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ADV - ACE CPR Giving you a second chance if your everyday CPR doesn't do squat. UPDATED INFO: Dear community! I spent a lot of time here on the board and writing mods for my own community and you to use. And it has always been fun for me. But I haven't played Arma in over a year now and modding without using the fruits of one owns labour would be equally selfless and tedious. So I quietly waited out the end-of-life timer of my mod, as it was only a question of time when ace³ would release their medical rewrite. As of 1. January 2020 this has now happened. I therefore decided to drop my work on ADV - ACE CPR completely. My mod still works with ace³ versions below 3.12.6, so there's still the option to keep using it (but I'd recommend dropping my mod to update ace³ to the newest version!). Additionally you may visit my github and download all my ADV-ACE CPR data and modify, rework or base your own work, and distribute the mod as you see fit. The licence has been updated to reflect this, as with version 1.5.7 only the ace³ provided GPL 2.0 licence applies. Please feel free to post links to your work in this thread, so I can include the successors of ADV - ACE CPR in this first post. Sometimes I may even still come here and take a look at questions, but please don't expect too quick an answer. I have to thank the whole community for their positivity, help and support not just for me, but for every mod creator out there. When I started I didn't think something so small and simple as a mod that simply modifies the way CPR works, would be used so widely and by so many people. I'm thankful to have had this opportunity. You guys have been lovely to work with and I hope someone will pick up the lantern and provide you with the additional medical mods you need! Have fun! Current versions that came to my attention: ///////////////// OLD TEXT: My community and I had a serious problem with the way ACE handles its CPR. If you're playing with ace_medical_enableRevive=1 you might have found out that CPR practically does nothing as long as your patient has no pulse (i.e. is in the revive state). You would need to use a Personal Aid Kit to revive your patient, setting all his health variables back to their start values - practically doing a magical heal with the magical wand called PAK. With adv_aceCPR you can finally use CPR to get someone out of the revive state without healing him completely, making gameplay much more interesting. After successfully "stabilizing" the patient, he/she will have a basic pulse of at least 30bpm. ACE-doctors have a 40% success rate and ACE-medics have a 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 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 (look at "For mission builders" for additonal info). Depending on your settings (adv_aceCPR_maxTime, see below) you might be too late to resuscitate a player with CPR alone - 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). With version 1.5.4 I have added the option to use stationary AEDs. You can set the stationary AED objects via CBA settings. Default is Land_Defibrillator_F. You can place a stationary AED via editor or curator. Players can approach the item and use an ACE action to activate the stationary AED. By activating it they have 12 seconds to use it on any unconscious patient in a radius of five meters. After 12 seconds the stationary AED will deactivate again. I recommend using ADV - ACE Splint additionally to ADV - ACE CPR - not just because I'm the modest author, but because these two mods offer the things I felt missing in the current version of ACE³. Download: The most current version (1.5.7) can be downloaded here: https://github.com/Pergor/ADV_Medical/releases/download/1.5.7/@adv_aceCPR.zip Or get it at armaholic (thanks to foxhound!): ADV - ACE CPR v1.5.5 For now I uploaded ADV-ACE CPR to Steam Workshop as well: http://steamcommunity.com/sharedfiles/filedetails/?id=1104460924 Advanced Combat Environment 3 (ACE 3) Community Base addons A3 The Addon is signed and has a bikey. And of course ACE³ is needed - adv_aceCPR works with at least version 3.12.6 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 you have to use AED or PAK to resuscitate a player (default is 1200). In other words: after adv_aceCPR_maxTime each CPR only adds time to the revive timer, it won't bring your buddies back: adv_aceCPR_maxTime = 300; The classname for the defribrillator item is "adv_aceCPR_AED" I highly recommend to adjust the values for adv_aceCPR_probabilities when handing out the AED. Current issues: - Unknown Special thanks: - LeWarz and the whole Spezialeinheit Luchs for playtesting - Markus from Boom Tools Filmton for his support and the AED sound! - T.Fork - NorX Aengell - DeliciousJaffa - GodofMonkeys - veteran29 - corp-0 Changelog: 1.5.7: Updated: licence And of course, the licence: This addon - as a whole - is allowed to be copied, distributed or modified as per the GPL-2.0 licence. Additional terms apply for the usage of this addon: You may not use this addon or parts or derivatives of it for any commercial purposes, including monetized game servers. This addon or parts or derivatives of it may not be used in any derivative of Life gamemode. Different licences may apply to parts of this addon if it's not copied or distributed as a whole.