ACE3/docs/wiki/feature/medical-system.md
Drofseh 4d1a5194ea Update from acemod master (#1)
* Generic cycle attack profile key for missile guidance (#4787)

* Generic cycle attack profile key for missile guidance

* Add hint for weapons without huds

* Fix Korean strings

* Cleanup

* Frag Superanal Cleanup (#4803)

* Minimal frag cleanup

* Why did this even happen in the first place

Conflicts:
	addons/frag/functions/fnc_frago.sqf

* New Function to Show BIS Style Curator Messages (#4844)

* Add showMessage fnc that shows BIS curator messages

* Add documentation

* Make function simpler

* Modify to fir new syntax

* Handle non-string args

* Generic cycle attack profile key for missile guidance (#4787)

* Generic cycle attack profile key for missile guidance

* Add hint for weapons without huds

* Fix Korean strings

* Cleanup

* Cache Nametags onDraw3D flags. (#4847)

* Cache Nametag flags

* Remove unused privates

* Fix fading, cursorOnly mode, improve cache reset

* Fix header

* Fix Javelin for AI (#4857)

* Optimize Laserpointer (#4859)

* only process one unit every 0.1 seconds

* exitWith to keep indentation low

* use event to determine isIR and isTI

* correctly remove units with turned on lights from their arrays

* handle weaponAccessories command reporting nil

Conflicts:
	addons/laserpointer/XEH_postInit.sqf

* Fix RHS m113 compat (#4881)

* Fix passenger actions - Ensure order of MainActions (#4883)

* Fix getPos order (#4889)

* Use createSimpleObject to create tags (#4892)

* Update CBA required version (#4899)

* prep v3.9.0

* Update required CBA version

* Medical/Repair 3den Toolbox State Fix (Bug fix for #4902) (#4905)

* Update medical/repair 3den away from missionNamespace

* Simplify save

* Hide earplug actions if setting disabled (#4913)

* Hide earplug actions if setting disabled

* Add lines that are new

* Pass map gestures draw by reference (#4914)

* Verify params in atragmx profile gunlist (#4917)

* Fix setVariablePublic reseting to old values (#4938)

* Fix setVariablePublic reseting to old values

* Don't drop delay time

* Reload medical configs into extension on save load (#4941)

* Fix lost magazines when restoring gunbag mags (#4942)

* Add RHS GREF compat for RKG-3 grenade (#4944)

* Fix intergrated scopes (#4945)

* Require CBA v3.2.1 (#4954)

Conflicts:
	addons/main/script_mod.hpp

* Fix gforce avg on switching to aircraft (#4955)

* Fix gforce avg on switching to aircraft

* Dont use for-loop for neutral g-forces array

* Update maps' latitude (#4961)

- add Dingor
 - add MSKE 2017
 - add G.O.S Leskovets
 - add Trung Si
 - add I44: Omaha v2
 - add I44: Neaville and Neaville (Winter)
 - add I44: Battle of the Bulge

* Fix rangecard not showing wind/lead (#4964)

* Give options menu list focus (#4965)

* Cleanup use of ACE_HashLocation (#4975)

* Add validation on group id for map gesture color mapping (#4976)

* Fix vehicle lock lockpick condition, Fix lockpicking from inside (#4985)

* Prep 3.9.1 release

* Fix cookoff desynch, fix #4900

Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.

* also fix cooking off ammo boxes

* Fix cookoff desynch, fix #4900

Randomness would be calculated on every machine, but only vehicle explosion and sound are done by the server. Smoke, light and fire sfx are done by each client.

* also fix cooking off ammo boxes

* Add rearm config for Nemmera (#4992)

* Sandbags surfaces update (#4971)

* Use private keyword, move surface blacklist to script_component.hpp

* Check height above terrain

* Add Tanoa surfaces, Check if in water

* Use 'dust' config entry to determine surface, Add common canDig (checks dustyness)

* Re-enable compile cache

* Revert to surface blacklist with dust as fallback

* Move surface blacklist to script_component because SQF validator complains

* Fix unarmed sprint->prone + minor perf improvments (#4887)

* AB : AtragMx wiki updated (#4982)

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Add files via upload

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update publish.py for RHS Gref Compat (#4999)

* Update atragmx.md

* Delete atragmx1.jpg

* Add files via upload

* Translation: Missing 3 strings in Polish (#5008)

* update user url

* Jpn translate to v391 (#5011)

* jpn translate slideshow

Add the Japanese translation for slideshow for v3.9.1

* jpn translate for cookoff

Add the Japanese translation for cookoff of the v3.9.1

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Update atragmx.md

* Prep 3.9.1 release

* Update atragmx.md

* Dupplicate Polish entry (#5018)

https://i.gyazo.com/c7557980d7d4c36709be78ef1f2c2a8f.png

* Update atragmx.md

* Add custom CfgUIGrids for microDagr (#5014)

* Update atragmx.md

* Add files via upload

* Update atragmx.md

* fix links and `alt` texts

* Duplicate French entry (#5032)

Removes a duplicate French entry, didn't saw it :/

* Wiki range card updated (#5029)

* Update rangecard.md

* Update rangecard.md

* Update rangecard.md

* Add files via upload

* Update rangecard.md

* fix links and `alt` texts

* Wiki Advanced Ballistics updated (#5030)

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Update advanced-ballistics.md

* Add files via upload

* Update advanced-ballistics.md

* fix links and `alt` texts

* Wiki Kestrel 4500 updated (#5027)

* Update kestrel4500.md

* Update kestrel4500.md

* Update kestrel4500.md

* Update kestrel4500.md

* Update kestrel4500.md

* Update kestrel4500.md

* Update kestrel4500.md

* fix links and `alt` texts

* Wiki scope updated (#5028)

* Update scopes.md

* Update scopes.md

* Update scopes.md

* Add files via upload

* Update scopes.md

* fix links and `alt` texts

* French loc improvement (#5017)

* French loc improvement

(French) text as it is clutters the interface interface, making it
uneasy for medic to use the it smoothly.
https://i.gyazo.com/8d7a5bb2f15dd1332cec36f2eef510c8.png

Hopefully suggested changes fixes that.

There were a few typos and, in my opinion, unaccurate or missing
translation.
Based on French Army Field Manual, actual paramedical personnel and past
work on XMedSys.

* Pull 5017 with spaces instead of tabs

https://github.com/acemod/ACE3/pull/5017

* Fixes a minor typo

Selectioner -> Sélectionner

* Duplicate entry (French)

Removes a duplicate entry, didn't saw first time

* Wiki scope updated_1 (#5037)

* Update scopes.md

* Update scopes.md

* Update scopes.md

* Add files via upload

* Update scopes.md

* fix links and `alt` texts

* Delete scope_module.jpg

* Add files via upload

* Update scopes.md

* French additions (Cargo) (#5040)

Minor French text additions

* French loc fixes (ballistics) (#5041)

Minor French loc fixes

* Update documentation for Vector21

Add explanation on how to switch range and azimuth units

* Add blank line after heading

* Update vector.md

* Update atragmx.md

* fix link atragmx.md

* Fix dagr not showing bearing in mils (#5047)

* Fix cargo loading to locked vehicle (#5049)

* Update ACEX to 3.2.0.4 (#5062)

* tweak ACE main menu info box

* use https for main menu

* use https for main men

* fix highlighted info box color (#5075)

* Filter headless clients from zeus teleportation (#5070)

* Use setShotParents in Advanced Throwing (#5052)

* Use setShotParents in Advanced Throwing - close #5034

* Execute setShotParents on server (server-only command)

* Fix FCS Vehicle Init (#5063)

* Tweak overheating (#4969)

* Tweak overheating

* Add define for constant magic num

* Virtual units - skip goggles/hearing effects (#4988)

* Disable goggles and hearing fx for virtual units

* Cleanup some other CBA_fnc_addPlayerEventHandler

* Fix tagging model cache (#5055)

* Frag - Cleanup and Performance (#5010)

* Frag - Cleanup and Performance

* Add dots

* (Medical) French text - minor changes (#5043)

Minor changes due to users feedback

* French localization complete (#5079)

* French localization complete

* STR_ACE_MapTools_drawStaightLines_description fix

"l'on doit survoler le milieu du trait pour pouvoir le supprimer"

* Space management

alganthe :
Espace en trop après référence.

* Diapo

alganthe :
Slideshow -> diaporama
Slide -> diapo

* Cohesion fix

alganthe :
Vous avez traduit le nom du module juste au dessus (displayname).
Il est vrai que les créateurs de missions doivent consulter une documentation principalement écrite en anglais, donc vous avez le choix de traduire la ligne ci-dessus ou la garder, les deux semblent valide à mes yeux.

Reasoning : since French mission makers read reference material in English, it makes sense not to translate it and thus keep it simple for them.

* Caisses de munitions

caisse de mun -> caisses de munitions

* STR_ACE_Scopes_Description

Oops, forgot that one.

* Fix RHS mp7 UBC (#5085)

* Fix broken  url on modules wiki page (#5088)

* Fix Javelin for AI for RHS (#5096)

* Remove CfgAiSkill config changes (#5091)

* Remove CfgAiSkill config changes

* Add note to wiki about removal

* Add volume toggle docs (#5077)

* Add volume toggle docs

* Change version and remove ref to another mod

* Changes as per review

* Fix numbers

* Fix refuel nozzle dropping to ground (#5119)

* Fix jerry can refuel interaction overlapping (#5107)

* Add keybind to toggle interaction menu (#5095)

* Add Paradrop Time Coefficient Setting (#5116)

* Add coef

* Show cargo paradrop time in menu

* Unary command, not a function call

* If drop time is 0 don't show a progress bar

* Add the setting to cargo's editor module

* Swap values

* Remove extra comma

* Move unload message to paradrop event

This way the message will show up on all paradrops, not just immidiate
ones.

* Disable search on spectator unit tree

Finally found out how to do this. Having search enabled on the unit tree might seem useful, but it doesn't interact well with keyboard shortcuts used for other purposes like camera control as it causes the tree to jump around unexpectedly.

* Simplify spectator compass code

* Optimize spectator unit list function

Making good use of the new `select` CODE syntax.

* Add 3den info to spectator template

- A `displayName` shown in the 3DEN multiplayer attributes display
- A `respawnTypes` array to define which respawn types the template is compatible with (currently only includes `2,3` - need to investigate compatibility with other types further).

* Fix #5081

The default values of the arrays manipulated by these functions overwrite
any changes applied before settings have finished initalising. This won't
be an issue after #4456 is merged in future.

* Improve Japanese translation (#5133)

* Add the Japanese translation for cargo

Add the Japanese translation for cargo, fix to html tag and few improvement

* fix the Japanese transltion

Fix the Japanese translation for attach. it was used wrong html tag.

* changed The Japanese translation

Changed the Japanese translation of azimuth angle

* fix The Japanese translation

Fix the Japanese translation for chemlights. it was used wrong html tag.

* fix The Japanese translation

Fix the Japanese translation for laserpointer. it was used wrong html tag.

* Fix the Japanese translation

Fix the Japanese translation for medical_blood. it was used wrong translation.

* Fix the Japanese translation

Fix the Japanese translation for rearm. it was used wrong translation.

* add The Japanese translation

add The Japanese translation to new words

* Improve The Japanese translation

Improve, fix and change The Japanese translation

* minor fix to Japanese translation

minor fix to Japanese translation. see b1b07c5

* Fix Spotting Scope Interaction Point (#5132)

* Disable ACE_FCS on RHS Russian Attack Helis (#5145)

* Switch 2 perm PFEH to everyFrame (#5140)

* Explosives - Add code handler for detonation (#5115)

* Explosives - Add code handler for detonation

* Add info to wiki

* Fix cellphone in demo code, move example to wiki

* Zeus Suppression Module (#4977)

* add base structure

* Add getModuleDestination

* Add 2d map support, debug

* Cleanup, handle weapon max range

* Handle non-local units

* Use new showMessage func

* Run on groups when placed on leader

* Support for Indirect Fire Vehicles

* Cleanup

* Use doArtilleryFire which was fixed in 1.68

* hitreactions - Close map on hit (#5099)

* Wiki AtragMx minor changes (#5111)

* fix markdown syntax

* Update atragmx.md

* AB: Lythium latitude (#5109)

* Update fnc_getMapData.sqf

* bump1

* bump2

* AB: update compat R3F v3.5 (#5097)

* Update CfgWeapons.hpp

* Update CfgAmmo.hpp

* Update CfgAmmo.hpp

* Update CfgWeapons.hpp

* Update CfgWeapons.hpp

* Update CfgWeapons.hpp

* Update CfgWeapons.hpp

* Update CfgWeapons.hpp

* fix missing `{`

* fix `dispersion`

* fix space

* AtragMx: BC G1 .338LM API526 (#5069)

* Update fnc_initGunList.sqf

* Update fnc_initGunList.sqf

* C1 coefficient 0.58

* Jerry Can - only set global var on server (#5131)

* Add Arma 3 Issues breaking ace_rearm (#5150)

* MapGesutres - Fix dependency on maptools (#5154)

* MapGesutres - Use getVariable to remove dependency

* Use isModLoaded

* Add missing base class to r3f compat (#5156)

* Disable g-forces for UAV AI (#5094)

* Increase max weapon index for large modsets (#5054)

* Disable rearm,refuel on dead vehicles (#5158)

* SQF Lint Cleanup Pass (#5157)

* SQF Lint Cleanup Pass

* Fix var in TRACE

* Add basic python tool

* Simplify

* Hit space key 6 times

* Fix error in dropNozzle

* handle error message exceptions

* Fix py

* 1.70 CMs - Remove countermeasure mode switching (#5163)

* 1.70 FCS - Remove ACE_FCS from most vics (#5152)

* Handle 1.70 FCS

* Cleanup CfgWeapons

* Add warning for discreteDistance

* 1.70 CMs - Remove countermeasure mode switching (#5163)

* 1.70 FCS - Remove ACE_FCS from most vics (#5152)

* Handle 1.70 FCS

* Cleanup CfgWeapons

* Add warning for discreteDistance

* Realistic names for 1.70 pylon magazines (#5165)

* Realistic names for 1.70 pylon magazines (#5165)

* Fix gatling_30mm UBC for 1.70 (#5125)

* Fix gatling_30mm UBC for 1.70

* Fix verEsion

* Fix gatling_30mm UBC for 1.70 (#5125)

* Fix gatling_30mm UBC for 1.70

* Fix verEsion

* Prep 3.9.2 (version numbers)

* Update required Arma 3 version to 1.70

* Prepare release 3.9.2

* Update helmet hearing protection for RHS-US (#5146)

* Update helmet hearing protection for RHS-US

* Hearing - Add standardized helmet protection macros

* Tweak peltor vol

* Disable aircraft flightmodel changes (#5167)

* Disable aircraft flightmodel changes

* Remove files

* Fix merge, cbaEvents, macros, cleanup

* Use correct TransportX type for ace items (#5168)

* Use correct TransportX type for ace items

* Fix messing with flare colors

* Just warn for old compat pbos (#5177)

* Just warn for old compat pbos

* Use CBA_fnc_error big warning box

* fix caps

* Italian translation (Add & Fix) (#5193)

Added Italian translation for:
-advanced fatigue
-advanced throwing
-cook off
-dogtags
-gunbag
-ui-scopes and much more...

Fixed a lot of grammatical errors

* Zeus updated (#5198)

Fixes and adds in the zeus section

* Add AtixNeon to AUTHORS.txt

* Add realistic names to dynamic loadout classes (#5185)

* RHS CH-47 - use animationSourcePhase (#5201)

* Fix Zeus teleport players module (#5175)

* Add dummy function to zeus UI modules

This removes the message about the module having no function when in SP.

* Fix zeus teleport module for non-local units

BI made a change to the function this module was using. So now it has to
be ran local to the player in question.

* Adv Throw - Handle getShotParents being [] (#5210)

* Correct compat classnames (#5204)

* Linking belt refactoring (#5206)

* Linking belt refatoring

startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.

* Fixed requested change

Fixed requested change

* AdvThrow - Handle bugged currentThrowable (#5216)

* Fix AB water vapor pressure calc (#4956)

* Fix AB water vapor pressure calc

* Fix calc in weather

* Cleanup usage of constant

* Add RVExtensionVersion, Rebuild AB DLLs

* CH53 Fastroping and other fixes (#4713)

* CH53 Fastroping and Fixes

Added fastrope points for CH53.

The getOut EH is required to keep the doors open when a unit exits the
vehicle and it uses the vehicle animation "doorHandler_R" or
"doorHandler_L" as a placeholder to determine if the doors are
open(1)/close(0).
eg. In UH1Y (Unarmed), when the right door is opened using the
useraction, "doorRB" and "doorHandler_R" will be set to 1.

* Changed TAB to 4 spaces

* Moved bracket to follow guidelines

* Refuel for non-AllVehicle objects (#5151)

* Enabled refuel for non-AllVehicles objects. Un-magic'd refuel progress timer.

* Changed helper attach position to centre of object. Offset applied when rope attached.

* Made fully compatible with non-thingX simulation types. Removed destruction effects of helper object.

* Using arma model. Removed ACE_Actions from helper object.

* Correct use of hideObjectGlobal

* Remove actions, cargo, repair on helper

* Switched helper to be setVar'd on the nozzle object

* Linkingbelt refactoring (#5213)

* Linking belt refatoring

startLinking belt now uses canLinkBelt so if condition needs to be changed then you can do it on one position.

* Fixed requested change

Fixed requested change

* simplified it even more

canLinkBelt now returns a value over 0 if success and -1 if something is not right.

* Fixed bug where if error we would not exit

Fixed bug where if error we would not exit

* changed name on canLinkBelt

Changed name to better reflect the function of the function.

* Author hype

* fixed return value info

fixed return value info

* fix header

* Fix ammo count hidden in UAVs (#5222)

* Fix ammo count hidden in UAVs

* Switch to ace_reload condition

* Add arsenal zeus modules (#4576)

* Add zeus arsenal modules

* Add french strings to arsenal modules

* Fix typo in french string

* Make changes to fit review

* locality check, use showMessage, set categroy

* Cargo load menu overhaul (#4871)

* Add submenu with vehicles to cargo load menu

* replace private ARRAY with keyword

* fix ace function macro using

* filter vehicles without cargo

* add Load condition, clean params, fix param reusing

* replace nearEntities with nearestObjects, add macro

* optimize, del magic, replace count with forEach

* del unused functions

* del useless _this parameter

* Cleanup aircraft (#5197)

* Refuel - Add setting for hose length (#5224)

* Remove unit from laser pointer list if laser removed (#5190)

* Handle escape menu with toggle iteractMenu (#5144)

* Handle escape menu with toggle iteractMenu

* Work on non-cursor menu

* Close cursor menu if open when switching

* Update fnc_handleEscapeMenu.sqf

* French translation missing (#5217)

* French translation for the two last entries

* French translation for the last entrie

* French Translation for the first entrie

* correct the spelling error

* Lower minimum speed limiter speed to 5 km/h (#5065)

* Update fnc_speedLimiter.sqf

* No minimum speed needed anymore

Minimum speed limit of 10 km/h was needed in the past due to engine limitations. Multiple user tests have shown that the minimum speed is not needed anymore. The new minimum of 0 km/h allows for example setting walking speed for vehicles (<10 km/h).

* Change minimum required speed for speed limiter to 3 km/h

To avoid problems with negative speeds (driving backwards) and zero speed, the current change switches from 10 km/h minimum speed to 3 km/h minimum speed. This seems to be the optimal solution to allow all relevant speeds including walking speed.

* Changed minimum required speed to 5 km/h

Officially the minimum required speed is 10 km/h in the master. Lower minimum needed to set car speed to walking speed of accompanying soldiers. Problems have been reported with 3 kmh/ using cars like ATVs.  Thus the new commit is set to 5 km/h minimum speed. Not tested with ATVs yet.

* Minor fixes, cleanup, add lint ignore directives (#5176)

- Fix bug in getNumberMagazinesIn (func not used)
- Fix bug in seekerFindLaserSpot (func not used yet)
- Everything else is just cleanup

* Fix zeus interaction locality (#5214)

- The `setUnitPos`, `setFormation`, `setSpeedMode` and `setBehaviour` commands require local arguments
- The waypoint equivalents require server execution
- Add conditions to only show interactions when the appropriate things are selected

* Add cargo eden attributes (#4780)

- Add a ace_cargo_space attribute to vehicles to alter how much cargo they can carry.
- Add an ace_cargo_size attribute to objects to alter how much cargo space they consume.
- Add two public functions `fnc_setSize.sqf` and `fnc_setSpace.sqf` to update the cargo size/space respectively of any given object.
- Deprecate cargo makeLoadable module and public function.
- Added some macros to get the space/size of a config, making code more readable in places.

* Fix IVs not showing in patient display (#5230)

Fix #5192 for 3.10

* Remove submuntion ammo changes to A-10 (#5231)

* Remove changes to Aircraft cannons

* keep ammo changes, i guess

* Fix zeus RC units using player damage treshold (#5219)

* Fix zeus RC units using player damage treshold

Closes #5218

* add pabstmirrors suggestion

use gvar

* Implement new cook off SFX (#5179)

* Implement new cook off SFX with variants
* Add hybrid V to authors

* Open glass and CUP doors (#5226)

* Fixed glassdoor

Fixed so glassdoor now works with ace slow open.

* Made it more pretty with new file

Made it more pretty with new file

* Tidy up a bit

* Removed white space

* Replace tabs with spaces

Replace tabs with spaces

* Simplified and added comments

* Changes + was stupid was commit

Changes to go with code guidlines and extra check if door is empty

* Tabs to spaces

* Small fixes + Fixed so CUP houses now works

Fixed so CUP houses now works

* Remove todo

* Fixed requested changes

* Removed whitespaces

* Vehicle quick mount (#4931)

* Add quickmount files from ACEX

* Rename to ACE3, Streamline, Use clientInit

* Rename functions to ACE3, Fix crew getting

* Fix enabled text

* Fix texts

* Remove spaces

* Rework seat search

* NLAW - Predicted Line Of Sight Guidance and Overfly Attack Mode (#4791)

* NLAW Prototype

* Make AI Compatible

* Add Overfly Top Attack Mode

* Limit Max Deflection

* Base prediction on AI skill

* Generic cycle attack profile key for missile guidance

* Add hint for weapons without huds

* Configure for attack cycle key

* Finish OTA ammo effects

* Cleanup

* Arm at 20m

* Disable Debug

* No models for short lived sub-ammos

* Fix Korean strings

* Change AI randomization to use skillFinal

* Add wiki doc for nlaw

* Cleanup

* Cleanup

* Cleanup

* Hellfire missiles (#4679)

* Hellfire

* Cleanup dev macros

* Cleanup some debug

* Add base interaction node for firemode actions

* Handle bad data in attack profile variable

* Skip ammo checks (returns bad data on added weaps)

* Add mags sizes for apache

* Add Hellfire Wiki Doc

* Cleanup doc

* Add pylon support

* Add support for pilot controlled weapons

* Add label to pylon mags

* Cleanup vehicle configs, autoAdd laser des, fix ineractions for driver

* [Docs] Update component dependencies
Automatically committed through Travis CI.

[ci skip]

* [Docs] Update component dependencies
Automatically committed through Travis CI.

[ci skip]

* [Docs] Update component dependencies
Automatically committed through Travis CI.

[ci skip]

* Fix spectator icons and camera jitter (#5067)

* Use `Visual` commands for icons and external camera position

* Fix accidental numerical change (#5235)

* Fix being unable to throw last mag (#5242)

* Italian Translation Update (#5243)

Added Italian translation for:
-cargo
-hellfire
-nlaw
-quickmount
-refuel
-zeus

* Cleanup unused hellfire vic stringtable (#5245)

* Fix weapon select grenade count wehn using advThrow (#5244)

* Raise lower carry object (#5234)

* Fix to move items up and down

* Fixed private

* Fixed public bug

* Inserted Pabst solution

* Remove extra space

* Fixed request + added author

* Fixed to correct comment

* Tweeked comment again

* Added more info about indentations, tabs and EditorConfig (#5249)

* Added more info about indentations, tabs and EditorConfig

* Fixed original misspelling "Every"

* Added Pylon weapon as a valid weapon (#5250)

* Disable dragging on big AA Turrets (#5251)

* note required PboProject version (#5256)

* note required PboProject version

* Update setting-up-the-development-environment.md

* Conform function headers to coding guidelines (#5255)

* Fixed headers to work with silentspike python script

* Fixed rest of the files

* Fixed ace-team

* Rearm - Pylon Support and Dynamically Add Supply Actions (#5183)

* Dynamic Add

* Support 1.70 Pylon Loadouts

* Properly handle old compat pbos - Update RHS Compat

* Re-add documentation

* cleanup headers (note from other pr)

* Cleanup

* Fix var spelling

* Fix minor debug that got left in (#5260)

* Repair specialist rename, fixes #3186 (#5248)

* Changed name

* Fixed Enginner only german and removed big letters

* Added docs + PR fixes #3186

* Removed other languages

* Fixed request and added comment

* Replace all usage of term "Specialist"

* Add Ability to Change Repair Times of Vehicles (#5205)

* Add ability to change repair time based on vehicle

* Much better

* Unary command not function

* Allow changing of track or wheel object per vehicle

* Lot more complicated than I thought

* Fix some event names on wiki (#5254)

* Fix some event names on wiki

* Switch callable events to functions

* Remove maximum distance of attach to vehicle action (#5262)

* Remove maximum distance of attachi to vehicle action

* Readd max distance, 10 meters to allow usage with big vehicles but also end placement system if too far

* Update kestrel4500.md (#5228)

* Add repair feature to wiki (#5247)

* Add repair feature to wiki

* Add blank lines, use adv engineer

* Add repair framework page

* Fix Large IED defuse distance (#5261)

* Fix for large-ied bug because underwater thing have changed

* Added size of IED in config and determine defuse range

* Added typo

* Added help text to wiki about defusing

* Better English

* Increased the defusal range on large bombs make it similar to small ieds

* Add wiki doc

* Use getUnitTrait for medics, engineers and EOD (#5246)

* Increase required CBA version to 3.3.1

* Prepare version 3.10.0

* Update cargo docs with new public functions (#5266)

* Update cargo docs with new public functions
* Add myself to squad.xml

* Italian translation updated and fixed (#5268)

Added newest lines for:
-Rearm
-Repair

* Update homepage version numbers #4692
[ci skip]

* Fix isFeatureCameraActive for Spectator enhacements (#5269)

* fix isFeatureCameraActive for spec 

ace_spectator_camera was removed in 77c2b99ee5 .
spectator module initializes three separate cameras instead, of which for example ace_spectator_freeCamera can be used to check if spec mode is active

* use ace_spectator_isSet to check for spec mode

* Prepare release 3.10.0 (build 2)

* fix video link (#5276)

* Jpn translate 73bd37 (#5277)

* Update the Jpn translation for cargo

Update the Japanese translation for cargo

* Add the Jpn translation for hellfire

Add the Japanese translation for hellfire

* Add the Jpn translation for nlaw

Add the Japanese translation for nlaw

* Add the Jpn translation for rearm

Add the Japanese translation for rearm

* Update the Jpn translation for refuel

Update the Japanese translation for refuel

* Update the Jpn translation for repair

Update the Japanese translation for repair

* Update the Jpn translation for zeus

Update the Japanese translation for zeus

* gos ndjenahoud latitude (#5275)

* Count untraced errors in make.py (#5265)

* Count untraced errors (any errors besides failed PBO builds and missinf files) in make.py

* Fix error count and prettify printing

* Cleanup heli pod actions (#5271)

Close #4783
- Make taru pods non loadable
- Make taru pods non draggable
- Increase interaction range for huron pods

* Make array of cargo holders dynamic (#5274)

* Jpn translate feee7f5 (#5280)

* Add the Jpn translation for quickmount

Add the Japanese translation for quickmount

* Update the Jpn translation for repair

Update the Japanese translation for repair

* Fix isFeatureCameraActive (#5291)

* Fix isFeatureCameraActive (#5291)

* Prepare release 3.10.1

* Add malden to getMapData (#5297)

* Add malden to getMapData

* Merge with CWR2 malden

* Add malden to getMapData (#5297)

* Add malden to getMapData

* Merge with CWR2 malden

* Add Chinese Traditional & Simplified Localization (#5295)

Add Chinese Traditional & Simplified Localization

* compats - Fix config name for resupply vics (#5300)

* Modify JoinGroup action to show group name (#5287)

* Modify JoinGroup action to show group name

* header

* Header

* Repair - Handle depends = "0" (#5283)

* Repair - Handle depends = "0"

* quote

* Refuel - change nozzle position calc (#5279)

* Handle ace_cargo_canLoad set to scalar (#5306)

* Add XEH to ace_module (#5304)

* Changed hellfire interaction check & added N variant (#5294)

* Changed weapon check for interaction to generic ace_hellfire_enabled value

* Added November hellfire variant

* Cleanup

* +1

* Japanese translation d02dacf (#5309)

* add the Jpn translation for repair

add the Japanese translation for repair

* minor fix to Jpn translation for medical

minor fix to Jpn translation for medical

* Correct new Chinese stringtable identifiers (#5334)

* Fix the issue that SFX variants are not global  (#5335)

* Fix the issue that SFX variants are not global what means that different players can get different pressure Cookoff sounds

to prevent that i split up the sounds in 3 types and used a Weighted select to have the befor used values back

* add todo for 1.74

* inherit in CfgSFX from 1 class

* fix #5324 (#5325)

* Minor update Wiki AtragMx (#5322)

* update wiki atragmx

* Add files via upload

* Fix broken fonts for map gps display (#5337)

EtelkaNarrowMediumPro broke with 1.72 hotfix

* Handle locked doors (#5345)

* Allow repairing from slingload pods (#5316)

* Add cargo space to huron containers (#5315)

* Rallypoints- Don't modify setVar if already set (#5347)
2017-07-10 01:27:29 -07:00

16 KiB
Raw Blame History

layout title description group order category parent mod version
wiki Medical System 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. feature 4 realism wiki ace
major minor patch
3 0 0

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.

1.1 Basic medical

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.

1.2 Revive system

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.

1.3 Advanced medical

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.

Besides the 4 elements introduced by basic medical, advanced introduces the following:

  • More detailed wound system.
  • Accurate blood loss based upon sustained injuries.
  • Vitals, including heart rate and blood pressure.
  • Cardiac Arrest.
  • Various treatment methods such as CPR, different kinds of IVs and a working tourniquet.
  • A basic medication simulation.

1.4 Tweaked hitpoints

Base soldiers hitpoints values tweaked.

2. Usage

2.1 Basic

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.

2.1.1 Wounds, bandages and medications

2.1.1.1 Wounds

It's pretty straightforward compared to advanced, you only have two types of wounds.

  • Yellow: Small - medium sized wound, a single bandage is usually enough.
  • Red: Large wound, 2 or more bandages are usually needed.
2.1.1.2 Bandages
  • All of them have the same effect.
2.1.1.3 Tourniquet
  • Serves no use in basic
2.1.1.4 IVs
IV Effect
Saline Serves no use in basic
Plasma Serves no use in basic
Blood Restores the blood of the patient

Use the appropriate amount depending on the situation (low / heavy loss of blood) (250, 500 or 1 000 mL)

2.1.1.5 Autoinjectors
Autoinjector Effect
Morphine Removes pain
Epinephrine Wakes up the patient
Atropine Serves no use in basic
Adenosine Serves no use in basic

2.1.2 Treating the patient

Step 1: Is the patient responsive?

  • Yes: Ask him if he has wounds / he is in pain.
  • No: Go to step 2.

Step 2: Is the patient wounded?

  • Yes: Treat the wounds and go to step 3.
  • No: Skip this step.

Step 3: Is the patient in pain?

  • Yes: Give him morphine.
  • No: Skip this step.

Step 4: Did the patient lose a lot of blood?

  • Yes: Give blood via IV.
  • No: Go to step 5.
  • No and patient responsive: You're done.

Step 5

  • 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

  • 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.)
  • You can't do an overdose 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 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 reaching 0 can kill it.
  • Each successful CPR will increase the time the unit can stay in the revive state.
  • 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 the unit will take fatal damage it will not enter the revive state and will die.

2.2 Advanced

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.

2.2.1 Wounds, bandages and medications

2.2.1.1 Abrasions (or scrapes)
  • They occur when the skin is rubbed away by friction against another rough surface (e.g. rope burns and skinned knees).
  • Sources: falling, rope burn, vehicle crashes.
  • Effects: pain - extremely light, bleeding - extremely slowly.
2.2.1.2 Avulsions
  • 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.
  • Sources: explosions, vehicle crashes, grenades, artillery shells, bullets, backblast, bites.
  • Effects: pain - extremely high, bleeding - extremely fast (depends on wound size).
2.2.1.3 Contusions
  • 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.
  • Sources: bullets, backblast, punches, vehicle crashes, falling.
  • Effects: pain - light, no bleeding.
2.2.1.4 Crush wounds
  • Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
  • Sources: falling, vehicle crashes, punches.
  • Effects: pain - light, bleeding - extremely slowly.
2.2.1.5 Cut wounds
  • Slicing wounds made with a sharp instrument, leaving even edges. They may be as minimal as a paper cut or as significant as a surgical incision.
  • Sources: vehicle crashes, grenades, explosions, artillery shells, backblast, stabs.
  • 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.
  • Sources: vehicle crashes, punches.
  • Effects: pain - light, bleeding - slow to medium speed (depends on wound size).
2.2.1.7 Velocity wound
  • They are caused by an object entering the body at a high speed, typically a bullet or small pieces of shrapnel.
  • Sources: bullets, grenades, explosions, artillery shells.
  • 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.

2.2.1.9 Bandages effectiveness

(Click the image for a better view)

Table legend:

  • Efficiency: Bandage efficiency, higher is better.
  • Reopening chance: Reopening chance when advanced wounds are enabled, lower is better.
2.2.1.10 Tourniquet
  • Can only be applied on limbs.
  • Stops bleeding from wounds.
  • Should be taken off as fast as possible and applied only to give medic time to bandage all the wounds.
  • If not taken off for a while it will cause pain to the patient.
2.2.1.11 IVs
IV Effect
Saline plasma and blood All three restore the volume of liquid in the blood stream. as a result blood pressure is raised for all of them.

Use the appropriate amount depending on the situation (heavy loss of blood, blood pressure too low) (250, 500 or 1 000 mL)

2.2.1.12 Autoinjectors
Autoinjector Effect
Morphine Decreases the blood viscosity, suppress pain
Epinephrine Raises the heart rate of the patient
Adenosine Lowers the heart rate
Atropine Lowers the heart rate of the patient

Note: Morphine stays much longer in the system compared to other medications.

2.2.1.13 Surgical kit
  • Is only useful when advanced wounds (reopening) is enabled.
  • Stitch a wound to stop it from reopening.
  • It's use may be limited to a certain class and / or near a vehicle / facility.
  • It's use can also be limited according to the condition of the patient, you might need to stabilize him first before using it.
2.2.1.14 PAK
  • 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.
  • It's use can also be limited according to the condition of the patient, you might need to stabilize him first before using it.

2.2.2 Vitals

2.2.2.1 Blood pressure

NOTE:the systolic blood pressure is the number on the left, the diastolic blood pressure is the number on the right.

  • Blood pressure is affected by the amount of blood lost as well as IVs and medication.
  • Non existent: 0 - 20 systolic.
  • Low: 20 - 100 systolic.
  • Normal: 100 - 160 systolic.
  • High: 160 and above systolic.
2.2.2.2 Heart rate

The heart rate (pulse) is affected by the amount of blood lost and medications.

  • Low: 45 and below
  • Normal: between 46 and 119
  • High: 120 and above
2.2.2.3 Cardiac arrest

A patient will enter cardiac arrest when:

  • The heart rate is below 20.
  • The heart rate is above 200.
  • The systolic blood pressure is above 260.
  • The diastolic blood pressure is below 40 and the heart rate is above 190.
  • The systolic blood pressure is above 145 and the heart rate is above 150.

2.2.3 Treating the patient

This is a step by step guide, follow the steps from 1 to 6 in order unless stated otherwise.

  • Keeping the patient's vitals stable is your first priority.
  • If advanced wounds are enabled make sure from time to time that they didn't reopen.
  • If a limb has a wound with a high bleeding rate (or multiple) such as a large avulsion or large cut; use a tourniquet immediately on it, otherwise the patient might loose large amounts of blood while you try to treat it.

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: Is the patient wounded?

  • Yes: Treat the wounds.
  • No: Skip this step.

Step 3: Does the patient have a pulse?

  • Yes: Go to step 4.
  • 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 4 or 5 depending on the situation.

Step 4: Did the patient lose a lot of blood?

  • Yes: Use IVs to restore the volume of liquid in the blood stream of the patient.
  • No: Skip this step.

Step 5: Is the patient in pain?

  • Yes and stable pulse: Give him morphine.
  • Yes and unstable heart rate: Stabilize the heart rate before administrating morphine.
  • No: You're done.

Step 6: is the patient awake now?

  • Yes: You're done.
  • No: Stabilize his pulse / make sure he isn't in pain or missing blood.

2.2.4 Additional informations

  • 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.
  • 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).

2.2.5 Revive (Advanced Medical)

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 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 reaching 0 can kill it.
  • Each successful CPR will increase the time the unit can stay in the revive state.
  • 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 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 Example loadouts

3.1.1 Basic

Soldier:

  • 10 × Bandage (Basic)
  • 3 × Morphine Autoinjector
  • 1 × Epinephrine Autoinjector

Medic:

  • 15-25 × Bandage (Basic)
  • 10 × Morphine Autoinjector
  • 10 × Epinephrine Autoinjector
  • 6 × Blood IV (500ml)

3.1.2 Advanced

Soldier :

  • 3-6 × Bandage (Basic)
  • 3-6 × Bandage (Elastic)
  • 3-6 × Packing Bandage
  • 3-6 × Basic Field Dressing (QuikClot)
  • 1 × Morphine Autoinjector
  • 1 × Epinephrine Autoinjector
  • 1 × Tourniquet (CAT)
  • Optional: 1 × Saline IV (500ml) - used only by a qualified medic

Combat First Responder (CFR):

  • 10-15 × Bandage (Basic)
  • 10-15 × Bandage (Elastic)
  • 10-15 × Packing Bandage
  • 10-15 × Basic Field Dressing (QuikClot)
  • 8 × Atropine Autoinjector
  • 5 × Morphine Autoinjector
  • 5 × Epinephrine Autoinjector
  • 3 × Tourniquet (CAT)
  • 4 × Saline IV (500ml)

Medic:

  • 10-15 × Bandage (Basic)
  • 15-20 × Bandage (Elastic)
  • 15-20 × Packing Bandage
  • 10-15 × Basic Field Dressing (QuikClot)
  • 12 × Atropine Autoinjector
  • 8 × Morphine Autoinjector
  • 8 × Epinephrine Autoinjector
  • 5 × Tourniquet (CAT)
  • 6 × Saline IV (500ml)
  • 1-3 × Surgical Kit
  • 1-3 × Personal Aid Kit

Paramedic:

  • 10-15 × Bandage (Basic)
  • 15-20 × Bandage (Elastic)
  • 15-20 × Packing Bandage
  • 10-15 × Basic Field Dressing (QuikClot)
  • 5 × Tourniquet (CAT)
  • 2 × Saline IV (500ml)

4. Dependencies

{% include dependencies_list.md component="medical" %}