Arma 3
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ACE 3 medical overview - BASED ON THE CODE [ENG]
By Kinev
[DEU/GER]: https://steamcommunity.com/sharedfiles/filedetails/?id=2905033409

Overview to all stats and how they function in ACE 3 medical ( https://steamcommunity.com/sharedfiles/filedetails/?id=463939057 ). I extraced the numbers etc from the code itself and put the references in pictures too so you can look them up yourself if you want to.

Here are all 3 sections in one:
https://steamuserimages-a.akamaihd.net/ugc/2042986495996047036/CFDE3783E3BC90E41868593214DEFC01C6F78F93/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

https://steamcommunity.com/sharedfiles/filedetails/?id=2958502254

I hope this helps you to help your pals on the field. :)
   
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Table of contents (work in progress)
Bandages and Injuries
In this part you will find all necessary stuff regarding bandaging and wounds. The only thing I was yet not able to figure out, is how the damage is included. But everything else should be composed in a good overview. :)
I allowed myself to apply some + and - on the bandages based on the average stats they have across all wound types. You may decide yourself what you deem good or bad, it should just make it easy to see what the advantages are. ^^

https://steamuserimages-a.akamaihd.net/ugc/2042986495996069323/7AF349100379E107AE76D9276239B64725DF25EA/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

https://steamcommunity.com/sharedfiles/filedetails/?id=2958504899

MEGA-Tabelle

https://steamuserimages-a.akamaihd.net/ugc/2042986495996093829/1D0CC044AFBCFA3671F782A42253F685D98D9951/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

https://steamcommunity.com/sharedfiles/filedetails/?id=2958507696
Vitals
In this part you will see all necessary vitals a patient can have in ACE 3 medical. Heart rate, blood pressure, pain, blood volume and damage / number of wounds. There is also an overview provided where you have to get the vitals to in order to get the patient back in battle.

https://steamuserimages-a.akamaihd.net/ugc/2042986495996072710/C4CA382963047581530A2F4B05E1076D317D6743/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

https://steamcommunity.com/sharedfiles/filedetails/?id=2958505271

Regarding blood loss: If you read "lost a fatal amount of blood" you may still be able to save the patient, IF that fatal amount is still in between 40 or 50 %. Pass 50 % he is dead. Just if you misread the info on the table here.
Server Settings
In this part you will find a recommended array of settings I created. I deem them as realistic as it can get in a artificial context that is Arma 3. Decide for yourself what you think is best.
But I am quite unsure about the treatment times I set, the longer they get the more realistic it will become. An injury will be more dangerous because you will need longer to treat it or be treated by it. Still the use of bandages is coded in the medical engine.pbo, so if you are unhappy with that you might need to change it server side aswell.

I think I did a good trade off between the importance of the treatment and the fun in game. :)

https://steamuserimages-a.akamaihd.net/ugc/2042986495996075083/DAE6156523A64A3692874757E097A64F727CC42B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false

https://steamcommunity.com/sharedfiles/filedetails/?id=2958505574

// ACE Medical force ace_medical_ai_enabledFor = 2; force ace_medical_AIDamageThreshold = 1; force ace_medical_bleedingCoefficient = 1; force ace_medical_blood_bloodLifetime = 900; force ace_medical_blood_enabledFor = 2; force ace_medical_blood_maxBloodObjects = 500; force ace_medical_deathChance = 0.35; force ace_medical_enableVehicleCrashes = true; force ace_medical_fatalDamageSource = 0; ace_medical_feedback_bloodVolumeEffectType = 0; ace_medical_feedback_enableHUDIndicators = true; force force ace_medical_feedback_painEffectType = 0; force ace_medical_fractureChance = 0.4; force ace_medical_fractures = 2; ace_medical_gui_bloodLossColor_0 = [1,1,1,1]; ace_medical_gui_bloodLossColor_1 = [1,0.95,0.64,1]; ace_medical_gui_bloodLossColor_2 = [1,0.87,0.46,1]; ace_medical_gui_bloodLossColor_3 = [1,0.8,0.33,1]; ace_medical_gui_bloodLossColor_4 = [1,0.72,0.24,1]; ace_medical_gui_bloodLossColor_5 = [1,0.63,0.15,1]; ace_medical_gui_bloodLossColor_6 = [1,0.54,0.08,1]; ace_medical_gui_bloodLossColor_7 = [1,0.43,0.02,1]; ace_medical_gui_bloodLossColor_8 = [1,0.3,0,1]; ace_medical_gui_bloodLossColor_9 = [1,0,0,1]; ace_medical_gui_damageColor_0 = [1,1,1,1]; ace_medical_gui_damageColor_1 = [0.75,0.95,1,1]; ace_medical_gui_damageColor_2 = [0.62,0.86,1,1]; ace_medical_gui_damageColor_3 = [0.54,0.77,1,1]; ace_medical_gui_damageColor_4 = [0.48,0.67,1,1]; ace_medical_gui_damageColor_5 = [0.42,0.57,1,1]; ace_medical_gui_damageColor_6 = [0.37,0.47,1,1]; ace_medical_gui_damageColor_7 = [0.31,0.36,1,1]; ace_medical_gui_damageColor_8 = [0.22,0.23,1,1]; ace_medical_gui_damageColor_9 = [0,0,1,1]; ace_medical_gui_enableActions = 0; ace_medical_gui_enableMedicalMenu = 1; ace_medical_gui_enableSelfActions = true; ace_medical_gui_interactionMenuShowTriage = 1; force ace_medical_gui_maxDistance = 3; ace_medical_gui_openAfterTreatment = true; force ace_medical_gui_showBloodlossEntry = true; force ace_medical_ivFlowRate = 1; force force ace_medical_limping = 1; force ace_medical_painCoefficient = 1; force ace_medical_painUnconsciousChance = 0.1; force ace_medical_playerDamageThreshold = 1; force ace_medical_spontaneousWakeUpChance = 0.06; force ace_medical_spontaneousWakeUpEpinephrineBoost = 1.5; force ace_medical_statemachine_AIUnconsciousness = true; force ace_medical_statemachine_cardiacArrestBleedoutEnabled = true; force ace_medical_statemachine_cardiacArrestTime = 600; force ace_medical_statemachine_fatalInjuriesAI = 1; force ace_medical_statemachine_fatalInjuriesPlayer = 1; force ace_medical_treatment_advancedBandages = 2; force ace_medical_treatment_advancedDiagnose = 1; force ace_medical_treatment_advancedMedication = true; force ace_medical_treatment_allowBodyBagUnconscious = true; force ace_medical_treatment_allowLitterCreation = true; force ace_medical_treatment_allowSelfIV = 1; force ace_medical_treatment_allowSelfPAK = 1; force ace_medical_treatment_allowSelfStitch = 1; force ace_medical_treatment_allowSharedEquipment = 0; force ace_medical_treatment_clearTrauma = 1; force ace_medical_treatment_consumePAK = 1; force ace_medical_treatment_consumeSurgicalKit = 0; force ace_medical_treatment_convertItems = 0; force ace_medical_treatment_cprSuccessChanceMax = 0.15; force ace_medical_treatment_cprSuccessChanceMin = 0.06; force ace_medical_treatment_holsterRequired = 0; force ace_medical_treatment_litterCleanupDelay = 300; force ace_medical_treatment_locationEpinephrine = 0; force ace_medical_treatment_locationIV = 0; force ace_medical_treatment_locationPAK = 0; force ace_medical_treatment_locationsBoostTraining = false; force ace_medical_treatment_locationSurgicalKit = 0; force ace_medical_treatment_maxLitterObjects = 100; force ace_medical_treatment_medicEpinephrine = 0; force ace_medical_treatment_medicIV = 0; force ace_medical_treatment_medicPAK = 1; force ace_medical_treatment_medicSurgicalKit = 1; force ace_medical_treatment_timeCoefficientPAK = 1; force ace_medical_treatment_treatmentTimeAutoinjector = 5; force ace_medical_treatment_treatmentTimeBodyBag = 5; force ace_medical_treatment_treatmentTimeCPR = 15; force ace_medical_treatment_treatmentTimeIV = 17; force ace_medical_treatment_treatmentTimeSplint = 13; force ace_medical_treatment_treatmentTimeTourniquet = 5; force ace_medical_treatment_woundReopenChance = 1; force ace_medical_treatment_woundStitchTime = 17;
Recommended strategy
Regarding bandages at all

Since we now know how the system works + if we regard that we use the patients equipment first there are a few things to consider. If you have the stitching time very high as I recommend, you must decide what big of a risk you want to take to reopen the wound. In that case you will need either quick clot, which has a very long beeding delay and a low reopening rist BUT a chance that you waste it because as explained in the damage.pbo ( ...\Steam\steamapps\common\Arma 3\!Workshop\@ace\addons\ace_medical_damage.pbo ) ...

Originally posted by ace_medical_damage.pbo:
// if damage is between two points, number is interpolated and then rounded by chance based on the decimal part
// e.g. a value of 2.7 has 70% chance to give 3 and 30% to give 2


... we have depending on the type of wound a chance of up to 50 % that it is for naught, but the wound is much more secure and mostly will not reopen at all. So if you want to just delay it, you'd pick a packing bandage, but take a higher risk of reopening after that. If you lack the time you take a field dressing, treat many wounds and just hope that the RNG does help you and will not reopen the wound. But if you can or want to immedeatly stitch you'd pick elastic bandages. So it all depends if you (can) stitch or not. You can ignore everything here if you have reopening disabled, in that case it doesn't matter which bandage you will use at all, just pick elastic ones if so.


Regarding infusions and waking up at all

Just as a rule of thumb:

some is good and just less a Liter, lot is bad and 2 liter, large and fatal are very bad & 3 liters.

Each liter are 4 minutes to wait. Just try to reach "lost some blood", from there just try to get the heart beating and get epinephrine in the cycle, so he wakes in a minute. Without Epi its one or two minutes more (depends on the wake up chance and the Epinephrine boost). CPR at high blood volume is approximatly 1 minute (depending on the CPR success propability and CPR treatment time), the lesser the blood volume the longer it takes (but that is also a set probability).
So ETA until the solider is kicking again is:
[transfusion (0-12 minutes) + CPR time (1-5 minutes) ]<- those things can be done parallel + wake up if stable and ok Pain (1-2 minutes) + (1 Minute if morphin epinephrine coctail). That means the worst case is up in maybe 15 minutes, medium cases are usually up in less than 5 minutes and light cases in a minute or two. It also depends on the medics skill and I assume bandaging and stitching will be done parallel, CPR should be - depending on the cardiac arrest time - prioritized last if long and medical response is early, first if short and medical response is late.


Of the user and the situation

Let's play this through as a non medic solider:
  • You are hurt and under fire. You do not have the time but neither want to pass out, so you may kick in a morphine, that lowers the heart rate and thus reduces the cardiac output, which lowers the intensity of a bleed, then use a torniquet and only treat torso or head if necessary. Next you put on a field dressing and hope it does not reopen after 3-11 minutes. Firefight should be done up to that point.
  • You are hurt and safe but no medic is nearby. You grab all the quick clot you can get and treat your wounds and all reopened wounds and infuse yourself 1 L of saline, plasma or blood if you can to even out any loss, maybe also pop an epinephrine if you can hear your heart, to increase your heart rate again. ♥♥♥♥ the torniquet if you do not have many wounds.
That means a solider needs Saline (1000 ml), torniquets, field dressings, quick clot, Morphine and Epinephrine

Let's play this through as a medic:
  • Regarding all the stuff mentioned above you may apply that on yourself in a fire fight. If you also have the time to stitch yourself you may just apply elastic bandages on yourself and start stitching immedeatly.
  • If you are out of the fight you can just use quick clot or ask an ally to treat you with quick clot so you can focus on your patients.
  • Single patient: torniquets if hurt on multible points except for one arm or leg for the transfusion, elastic bandages IF lightly hurt, packing bandages IF badly hurt, transfusion if necessary, stitching. CPR if blood volume is high, because that aids you while preforming CPR, ending with epinephrine if patiend is about to reach stable state in 1 minute and if Pulse is below 180 bpm, so the Epinephrine may aid waking him. If the pulse is above 180 pop adenosin and then epinephrine. If the patient is not awake after another minute, it might be due to pain, in that case pop 1 morphine and 2 epinephrine sto counter the side effects IF he has not taken morphine already.
  • Stabelizing multible patients; only possible if you manage to still all the bleedings. Quick clot and transfusion is the key. So torniquets on 3 limbs, then focus on quick clot on the Torso, head and the left out limb. Aplly transfusion, or deligate it to an ally to do so on the others. Then quick clot the remaining limbs or deligate it if possible. If you managed all that, look for those who need CPR, deligate that if necessary, make shure blood volume is at least "lost some blood" to ensure high sucess. Administer Epinephrine to the remaining people with pulse if Pulse is below 180 bpm and is in a stable state. If the pulse is above 180 pop adenosin and then epinephrine. After that start stitching, awake personell would be able to fight but may get dropped easy, or even die, due to low damage threshold because stitching will restore hitpoints (if set this way). If the patients are not awake after another minute, it might be due to pain, in that case pop 1 morphine and 2 epinephrine sto counter the side effects IF he has not taken morphine already.
That means a medic needs the same equipment as a solider regarding himself + Adenosin, elastic bandages and packing bandages


Pre engagement measurements
If you are expecting a harsh battle you can do a few things ahead to increase the chance of survival:
  • give yourself Morphine. That will reduce the heart rate and thus the cardiac output, so instead of loosing 1 Liter of blood in about 15 - 11 minutes, you duble the time effectivly for half an hour, so it will be more likely that you will instead take 23 - 31 minutes to bleed out a liter instead. + You will also have your pain reduced - I am not yet sure if it also applies as a bolster for pain but being at 0 pain is good since all pain above the level 0,5 "in severe Pain" triggers the (also serversettings) 10 % unconciousness propability.
  • If you have taken Morphine, give yourself a liter or two of saline. That way you have 4 - 8 minutes of a drink for your system regardless what happens to you and you increase your low blood pressure.
  • Do not worry about the heart rate, as long as you do not hear it you are fine. IF you hear your heart beating pop a Epinephrine.
  • If you rather do not want to use morphine at all, you can also lower your Heart rate with Adenosine. If you do so keep in mind that the boost will only last for 2 minutes, so pop 500 ml saline with it, first the saline, then the adenosin.

These measurements increase your chance of survival and being revived faster, because you bleed less. On correct wound treatment you may also loose no blood at all. CAREFUL: Only use that after checking your heat rate, so you do not go below 55 bpm otherwise you fade out! Check the overview.


About Prisoners and dead bodies

If you like to take prisoners - what would be reasonable as a human being - and not execute them on the spot. Do not forget to bring zip ties, which have to be applied FIRST to all non ragdoll hostile bodies. Then procceed. For RP reasons it would be sound that each solider should carry his own body bag if you want to use them.
Tactical advise for non medical personell + the ten rookie commandments
A kind reminder on how to understand a given advise

Keep in Mind that these are just templates! Situations may always differ, so do not stick to these advises in a slave like manner, but see them as tutorials to inspire you how to behave in a possible good way. Errors are common and will apear, do not expect from you to not fail, but try your best, that is all that is required.


Tactical advise for the soldier

If you are hurt, under fire and no one can help you.
  • [1.] Radio in WHERE you are under fire, that you are hurt and name INDICATORS to look out for if you fall unconcious.
  • [2.] Use tourniquets on your bleeding limbs EXCEPT FOR ONE, where you want to put the infusion.*
  • [3.] Use field dressings / badage (basic) and treat your head an torso first.
  • [4.] Infuse yourself some Saline (1000 ml).
  • [5.] If you find some time, treat the other limbs and take off the torniquets before they are applied to you longer than 2 minutes. **
Continue the fight.

*If the battle is too harsh for infusing yourself saline, just put a torniquet on every of your limbs.

**Pain is applied according to ace_medical_vitals.pbo after 120 s due to a torniquet "// Handle pain due tourniquets, that have been applied more than 120 s ago"

If you are hurt and, safe and no one can help you.
  • [1.] Radio in WHERE you are and that you are safe, that you are hurt and name INDICATORS to look out for if you fall unconcious.
  • [2.] Use tourniquets on your bleeding limbs EXCEPT FOR ONE, where you want to put the infusion.
  • [3.] Infuse yourself some Saline (1000 ml).
  • [4.] Use quick clot and treat your head an torso first.
  • [5.] Treat the other limbs and take off the torniquet before they are applied to you longer than 2 minutes. **
Continue the fight.

**Pain is applied according to ace_medical_vitals.pbo after 120 s due to a torniquet "// Handle pain due tourniquets, that have been applied more than 120 s ago"

If a mate is hurt and not responsive, but you can help.
  • [1.] Radio in WHERE he is and IF you are safe, that he is hurt and name INDICATORS to look out for if you fall unconcious.
  • [2.] If he has large wounds, treat him right where he is and treat him until they are bandaged. If it is too dangerous LEAVE HIM or drag, carry him somewhere less dangerous.
  • [3.] Use tourniquets on his bleeding limbs EXCEPT FOR ONE, where you want to put the infusion.
  • [4.] Infuse him some Saline (1000 ml).
  • [5.] Use quick clot and treat his head an torso first. Don't use a field dressing, since you cannot controll for how long he will be laying there.
  • [6.] Treat the other limbs and take off the torniquets before they are applied to you longer than 2 minutes. **
  • [7.] leave him where he is Infuse him some Saline (1000 ml) if he has not "some blood lost". If necessary carry him somewhere safe to recover or to continue treatment if necessary.
Continue the fight.

**Pain is applied according to ace_medical_vitals.pbo after 120 s due to a torniquet "// Handle pain due tourniquets, that have been applied more than 120 s ago"

If a mate is hurt and HAS NO PULSE, but you can help.
  • [1.] Radio in WHERE he is and IF you are safe, that he is hurt and name INDICATORS to look out for if you fall unconcious.
  • [2.] If he has large wounds, treat him right where he is and treat him until they are bandaged. If it is too dangerous LEAVE HIM or drag, carry him somewhere less dangerous.
  • [3.] Use tourniquets on his bleeding limbs EXCEPT FOR ONE, where you want to put the infusion.
  • [4.] Infuse him some Saline (1000 ml) if he has lost a lot or a fatal amount of blood. ASK A MATE TO DO THAT IF POSSIBLE AND SKIP THIS, if a mate can help he should infuse two more saline (1000 ml) to increase the chance of a successful CPR.
  • [5.] Use field dressings badage (basic) and treat his head an torso first. Don't use quick clot, since time is vital currently. ASK A MATE TO DO THAT IF POSSIBLE AND SKIP THIS, if a mate can help he should use quick clot.
  • [6.] Preform CPR ON THE TORSO until he has pulse, depending on the lost blood it may take longer, check pulse after every minute or 4 tries. If he is not having a pulse after 3 Minutes or 12 tries, he is beyond saviour.
  • [7.] Treat the other limbs and take off the torniquets last.
  • [8.] leave him where he is Infuse him some Saline (1000 ml) if he has not "some blood lost". If necessary carry him somewhere safe to recover or to continue treatment if necessary.
Continue the fight.

If a mate is hurt and being treated by a medic and you can help.
  • [1.] Radio in WHERE you all are and IF you are safe, that one is hurt, being treated by a medic and name INDICATORS to look out for if you fall unconcious.
  • [2.] Make sure the area is secure and the medic can focus on the treatment. If the area is not secure, tell the medic if he seems not to be aware of it. Point out a safer location, it is YOUR task to find one, and help the patient and the medic to reach it.
  • [3.] Tell the medic, that you are available and ask if you can help, but already start and take initative ; check the heart rate first. Use quick clot on the wounds, if not otherwise instructed. If it's a patient in cardiac arrest (no heart rate), you start preforming CPR and notice the medic of it, do not check pulse, do not stop doing CPR until told so.
  • [4.] Remain at guard and keep both the patient and the medic updated of the surrounding situation if it is of concern.
Stand close until dismissed or danger is no longer present.

If you are unsure when to use which drugs, ask your medic.


The ten rookie commandments
  • 1st Ask and learn, do not yearn to know everything already, cause you are a human being.

  • 2nd Torniquets always apply, but do not put, where infusions are by.

  • 3rd Saline - 1000 ml it be - put in if time may be! two if lot or three if worse!

  • 4th Field dressings for fast pacings! Quick clot if you are not in rush!

  • 5th Head, heart and infused limb do first, other limbs do not thirst.

  • 6th To help another, one must be not dumb! Treat yourself before you jump!

  • 7th If others are hurt, use quick clot and do not halt.

  • 8th But if others have no heartly pulse, so hurry before all else and CPR with steadly push!

  • 9th Ragdolly boi, dead boi. If twitching it's living!

  • 10th you are good and try your best, but do not be annoying pest.
Recommended Equipment
Of the necessary equipment of the solider

Soliders need quipment based on their engagement behaviour. People who would like to rush a lot would be likely to take more transfusion liquids with them than bandages, so in case they are unconcious they can be supplied with liquid quickly and in appropriate amount. So the first is for a regular solider and the last for a storm trooper.

  • 2 - 5 Saline (1000 ml) [used to fight against threatening blood loss]
  • 4 Saline (250 ml) [used to treat harmless blood loss]
  • 4 torniquets
  • 15 - 10 field dressing / Bandage (basic)
  • 30 - 20 quick clot
  • 4 - 2 Morphine
  • 8 - 4 Epinephrine
Optional:
  • [for long pre engagement preperation] 1 - 2 Saline (1000 ml)
  • [for long pre engagement preperation] 1 morphine
  • [for long pre engagement preperation] 3 Epinephrine
  • [for 2 min pre engagement preperation] 1 Saline (500 ml)
  • [for 2 min pre engagement preperation] 1 Adenosine
  • [For RP reasons] 5 zip ties
  • [For RP reasons] 1 body bag


Of the necessary equipment of the medic

Medic should never be aggressive. So he should pack himself regarding what he deems necessary accordingly to the engagement behaviour of the troops, and how many singular wounded or even groups of wounded are to be expected. So the recommendation is my gear I'd like to have at hand if I can, I adjust it depending on the lenght of the operation or the equipment the others carry.

  • 13 Saline (1000 ml) (you will need it in the long run)
  • 5 Saline (500 ml) (preferably used if not urgent)
  • few elastic bandage (treating single or self with stitching and few wounds)
  • more than few packing bandage (treating single or self with stitching and much wounds)
  • few field dressing / Bandage (basic) (treating self under fire)
  • much quick clot (treating others or self if there will be no stitching)
  • 15 Morphine
  • 30 Epinephrine
  • 7 Adenosin (lucky number)
  • 3 Torniquets (because you want one limb for infusions)
  • surgical kit
  • few PAK (if deemed necessay to ♥♥♥♥♥♥ someones broken legs)
Optional:
  • [for long pre engagement preperation] 1 - 2 Saline (1000 ml)
  • [for long pre engagement preperation] 1 morphine
  • [for long pre engagement preperation] 3 Epinephrine
  • [for 2 min pre engagement preperation] 1 Saline (500 ml)
  • [for 2 min pre engagement preperation] 1 Adenosine
  • [For RP reasons] 5 zip ties
  • [For RP reasons] 1 body bag

(I really like to take prisioner, I am a good person I hope... :s)
Conclusion
The provided data is just an overview, including hints and tipps to help understand it as good as possible. I did my utmost possible to provide reference to the shown data so you may look it up yourself in the code. All this is done to act more on a know-why-basis rather than an expirence based approach.

Also I like Epinephrine a lot. You can never have enough. It is great.

If you have any advise or suggestions on improvement please share them with me, I try to apply it as good as possible! ^^

See you on the battlefield,

Kinev o7
2 Comments
Kinev  [author] Dec 28, 2022 @ 4:27am 
JardyB Dec 26, 2022 @ 3:29pm 
Thank you a lot for the guide, well written and quite easy to understand :)