ADV - ACE Medical: A combination of ADV - ACE CPR and ADV - ACE Splint.
Both of these mods can be enabled or configured separately with the CBA Settings System.
Get them on their own at: ADV - ACE CPR: https://forums.bohemia.net/forums/topic/203195-adv-ace-cpr/ http://www.armaholic.com/page.php?id=32574 https://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 ADV - ACE Splint: https://forums.bohemia.net/forums/topic/213587-adv-ace-splint/ http://www.armaholic.com/page.php?id=33727 https://steamcommunity.com/sharedfiles/filedetails/?id=1291442929
https://github.com/Pergor/ADV_Medical
Only feedback on the BI-Forums/github will be regarded. You won't get any answers on the Steam Workshop page. Notes for mission builders are available at the BI-Forums/github or the contained ReadMe-file.
////////////////////////////////////////////////////////////////////////////////////////////////////////////// ADV - ACE CPR: //////////////////////////////////////////////////////////////////////////////////////////////////////////////
Giving you a second chance if your everyday CPR doesn't do squat.
With ADV - ACE CPR you can finally use ACE CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. Of course ACE³ and CBA are required.
After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a default 40% success rate and ACE-medics have a default 15% success rate. Regular riflemen can resuscitate a patient, but they will have a much lower success rate. They can still keep the patient from dying due to an expired revive timer though. The success rate is lowered if the patient looses blood or has morphine in his blood system and is raised if the patient received epinephrine right before CPR. The minimum rate is always 2%, unless the player starts with a success probability of 0 (see below). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player solely with CPR - in that case I have good news for you: With version 1.4.0 a new item has been added to ADV - ACE CPR: A defibrillator. The defibrillator works almost like the CPR action, but you have to have an AED in your inventory and it's much faster and the success rate is way higher. Using the defibrillator will induce pain to all units who stand too close to a patient when the defibrillator is used (except for the operator). You can only use the defibrillator if you're a medic (ace_medical_medicClass > 0).
For mission builders: You can set the probabilities for successful resuscitation individually depending on the value for ace_medical_medicClass a player's unit has, or the time to be added to the revive timer or the duration during which CPR can still be applied successfully. The easiest way to do this is via CBA Settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ). Alternatively you can use the following variables in your mission:
adv_aceCPR_probabilities = [40,15,5,85]; //the first entry is for ace_medical_medicClass == 2, the second for == 1, the third for regular units with ace_medical_medicClass == 0 and the fourth one for the defibrillator.
So if you want to disable CPR for any player with less than ace_medical_medicClass below 2 just use something like this: adv_aceCPR_probabilities = [40,0,0,85];
The time to be added to the revive timer (+/-3 seconds) can additionally be set with this variable (default is 30, maximum is 40, minimum is 15 - if set to anything below 18 there's a chance you spend more time on CPR than you gain): adv_aceCPR_addTime = 30;
To set the duration during which CPR can still be applied successfully, you can set adv_aceCPR_maxTime. (Eg. if your ace_medical_maxReviveTime is 600 seconds and you want players to only be able to resuscitate patients for 300 seconds, set it to 300. If the value is higher than ace_medical_maxReviveTime, it will revert to ace_medical_maxReviveTime) After this time in seconds only regular ACE CPR will be executed and you have to use AED or PAK to resuscitate a player (default is 1200): adv_aceCPR_maxTime = 300;
With version 1.4.0 a new item is added to ADV - ACE CPR: A defibrillator. It's recommended to lower the success rates for the CPR action when handing out the AED. The classname is "adv_aceCPR_AED"
////////////////////////////////////////////////////////////////////////////////////////////////////////////// ADV - ACE Splint: //////////////////////////////////////////////////////////////////////////////////////////////////////////////
ADV - ACE Splint offers you an item you can use to fix damaged arms and legs.
Of course the option to splint a damaged limbed will only be available with ace_medical_healHitPointAfterAdvBandage disabled. Depending on your settings an applied splint might come off again. In that case you might be able to apply it again, or have to use a new one.
Settings can be changed with CBA settings ( https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System ), or with the following variables: adv_aceSplint_reopenChance = 30; //default 0, maximum value 100 adv_aceSplint_reopenTime = 300; //default 600 adv_aceSplint_reuseChance = 80; //default 90, maximum value 100
The classname for the splint item is: "adv_aceSplint_splint"
////////////////////////////////////////////////////////////////////////////////////////////////////////////// ADV - ACE Refill: //////////////////////////////////////////////////////////////////////////////////////////////////////////////
All this mod does is add two objects that should refill medical items according to SeL-medic mission standards. "adv_aceRefill_autoKit" - like the MediKit this will open automatically as soon as you take it to your inventory and refill the medic's medic material. "adv_aceRefill_manualKit" - carry it in your backpack and open it via ace self interaction-equipment menu to refill your medic material. Only medics with ACE_medical_medicClass > 0 can use the items, so regular soldiers can carry around the refill kits for the medics until they need them.