Arma 3
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Advanced Combat Medicine
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Data Type: Mod
File Size
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37.376 MB
Apr 29, 2024 @ 11:52am
Oct 28 @ 8:10am
32 Change Notes ( view )

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Advanced Combat Medicine

In 1 collection by Blue
ACM Mods
3 items
Description


Advanced Combat Medicine is an expansion of ACE Medical, introducing many missing considerations for casualty care during ops.

ACM is designed for:
  • Players seeking a realistic and challenging medical system within Arma with a focus on pre-hospital care, prioritizing authenticity whilst keeping it managable and engaging.
  • Units that want to include realistic medical care as part of their ops, treating casualties in-field according to unit designated levels of medical care or via MEDEVAC according to settings, defining which injuries render casualties combat-ineffective until they reach a higher level of care.



Hosting a wide range of medical equipment, treatments, and medications, each one has a use, side-effects and contraindications, medics are required to keep track of their patient vitals and think about their treatments to provide the best chances of survival.

Additionally ACM includes several QOL improvements for ACE mechanics related to medical as well as zeus modules and mission scripts for testing and training.




- New Items:
  • Pressure Bandage
  • Emergency Trauma Dressing
  • Elastic Wrap



- Airway collapse and obstruction
- Manual Maneuvers (Head Tilt-Chin Lift/Head Turning/Recovery Position)
- Airway Adjuncts (OPA/NPA/i-gel)
- Surgical Airway



- Breathing simulation
- Oxygen Saturation - Affected by respiration rate, blood volume, airway, chest injuries, cardiac output
- Respiration Rate - Reaction in response to oxygen deprivation and medication
- Chest Injuries:
  • Pneumothorax
  • Tension Pneumothorax
  • Hemothorax
- Chest Injury Diagnosis:
  • Inspect Chest
  • Stethoscope
- Chest Injury Management:
  • Chest Seal
  • Needle Chest Decompression
  • Thoracostomy (+ Chest Tube)
- Pulse Oximeter:
  • Measure Pulse Rate
  • Measure SpO2
- Bag-Valve-Mask
- Pocket BVM
- Portable Oxygen Tank




- Cardiac Arrest:
  • Shockable Rhythms (Ventricular Tachycardia, Ventricular Fibrillation)
  • Non-Shockable Rhythms (Asystole, PEA)
- CPR changes:
  • Continuous action
  • Requires consistency to be effective
- Reversible Cardiac Arrest:
  • Tension Hemo/Pneumothorax
  • Hypoxia
  • Hypovolemia
- Automated External Defibrillator (and Monitor):
  • Defibrillation for shockable rhythms
  • Display EKG
  • Display SpO2 waveform (+ pulse rate)
  • Display EtCO2 waveform (+ respiration rate)
  • Measure NIBP
  • AED mode (audio)
- Fluid Resuscitation:
  • IV/IO access, with differing flow rates (14g IV/16g IV/FAST1 IO/EZ-IO)
  • Flow rate dependant on fluid administered
  • Effective Blood Volume (Red Blood Cell Count)
  • Platelets given dependant on fluid
- Field Blood Transfusion
  • Blood type of donor tracked
  • Loss of effectiveness on delay from donation to transfusion
- Fluid Overload from fluid transfusions
- Internal Bleeding
- Blood Types (SteamID) - Either based on blood type ratios or manually set for each player
- Check Pulse changes:
  • Active action
  • No longer reads exact pulse rate
- Check Blood Pressure changes
  • Capillary Refill Time
  • Manual blood pressure checking via pressure cuff and stethoscope
- Coagulation (Platelets):
  • Slows bleeding
  • Clotting of small and medium wounds
  • Slowing and clotting internal bleeding
  • Lowers chance of wounds/bandages reopening
- Medication:
  • Epinephrine (IV/IM)
  • Morphine (IV/IM)
  • Fentanyl (IV/IM/BUC)
  • Ketamine (IV/IM)
  • Adenosine (IV)
  • Amiodarone (IV)
  • TXA (IV)
  • Naloxone (IN)
  • Penthrox (Inhale)
  • Paracetamol (PO)
  • Lidocaine (IV/IM)
  • Ondansetron (IV/IM)
  • Calcium Chloride (IV)
  • Esmolol (IV)
  • Ertapenem (IV/IM)
  • Atropine (IV/IM)
- Medication Administration:
  • Dosing of medication, based on patient weight or desired effect
  • Use of 1ml, 3ml, 5ml, and 10ml syringes
  • Allow pre-drawing medication
  • Differing effects of IV and IM medication




- Fracture Management:
  • Severity of fracture based on body part damage
  • Fracture Realignment
  • SAM Splint
- Actions for waking up patients:
  • Shaking
  • Slapping
  • Ammonia Inhalant
- Tourniquet Effects - Limited limb effectiveness depending on tourniquet application time



- Chemical Hazards:
  • CS Gas - Tear Agent
  • Chlorine Gas - Respiratory Agent
  • Lewisite - Blister Agent
  • Sarin Gas - Nerve Agent
- Use of PPE - Custom PPE defined in settings
- Use of CBRN-rated vehicles - Custom vehicles defined in settings



- New system for reinforcement of player casualties
- Enables conversion of player casualties into AI ones, making it so infantry players spend less time unconscious while allowing medics can take their time with their casualties
- Medics decide when to convert casualties, based on injury or unit SOP
- Made to be used with respawn tickets, to encourage proper MEDEVAC, playable without
- Requires some setup, check the ACM Wiki [bluetheking.github.io]




- Extra actions for patient treatment in vehicles
- Variable patient resting vitals (SteamID)
- Accurate CPR rate (100-120)
- More accurate blood pressure and heart rate vitals
- Testing scenario
- Spawnable boxes with medical equipment (Zeus)
- Visuals for oxygen deprivation
- Changes for ACE instant death
- Extra treatment log entries for certain ACE actions
- Casualty movement:
  • Carry and load patients directly into vehicle
  • Unload and carry patient directly from vehicle
  • Assist Carry action to speed up pick-up animation
  • Better control of casualties that were unconscious



Polish Translation - Thanks Kowalski!
German Translation - Thanks Dane!
Brazilian Portuguese Translation - Thanks Diego!
French Translation - Thanks Hexo!
Korean Translation - Thanks Kare!
Ukrainian Translation - Thanks Jericho Swarm community!
Russian Translation - Thanks Jericho Swarm community!

All translations are done by community members, if you'd like to submit your own let me know on the discord.[discord.gg]



To help with learning/testing, ACM comes with a training scenario with a casualty spawner and all relevant equipment, accessible from the main menu.

Written documentation on the ACM Wiki [bluetheking.github.io]

[discord.gg]
Popular Discussions View All (3)
2
Oct 16 @ 3:58am
Weird "random fainting" bug (possibly mod/scenario incompats??)
arsonist
0
May 23 @ 10:43pm
Kudos to You! ACM is the only mod that doesn't "insta-revive" a casualty in the field.
Weaponized Autism
136 Comments
Prophet Oct 19 @ 7:26pm 
broke out my first aid handbook for this damn mod, guy died anyway, then got high on fent 10/10 mod
boslog2 Oct 18 @ 1:30am 
where can we find training videos for medics? tried searching in youtube but its for CLS
Blue  [author] Oct 16 @ 10:57am 
no
P_Gibs Oct 16 @ 10:51am 
Is it possible to add IFAKS? There is a separate mod, but it unpacks immediately and automatically into the inventory, which is unfortunately impractical.
miss12135 Sep 28 @ 7:35am 
good job
HaloMeet Sep 13 @ 3:26am 
Could it be possible to add a slider to control the loss of spo2 upon unconcioussnes? it goes down so quickly as if they all immediatly stop breathing. Otherwise very nice mods our medics are thankfull
Inferno | M.D.F Aug 31 @ 4:15am 
disable the new ace damage changes too
DireStatus Aug 21 @ 5:56pm 
Copy, I think we have tried all of this, armour side just the mature military armour seems to cause the effect when before it did not with the same settings.

I have someone jumping on the discord to do a more detailed follow up about this since I am unavailable at this time.

Thank you for your guidance.
Blue  [author] Aug 21 @ 5:34pm 
Lower the AI damage thresholds
Disable the ACM Damage addon
Don't give enemy heavy armor
Use better ammo

If it persists post an issue with more info in the discord, thanks.
DireStatus Aug 21 @ 4:20pm 
Hello looking for some guidance on a issue that our guys are facing right now.

After one of the latest updates with ace and acm we have had a issue where heavily armored enemies went from going down in 2-4 shots to now taking over 30 rounds of 7.62 and living.

After extensive testing we found that only when we full unplug acm did they actually return to not being super tanks.

We have been trying to get it to work on and off with changing tons of settings with little to no success, the only thing we found is that with ace custom armour pen, it made things worse but, even with that off it still is a issue

If you know anything please tell me cause I am just confused at this point.