IV (500ml) - used only by a qualified medic
- Combat First Responder (CFR):
@ -338,9 +338,9 @@ For the following procedure to work revive need to be enabled.
- 10-15 × Bandage (Elastic)
- 10-15 × Packing Bandage
- 10-15 × Basic Field Dressing (QuikClot)
- 8 × Atropine autoinjector
- 5 × Morphine autoinjector
- 5 × Epinephrine autoinjector
- 8 × Atropine Autoinjector
- 5 × Morphine Autoinjector
- 5 × Epinephrine Autoinjector
- 3 × Tourniquet (CAT)
- 4 × Saline IV (500ml)