n3on0605 10 Posted January 6, 2014 Brandon, you will have to bind a key inside that userconfig for cms to work. Find this line inside the client.hpp (open it with notepad) CMS_INTERACTION_MENU_KEY = 219; Change the 219 to a number below depending on the key you want to use then save the file ESC = 1 F1 = 59 F2 = 60 F3 = 61 F4 = 62 F5 = 63 F6 = 64 F7 = 65 F8 = 66 F9 = 67 F10 = 68 F11 = 87 F12 = 88 PRINT = 183 SCROLL = 70 PAUSE = 197 ^ = 41 1 = 2 2 = 3 3 = 4 4 = 5 5 = 6 6 = 7 7 = 8 8 = 9 9 = 10 0 = 11 ? = 12 ? = 13 ? = 26 ? = 39 ? = 40 # = 43 < = 86 , = 51 . = 52 - = 53 + = NOT DEFINED POS1 = 199 TAB = 15 ENTER = 28 DELETE = 211 BACKSPACE = 14 INSERT = 210 END = 207 PAGEUP = 201 PAGEDOWN = 209 CAPS = 58 A = 30 B = 48 C = 46 D = 32 E = 18 F = 33 G = 34 H = 35 I = 23 J = 36 K = 37 L = 38 M = 50 N = 49 O = 24 P = 25 Q = 16 U = 22 R = 19 S = 31 T = 20 V = 47 W = 17 X = 45 Y = 44 Z = 21 SHIFTL = 42 SHIFTR = 54 UP = 200 DOWN = 208 LEFT = 203 RIGHT = 205 NUM_0 = 82 NUM_1 = 79 NUM_2 = 80 NUM_3 = 81 NUM_4 = 75 NUM_5 = 76 NUM_6 = 77 NUM_7 = 71 NUM_8 = 72 NUM_9 = 73 NUM_+ = 78 NUM = 69 NUM_/ = 181 NUM_* = 55 NUM_- = 74 NUM_, = 83 NUM_ENTER = 156 STRGL = 29 STRGR = 157 WINL = 220 WINR = 219 ALT = 56 SPACE = 57 ALTGR = 184 APP = 221 Share this post Link to post Share on other sites
rye1 21 Posted January 8, 2014 Is this coded in yet? I kept a tourniquet on for 20min in SP and was still able to walk, run etc. I wasnt even hurt, so no morphine either.If it is, how do you remove the CAT anyway? I just see the logo in the overview. Thanks, love the features. The crew can finaly put some basic medical stuff on themselfs while flying :cool: Best regards No, what you have just quoted is something that combat medics are taught not to do. TCCC guidelines suggests any form of nerve palsy is rare (around 6%) with no limb amputation or loss to date. The tourniquet just should cause pain and if it doesn't then you're correct that it is a small bug. Nice find. Share this post Link to post Share on other sites
xXPinkFloyd92Xx 11 Posted January 10, 2014 THANK YOU SO MUCH that worked happy hunting my friend Thanks again!!! This mod!! What can i say its the coolest thing ever!!! good work really well done !! couldnt be happier right Now Share this post Link to post Share on other sites
Yeti259 10 Posted January 20, 2014 hey guys this CMS is awsome :D ---------- Post added at 20:28 ---------- Previous post was at 20:19 ---------- hey guys, i seem to have a slight issue with the CMS nothing major, but is their a way to edit the damage, what i mean is if you get hit with a bomb or shot in the head you should die instantly but if you get shot anywhere else then you have more chance of surviving with the medics, sorry if that dose not make any sense? ha :D Share this post Link to post Share on other sites
va12 mr. potter 10 Posted January 21, 2014 Try adding in your own portion via tps to increase the damage done? Share this post Link to post Share on other sites
Yeti259 10 Posted January 21, 2014 how would i go about doing that mate? im not an expert on scripting dude ha :P i know ppl wo know more about it, ---------- Post added at 17:44 ---------- Previous post was at 17:41 ---------- I love CMS but is their any way to edit the damage taken to the head as it would be cool if u get shot in the head you die instantly ---------- Post added at 17:47 ---------- Previous post was at 17:44 ---------- I love CMS but is their any way to edit the damage taken to the head as it would be cool if u get shot in the head you die instantly Share this post Link to post Share on other sites
Yeti259 10 Posted January 21, 2014 what is TPS? and is it simple enuf to do? Share this post Link to post Share on other sites
glowbal 13 Posted January 22, 2014 Try adding in your own portion via tps to increase the damage done? Increasing damage done is not possible - you can however hook in and determine when someone should die. You can indeed do this through the TPS. The eventhandler you will want is: cms_handleDamage Comes with the following parameters: _unit, The unit that activates the eventhandler _selectionName, body part _amountOfDamageCor, the newly added damage. _sourceOfDamage, object where the damage originated from _typeOfProjectile, type of damage (round type etc) To get the full damage of a unit use this: _damage = [_unit,"cse_statusBodyParts"] call cse_fnc_getvariable; // output: array. Head, torso, arms, legs. Hope this helps. Share this post Link to post Share on other sites
glowbal 13 Posted January 24, 2014 Combat Medical System Version: 0.5.12 Author: CMS Team Website: Glowbalproductions - CMS We appreciate the feedback and bug reports you provided us with over the last few weeks since release. Therefore, we have taken some time to resolve some of the more serious bugs reported to us. Download Dev-Heaven / withSix Dropbox Changelog fixed: Bug #73551: Flashing injury list in vehicle UI fixed: Bug #73572: Morphine blur does not clear after medkit fixed: Bug #73573: people getting morphine overdose blur after one morphine fixed: Bug #73574: Atropine should decrease HR not increase fixed: morphine effect did not get removed by medkit fixed: csm_sys_ui hook got called and immediately afterwards the lb got cleared. fixed: Effects do no longer run on HC fixed: undefined script errors when using latest BETA changed: morphine effect now decreases over time changed: Can now spend a longer time while having pain without passing out new: Feature #73670: CAT removal new: Additional parameter to resolve Bug #73609 (CMS_DISABLE_INPUT_ON_UNCONSCIOUS). Use with care! Share this post Link to post Share on other sites
Guest Posted January 24, 2014 New version frontpaged on the Armaholic homepage. Combat Medical System v0.5.12Community Base AddonsArma 2 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! ** Note: since this is a project on which more people are working we will contact you in the future to discuss how you want this to be setup on Armaholic. Share this post Link to post Share on other sites
lawndartleo 109 Posted January 24, 2014 Ummmm.... fixed: Bug #73574: Atropine should decrease HR not increase http://acls-algorithms.com/bradycardia There are 3 medications that are used in the Bradycardia ACLS Algorithm. They are atropine, dopamine (infusion), and epinephrine (infusion). I'm a little rusty on my ACLS... thankfully haven't had to ever use it... but that kinda looks wrong to me. Share this post Link to post Share on other sites
raptor 6 actual 13 Posted January 24, 2014 Ummmm....fixed: Bug #73574: Atropine should decrease HR not increase http://acls-algorithms.com/bradycardia There are 3 medications that are used in the Bradycardia ACLS Algorithm. They are atropine, dopamine (infusion), and epinephrine (infusion). I'm a little rusty on my ACLS... thankfully haven't had to ever use it... but that kinda looks wrong to me. I agree, been a paramedic for 12 years now, and don't think I've seen atropine used to "decrease" HR. Share this post Link to post Share on other sites
lawndartleo 109 Posted January 24, 2014 (edited) Adenosine could be administered for stable tachycardia to try and convert the rhythm. There is some discussion on low dose Adenosine causing paradoxical bradycardia but that is probably outside of the intent of this mod. It's enough to be said that Atropine would be administered to get things going again, not stop them. After reading the readme, I think your intention was to use Adenosine as it is indeed used to convert tachycardia. To an uninitiated eye, I can see how the two would get crossed up and in our crash carts they are nowhere near each other for that reason alone. P.S. I am an RN and ACLS certified, I am not claiming to be an expert, just knowledgeable. My intent is not to criticize but rather to help make an great mod even better. Edited January 24, 2014 by lawndartleo moar stuff Share this post Link to post Share on other sites
alexgardien5 6 Posted January 25, 2014 Any chance for a port on Arma 3 ? My clan would really want to use it :D Share this post Link to post Share on other sites
raptor 6 actual 13 Posted January 25, 2014 Any chance for a port on Arma 3 ? My clan would really want to use it :D We are currently working on that and other features. Thanks for the question and the fact that you're enjoying the mod. Share this post Link to post Share on other sites
rye1 21 Posted January 25, 2014 (edited) After reading the readme, I think your intention was to use Adenosine as it is indeed used to convert tachycardia. To an uninitiated eye, I can see how the two would get crossed up and in our crash carts they are nowhere near each other for that reason alone.P.S. I am an RN and ACLS certified, I am not claiming to be an expert, just knowledgeable. My intent is not to criticize but rather to help make an great mod even better. You are right that slipped through our hands, we will fix it. Atropine works by inhibiting the action of the parasympathetic nervous system allowing for unchallenged sympathetic response. It successfully blocks the action of the vagus nerve on the heart, increases the rate of the SA node, conduction through the AV node and blocks exocrine gland activity. So, it directly increases heart rate, and indications for use include bradycardia. Adenosine was queried but not implemented. We want to stick to combat medic medications, flight medic capacities as much as possible therefore ACLS kind of slips away. If we do implement these drugs they will be for the indications the real-world states. Thanks for the comments, you're helping us because small errors just slipped through the whole process of things. :) EDIT: P.S. It is Tactical Combat Casualty Care not Trauma, in the OP, we will fix this too. Thanks for noticing to the person on Armaholic! Edited January 25, 2014 by Rye Share this post Link to post Share on other sites
karmalauja 2 Posted January 25, 2014 WHAOO any chance to see that on arma 3 ? Share this post Link to post Share on other sites
alexgardien5 6 Posted January 25, 2014 Thanks for the reply :D Share this post Link to post Share on other sites
lawndartleo 109 Posted January 25, 2014 From a professional standpoint.... what does a TCCC crash cart look like inventory wise or is it the same as any crash cart that would be found in a hospital setting or rescue squad. Sorry to go off topic. Share this post Link to post Share on other sites
rye1 21 Posted January 26, 2014 (edited) From a professional standpoint.... what does a TCCC crash cart look like inventory wise or is it the same as any crash cart that would be found in a hospital setting or rescue squad. Sorry to go off topic. In an MTF (or CASH) the crash cart would be very similar, yes. The primary difference is the environment and therefore how they can interact with the environment. Combat medics can do more in ways of trauma that we can do, with quicker response times and specific 'target injuries' so to speak (for example immediate haemorrhaging). On-Line Medical Control under physician guidance expands into procedures you wouldn't usually do prehospital, i.e. tube thoracostomy, field blood transfusions, even field appendectomies. Combat medics have very targeted responses to trauma so they know exactly what they are doing. There are numerous resuscitation drugs carried by combat medics, flight medics and PJs. With the latter they carry just what paramedics carry and more*. But because the main focus [in terms of arrests] is a traumatic arrest then ACLS guidelines are less reliable and not initially undertaken, the reversal of the cause and complimentary factors is the real goal before focusing anywhere else. In TCCC there is no CPR in the first initial phases of care and anyone requiring CPR is considered to be dead in the first place. The only reliable point where CPR will be conducted is during extraction care, in a CCP or in a MEDEVAC/CASEVAC vehicle. For example if a soldier is apneic and pulseless on the battlefield they are considered dead and ignored while the firefight continues. If a soldier is pulseless on the battlefield they are considered dead and ignored. If they are apneic but they have a pulse, then they are open to be resuscitated but only when the firefight allows. So, you're opening within new criteria for when and when not to resuscitate someone due to immediate dangers in the environment. Reversible causes in this setting include hypovolemia secondary to a haemorrhage, airway obstruction, poor ventilation and pneumothoraces. Combat medics typically do not carry defibrillators or take an ECG (compared with a QRF or MERT as examples where that differs). Cardiac dysrhythmias are not the priority on the ground. But they have what they need to reverse the common reversible causes, for example they are trained in chest decompression usually bilateral and immediately given at any sign of respiratory compromise. *Adenosine, Amiodarone, Atropine Sulfate, Calcium Chloride 10%, Calcium Gluconate 10%, Dopamine (Intropin), Adrenaline (Epinephrine), Glucose, Lidocaine (Lignocaine HCL, Xylocaine), Magnesium Sulfate, Procainamide (Pronestyl), Sodium Bicarbonate, Narcan (Naloxone), Lasix (Furosemide), Nitroglycerine (Glyceril Trinitrate) to name a few. Also includes many types of antibiotics, NSAIDs, analgesics and miscellaneous drugs commonly not carried by paramedics or seen in a crash cart. Some drugs are quite controversial too, for example Solu-Medrol and Tranexamic Acid. Hope this answered your question. EDIT: By the way TCCC is a method of operating (like ATLS, ACLS), there is no "TCCC cart". Unless it's a basic BLS bag with IV kit, lol! Edited January 26, 2014 by Rye Share this post Link to post Share on other sites
raptor 6 actual 13 Posted January 29, 2014 Hey everyone. We at the CSE/CMS team would love to see some of videos of your squad/clan/realism unit utilizing CMS. Let us know what you think pertaining to whether it's useful or not, or if it's too cumbersome. Thanks Share this post Link to post Share on other sites
vrukanlo 10 Posted February 6, 2014 First of all congrats for this awesome mod! We, in the 11th milsim comunity, are looking forward to play with this beautiful addon on our official servers/missions, but at the moment we are having some issues with the "no instant deaths module", other features are working flawlessly. AFAIK all we need to do is place the enable cms and no instant deaths modules on the mission editor and then we would like to set our cms revive timer to something like 1000 or so (CMS_REVIVE_TIMER = 1000). where do we need to put this upper line? as a description? as a init line? Thanks again. Vrukanlo. Share this post Link to post Share on other sites
va12 mr. potter 10 Posted February 10, 2014 First of all congrats for this awesome mod!We, in the 11th milsim comunity, are looking forward to play with this beautiful addon on our official servers/missions, but at the moment we are having some issues with the "no instant deaths module", other features are working flawlessly. AFAIK all we need to do is place the enable cms and no instant deaths modules on the mission editor and then we would like to set our cms revive timer to something like 1000 or so (CMS_REVIVE_TIMER = 1000). where do we need to put this upper line? as a description? as a init line? Thanks again. Vrukanlo. In theory, from what I understand of scripting you could technically put it anywhere, as long as the module is placed and that variable (CMS_REVIVE_TIMER) is defined. However, the best place to put it would be in the init line of the no instant deaths module. Share this post Link to post Share on other sites
glowbal 13 Posted February 11, 2014 Combat Medical System Version: 0.5.13 Author: CMS Team Website: Glowbalproductions Download Dev-Heaven / withSix Dropbox Changelog changed: Treatment actions in MP should now be responding faster changed: UI should be more responsive (refresh rate isn't as low anymore) new: New module (activate on Damage): enables CMS for every unit - modules now determine when CMS enables (ie: players only means only players will have CMS running on spawn). When a unit is not running CMS, it will become activated once the unit takes damage/gets hit. changed: Updated bleeding, pain and hit effects changed: Different bandages have now also got different effects on wound sizes (Example: small bandage can get rid of 1x small wound, but only 0.3 of a large wound) fixed: Bug #73767 quick to no pulse and 0/0BP fixed: Bug #73623 Unconscious message on respawn fixed: Sometimes a unit that wakes up from unconscious keeps having 0bp / hr Share this post Link to post Share on other sites
block100 10 Posted February 11, 2014 The new module added is very helpful, godspeed! Share this post Link to post Share on other sites