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Hello,

 

I went into the key bindings for ACE3 via the controls set up to change the key for self interaction.  While I was doing it I accidently deleted the option for self interaction and can no longer access it in game.  Is there anyway to fix it?

 

Thanks

​

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Hello,

 

I went into the key bindings for ACE3 via the controls set up to change the key for self interaction.  While I was doing it I accidently deleted the option for self interaction and can no longer access it in game.  Is there anyway to fix it?

 

Thanks

​

Simply go back into keybind options where you removed it and assign a key to it.

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Thanks jonpas,

 

It's a litter harder than that, as the line with the self interaction key setting on in ACE common has dissappeared!

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OK ACE guys, please be strong now. I feel very stupid but cannot find it. I am rather clueless about medic things...

 

As I use ACE in a SP environment I want to turn off that my shot character is unconscious for a long while. I don't think thats vanilla ArmA... Screen border is flashing white, I cannot do anything.

 

In ACEs options, I turned all medic related options of...

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Can anyone give me any advice with the Basic medical system about how to revive a medic?

In tonights game our medic went down and he was substantially wounded. But not enough to be killed. It was sometime before anyone could make their way to him to treat him and by that time he had lot a considerable amount of blood.

Now I bandaged all his wounds and administered two amounts of morphine. He was essentially stable. Usually at this point players wake up. But our medic didn't, at which point it was time to give him Epi, but of course only the medic can give epi.

So what can be done? if a squad only has one medic, how can they revive their medic without letting him die and telling him to respawn? I've heard you can now perform CPR on the torso to revive people without an epi pen but I haven't seen it.

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Can anyone give me any advice with the Basic medical system about how to revive a medic?

In tonights game our medic went down and he was substantially wounded. But not enough to be killed. It was sometime before anyone could make their way to him to treat him and by that time he had lot a considerable amount of blood.

Now I bandaged all his wounds and administered two amounts of morphine. He was essentially stable. Usually at this point players wake up. But our medic didn't, at which point it was time to give him Epi, but of course only the medic can give epi.

So what can be done? if a squad only has one medic, how can they revive their medic without letting him die and telling him to respawn? I've heard you can now perform CPR on the torso to revive people without an epi pen but I haven't seen it.

Set in the mission module that EVERYONE can administer medical.

Sent from my iPhone using Tapatalk

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Set in the mission module that EVERYONE can administer medical.

Sent from my iPhone using Tapatalk

I wouldn't want to do that as it defeats the purpose of having a medic in the first place and really then makes the medic class a sort of ammo bearer class for medical supplies, instead of the go to guy when you're injured.

So there is no real slow way other players can revive without epi or blood?

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I wouldn't want to do that as it defeats the purpose of having a medic in the first place and really then makes the medic class a sort of ammo bearer class for medical supplies, instead of the go to guy when you're injured.

So there is no real slow way other players can revive without epi or blood?

Ooh I second this. Wasn't there a stabilize option in ace 2 that allowed people to wake others up but it would take like 60 seconds? and it wouldn't wake them like epi because they'd soon pass out again..

Since it's an ace2 feature I feel like this is a must have.

#BringBackOurStabilize

Lol

Kind regards,

Sanchez

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"Rotation Menu System" seems to work with ACE3 without too much confliction. As far as I am aware, holding tab to bring up the quick personal menu in RTMS will only conflict with ACE3 when using the vector range finders tab keybind. But you can change the keybinds in both RTMS and ACE. https://forums.bistudio.com/topic/184976-rotation-menu-system-a-fluid-external-action-menu-system/

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LOCK ON KEY BINDING QUESTION!

 

Should i bind all this keys in same one key?

 

ACE

LOCK TARGET [HOLD]

 

ARMA 3 VANILLA

LOCK TARGET

REVEAL TARGET

 

For some how this things is messed up so eventually i can't use FCS, laser guide etc etc

 

what should i do? the manual saying nothing about this.

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Explanation:

  • BI changed the hitpoint configuration of units in v1.50
  • We updated ACE to make it compatible with the changes
  • Community content that hasn't yet updated to the new standards behaves weirdly

See: https://github.com/acemod/ACE3/issues/2573

Another undocumented feature? This is worse than annoucing competiton where you could enter with map, then found out that tools for mapmaking are not out yet :)))

What we can do that to fix? I can release a patch to Duala units but I don't know what to change as my units use vanilla classes... 

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I wouldn't want to do that as it defeats the purpose of having a medic in the first place and really then makes the medic class a sort of ammo bearer class for medical supplies, instead of the go to guy when you're injured.

So there is no real slow way other players can revive without epi or blood?

 

We use Ace Adv Medical + Revive but also suffer from wanting the Medic to be revive-able without giving all non medics the ability to fully heal everyone with a PAK.

 

It would be nice if Non medics could stabilise and wake up the medic in order for him to fully heal himself.

Atm without having multiple medics the only class that cant use the revive function is the medic as non medics cant revive him.

 

Maybe something like Non medics can only use a PAK too revive ONLY a medic, when the Medics only for PAK is selected in the Adv Med system ?

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What I did to make medics more important is increase the bleed coefficient, so players who go down would almost always have to go see the medic for blood infusions.  I'm not sure about other people, but we usually disable the re-opening of wounds, maybe that would make the medic more useful as they'd have to be more knowledgable on which dressings to use on which wounds to make them more effective.

 

On a seperate note, I already asked bux this on twitter, but I figured I'd post it here again.

 

I'm trying to disable ACE3 medical / wounds for 1 specific mission.  My clan has Op nights where we play 5 or 6 missions in a night, usually like 30-45 minutes each, to allow challenging missions with no respawns, while avoiding having people sit in the dead room for too long.

 

Recently we've added the Ryan Zombies and Demons mod.  This mod has a conflict with ACE medical, where the zombies which are dynamically spawned during the mission cannot hurt players.  They knock you back, and play the sound effects etc, but you receive no damage, save for leg damage, when they get a good hit on you and  you take fall damage from the knock back.  I'm looking to try to disable the ACE3 wounds / medical system at a mission level so we don't need to have everyone and the server restart without ACE3 enabled between missions when we want to run a zombie mission.  Additionally, it means I can't use the cool ace stuff in my zombie missions like the tactical laders, Altimeter watches, and Ace draggables.  One mission I made had paratroopers having to recover crates, and drag them to an objective while fighting through zombies.  Some times the crates (which are paradroped as well) would land of roofs, and players would need the tactical ladders to get up and bring them down.  But after the last ACE patch / Arma Medical changes the zombies can no longer damage players.  I've sort of patched it, buy replacing ACE with R3F logistics script, but I'm still missing the Altimeter watches for the jump into fog, and the tactical ladders for grabbing supplies off the roofs.

 

The proposed solution was to delete the medical PBOs, but it would be too complicated to get our players and servers reconfigured between missions.  It's hard enough to get all our members to install our mod pack without messing it up :).

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Recently we've added the Ryan Zombies and Demons mod.  This mod has a conflict with ACE medical, where the zombies which are dynamically spawned during the mission cannot hurt players.  They knock you back, and play the sound effects etc, but you receive no damage, save for leg damage, when they get a good hit on you and  you take fall damage from the knock back.  I'm looking to try to disable the ACE3 wounds / medical system at a mission level so we don't need to have everyone and the server restart without ACE3 enabled between missions when we want to run a zombie mission.  Additionally, it means I can't use the cool ace stuff in my zombie missions like the tactical laders, Altimeter watches, and Ace draggables.  One mission I made had paratroopers having to recover crates, and drag them to an objective while fighting through zombies.  Some times the crates (which are paradroped as well) would land of roofs, and players would need the tactical ladders to get up and bring them down.  But after the last ACE patch / Arma Medical changes the zombies can no longer damage players.  I've sort of patched it, buy replacing ACE with R3F logistics script, but I'm still missing the Altimeter watches for the jump into fog, and the tactical ladders for grabbing supplies off the roofs.

 

Hey, I don't know if you went to the zombies & demons thread recently, but anyways:

A while back people were complaining that if the zombies would hit you with ACE enabled, every part of your body would be wounded at once. This being due to setdamage.

I then coded a check for ACE and locally executed setHit on the person getting hit by the zombie. In all honesty we didn't test this compatibility in the end because Ryan & I don't use ACE when we develop & test the zombie mod.

Either way, we figured it'd work, and then arma 1.50 came, ace 3.3.0 got out and we got loads of reports that ACE damage doesn't work. I'm not sure if setHit worked on ACE prior to 3.3.0 or not.

 

To wrap this up, a week-or-so ago I asked how to artificially add body damage using ACE functions and I was informed to use ace_medical_fnc_handleDamage for now (subject to change). Thus, the next update of the zombie mod will use ace_medical_fnc_handleDamage to inflict zombie damage but you'll have to wait another 1,5 weeks because Ryan's busy on some animations >.<

 

So cptMittens, you could also wait two weeks for the zombie mod to update so that you can enjoy ACE medical and zombies at the same time. :P

 

Kind regards,

Sanchez

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Sorry if this has been covered.  I'd like to limit the number of revives while using the basic medical system. I have the revive module set to "1," but it seems to allow for continuous revives as long as there's epinephrine available, which i definitely don't want.  Could someone walk me through a solution to this if possible?  

 

Here are the relevant settings:

 

Set Medic Class: All playables are set to regular medic

 

Revive Settings: 

Enable revive - Players and AI

Max revive time - 120

Max revive lives - 1

 

Medical Settings:

Medical level - Basic

Medic - Basic

Prevent instant death - No

 

Also, do respawn settings in the description.ext factor into this? 

 

Thx.  

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As far as I know there is no dogtags in ACE3. I know it was in ACE2 so it will propably be in ACE3 too. But now it is quite a problem to know wo died, you see dead body but there is no way you can tell who it is. So is there any info you can tell about dogtags? Are you doing them, or it is on hold? Is is clode or far from ready?

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@przemro: I think you can enable the Name Tag Module as an interim solution until a dogtag feature gets implemented.  If I point at a dead unit with Name Tags enabled, it tells me who it is, either the player's name or, if AI, the randomly generated AI name. 

 

Just an idea, it's better than nothing, I hope.  Also, once you put the (name-tagged) KIA's in a body bag, the name tag vanishes - so record your casualties before you put them into body bags!    

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Hello everybody. I decided to write here in the BIS forum because wanted to share some thoughts on a topic which is creating some problems in my clan. I have some issues with how the medical system works now, and i am curious of you all thoughts on it, to see if it is a shared feeling, or if there is a easy solution we oversought. 

 

As a clan, we play one life, no revive, one medic only. As such, we would need for something that makes the role of combat medic/corpsman important during the firefights, without becoming a complex medical minigame for its own's sake. We would like something that forces the employ of combat drills and procedures for evacuating to a sheltered place where the medic can reach the incapacited and heal him.

 

This worked pretty well in A2 ACE, where being knocked down and passing out was far, far more common than now for some reason :huh: , and where incapacitating wounds like broken legs and shaking arms required a medic to make you all the drill of bandaging morphine epi and first aid, while the fireteams would stabilize your condition to their best thru field bandages CPR and turniquets while keeping the enemy suppressed, and then would create an escape route for the wounded via covers and smokes. 

 

Now we have two systems, one which fall short and the other far too long.

 

The basic system makes it so that all a medic can do is allowing you to go on playing, but anyone can prevent you from dying, because anyone can use bandages, and any bandage heals one level of damage, so there's no urge for the corpsman to risk his life to get near the frontline and do his job. Moreover, 49 times out of 50 people can heal themselves on the spot even with two red wounds, so all in all the corpsman is just a guy with a bag full of bandages and shots that does his round restocking other players after a firefight. Since we passed on this medical system, i witnessed cases where people needed the medic-reserved epinephrine only twice. Also we never use IVs, as i just realized they are used in basic also but we always made it without. 

 

The alternative is the advanced system, a difficult medical minigame that happens for the sake of one player only, and that slows the whole group down. We play Arma as a footman's simulation, and everything we add is for the sake of this simulation being satisying from this POV, thus this indepth study of combat medicine with IVs and plasma and whatsnot is pretty superfluous to us. 

 

In a few words, we would like a medical system that is relevant for the complexity of the situation it creates for all the players and not (or only) for the challenge it creates for the only player that specializes in the medic role. All in all, the medic system in A2 allowed for anybody to take the role of corpsman because  the healing drill was easy enough: what was challenging was the way everybody had to behave.

 

I thought a possible solution would be intervening with options on the bandaging phase in the basic system. It could be something like differentiating two types of bandages for yellow and red wounds (with the red bandages exclusive to medics), or introducing the non-medic penalization like the non-specialist penalty in the explosive module. Something that would make the life saving phase compelling and reserved to medics rather than anybody (while everybody should be able to at least slow down the worsening of the situation).

 

I hope to have been clear enough and also hope not to sound disrespectful. I understand there's plenty of people that would love an even more indepth medical simulation. I totally respect their wishes and tastes, it's just not our thing  ;)  and i wonder if any other out there feels the same.

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Can anyone give me any advice with the Basic medical system about how to revive a medic?

In tonights game our medic went down and he was substantially wounded. But not enough to be killed. It was sometime before anyone could make their way to him to treat him and by that time he had lot a considerable amount of blood.

Now I bandaged all his wounds and administered two amounts of morphine. He was essentially stable. Usually at this point players wake up. But our medic didn't, at which point it was time to give him Epi, but of course only the medic can give epi.

So what can be done? if a squad only has one medic, how can they revive their medic without letting him die and telling him to respawn? I've heard you can now perform CPR on the torso to revive people without an epi pen but I haven't seen it.

 

My solution would be to change the necessity around, so that anyone can administer an epi-pen but only the medic would be able to administer morphine. In short, anyone can wake anyone (including waking a medic) but only a medic can take away the effects of pain, gun swaying, blurred vision etcetera. That way you would be able to leave the fight to find a medic, shoot your weapons but with almost no change of hitting anything and so forth. 

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I'll try to answer this as best as I can based off of what I understand about ACE 3. Most of the time I function as the combat medic in my unit (we play similar to you, no revive, usually only one medic). We're still in our testing phase for ACE 3, (using AGM for now) but when we switch over we plan on using the advanced medical. I understand where you're coming from and I think you make good points about the basic medical system, however I can't say I agree with your characterization of advanced being "a difficult medical mini-game for the sake of one person". Without getting into the surgical kit and personal aid kit, the only other thing that average team members can't use is an IV. In my opinion, a Combat-Medic need not be involved 100% of the time someone is injured (but I do agree with you that this shouldn't just turn him into a glorified water boy). The use of buddy-aid and / or a Combat Lifesaver techniques is essential for stabilization of casualties, especially when the medic may not be immediately available. In some cases during testing w/Advanced Medical I've seen others successfully treat unconscious casualties before I was able to get there. 

 

Advanced medical does require a lot more knowledge on first-aid and treatment (blood pressure, heart rate and so on) and does complicate the use of everything from bandages to morphine and epinephrine. As I've only looked over it I've not had much experience with basic medical (other than the fact that epi and possibly blood bags can only be given by medics) but from what I've heard its very similar to the old AGM system (since its based on it) except for those details. Did your unit use AGM previously or just come straight off of Arma 2? The reason I was wondering is the AGM medical system that we currently use sounds very close to what you're after (can't say I would advise going to AGM though as its no longer in development / one of these days a BIS update is probably going to cause it to stop working) although non-medics can do everything a medic can, the mission maker can use the modules to set how much of a penalty non-medics are given when performing medical tasks.

 

One of the other things I'd also like to clear up about basic medical, I'm not sure if I'm correct on this but, the way AGM worked for us, bandaging wounds did not "heal" anything, they merely stopped said wound from bleeding. If a unit has been bleeding profusely or for a long time (or been injured a number of times and not been given a blood bag), gradually their vision will fade to grey and eventually they will pass out and die from blood-loss if unaided. As you mention that this has not happened for your squad, you may want to experiment with increasing the "Bleeding Coefficient" setting in the medical module to a number above 1 (say 1.20 or something to start as a test) to see if this makes people start passing out more and blood bags more of a necessity. 

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My solution would be to change the necessity around, so that anyone can administer an epi-pen but only the medic would be able to administer morphine. In short, anyone can wake anyone (including waking a medic) but only a medic can take away the effects of pain, gun swaying, blurred vision etcetera. That way you would be able to leave the fight to find a medic, shoot your weapons but with almost no change of hitting anything and so forth. 

 

It would be nice if you could pick who could use all three (morphine, epi, blood bag) in the module settings, but this would undoubtedly complicate things. Could be worth it though. 

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irving thank you for answering me. I will try to clarify my point. 

We passed from A2:CO+ace 1.14 to Arma 3 a couple of weeks before ACE3 came out (yep, we squeezed all the juice out of A2 until A3 became some worth playing :P ), so i cant say we have much experience with AGM. We tested it, but as soon as ACE came out we gladly passed on the new overhaul mod. So i cannot say i remember how AGM worked because we tested a lot of stuff and i maybe played with that twice, top. 

 

When i speak of complications of the advanced module that (at least of us) is useless, i refer to vitals check, IVs, substance overdosing and 4 types of bandages for 8 types of wounds, keeping reopening of wounds and persistent pain off the table. That is a lot of work to keep in mind for one person, which becomes a specialist in its own right. It's much much more than a heli or tank specialist has to learn in order to perform his duty at best. if the system wont change, we will eventually get there, but for the moment we will stick to basic and take the medic out, letting everyone using the shots and transferring the duty of heling people from one medic to everybody within the FT. If we cant do it well, better not doing it at all.

 

And i understand what you say, that it's not for one person only, but that's even worse, because you may force everybody to study the advance medical willy nilly. We'd rather employ that time in training for something else, like combat maneuvers, or attack patterns. It's not much different as if there were such a indepth simulation for repairing vehicles: check the brakes, looks at the axle, take the monkey wrench (swear like a demon): vehicle repairing has to be there, but not like that...

 

All in all, all we'd like is something to do for the FT in order to stabilize the patient -meaning he won't get much or any worse than he is- and that the medic and him only can do something to put him back on his feet. The "turniquet-cpr-bandage for non medics, then morphine-epi - first aid for medics" routine was perfect, even a monkey could have learned it (i mean, i did :D) As the basic system is now, we experienced only 4 states: healthy - wounded - in pain - dead. Thats all there's to it, and anybody, medics or not medics, can do it. The next step involves checking pulse checking response checking pressure checking the type of wounds and bandage accordinly making IVs keeping track of the patient record in order to avoid overdosing etc. Isnt that quite a gap?

 

Modifying the bleed ratio in basic not only wont solve a thing, but it would make medic intervention even rarer: all medications have to be done on the spot, or else the wounded would die, thus there's no urge for the medic to run to the wounded.

 

If there were a time penalty for non-medics in bandaging, that could change the balance of things: the emergency phase is when the blood is running out, and even though the FT buddies are running to slow the bleeding, they may not make it on time (and even moreso if they are under fire), urging the medic to come over. This penalty system is already there for the explosive specialist, maybe applying it for the basic and andvanced medical could be worth trying.

 

I'll try to answer this as best as I can based off of what I understand about ACE 3. [snip]

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