Sounds good to me, lol. Will work on updating the logo soon.
i think this idea is great and is exactly what is required to enhance gameplay i have a few ideas they may help you
1 usage of medical items such as tourniquets, quick clot, splints, stiff-neck, and iv drips possibly also blood types for transfusions at the shock trauma unit
2 different injuries i.e. with the ace system you can jump off a building and then get healed with a bandage i believe it would be better if your ability to walk would be influenced and if a splint rather than a bandage would have to be applied
3 Amputations. i think in the SLX mod it can happen that body parts get amputated it would be great to apply this in a realistic way so that if a solider steps onto a land-mine he does not die but has his legs blown off !!
4 functioning field hospital with trauma team and casevac i.e. in the event of an injury a player fills out a casevac request and calls in a helo that takes the casualty to a shock trauma Centre where he is then treated appropriately by AI this would com in handy if one plays with a very small team.
also below there is a link with intel that may help you and also i believe that it would be more beneficial if every solider could stop bleedings as every solider can apply field dressings and tourniquets
Last edited by short_German; Jul 11 2012 at 01:32.
Thanks for the ideas, love the thinking there.
In some of the addons I'm working on, I'm making a set of mobile Trauma unit "containers" that can be put together to form a MASH type of setup. They look like the CONEX containers or CHU's that I had modelled, but need to finish them up to get them in game.
Though I like ACE and the rest of my team does, trying to get in touch with Sickboy is like trying to get in touch with the head director of the CIA. I know a lot of people want a separate mod from ACE...I could sway either way.
The team of people that have PM'd me will make the final decision as we discuss things. I'm out of town until tomorrow, but hope to start on all of this more soon.
i dont think a separate mod from ace would be that great i think it work best in combination giving you the option with modules in the editor for medical system and casevac/mash in the simplified current ace version or a more highly advanced system because it would be a greate shame if this would turn out to be incompatible with ace especially as many people use it
PS hers another website with kit that may help
So I'd like to welcome Riouken to the team. He's been gracious enough to start helping on the heart monitor and creating the module. We're still looking for another scripter or two, and I could use some help in a while on finishing up some small models for the pack. It's nothing as hard as texturing or creating things for an aircraft, just things like Morphine syretes, packages, etc. that will have a proper look if a player drops the items from his inventory to the ground.
As of now, I've been studying up on American and British based medical procedures called "Tactical Combat Casualty Care." It's basically got three different phases, 1) Care under Fire, 2) Tactical Field Care, and 3) CASEVAC Care. For an example of what will happen, during the "Care under fire" phase, if there is a firefight going on, no bandaging will be available, only application of a tourniquet. Dragging of carrying of the patient will be available. Bandaging takes up too much time while possibly taking effective fire from the enemy. But, say the fighting has stopped, then more options will be available such as, placing a nasophyrngeal airway tube into the nose for breathing, or removing the tourniquet to apply a bandage or compress. Using an eventhandler to determine if rounds are being fired around the victim will play a part in this.
I still plan on having some medicine administration available, some splinting, applying of spinal immobilization in certain cases, and application of tourniquets. IV administration and the heart monitor will only come during the CASEVAC phase, since most combat medics don't carry alot of these items on their person due to a multitude of factors. But, I'd love to exclude providing CPR to patients as ACE offers and again, no more Epinephrine. The cost of lives and material needed to resuscitate a victim out on a battlefield far outway the proven results of the practice out in the field. Therefore, I really don't want it in.
Obviously, treatment out on a battlefield is very different as opposed to civilian medical practice, so it's taking time for me personally to think out a detailed plan on how it should all flow together. It's still a major Work In Progress, but fortunately, Riouken seems to have some great skills. We could always use more help to ease the workload. He did mention that CBA would probably (most likely) be a required addon in conjunction with the module.
Anyhow, I hope to update you all again with the progress, but I probably won't make as many until we make more monumental steps forward. I am making a project page on Dev-Heaven.net to help in keeping things organized. Hope to talk to you all soon.
Last edited by Raptor 6 Actual; Jul 15 2012 at 06:01.
---------- Post added at 13:11 ---------- Previous post was at 12:10 ----------
I am going by the TCCC guidle lines that "suggest" not providing in-depth medical care whilst in a firefight. The reasons are that every man, if capable, aid in maintaining or achieving maximum fire superiority. If the patient can move to a safe area, then he should do so. If he can't move on his own, then he should lie back and not move so as not to draw any more fire. The medic or other squad mates may put their lives in danger trying to drag him out of harm's way, or by trying to treat him, and again, every person that you take away from the firefight is one less asset to the squad and the ultimate goal of completing the mission.would it not be a viable option that a PJ is treating a casualty behind cover while others are providing cover fire so that he can apply morphine via auto-injector, tourniquet and apply field dressings such as the israeli or H-bandages to stop bleeding. ???
What players do in-game, is obviously up to them. Players in a game where you can run out, get hit, die, and then respawn take many more risky chances than real life combat soldiers. I am just taking well thought out protocols from the TCCC courses taught by USSOCOM.
i see what you mean Raptor 6 Actual
i personally think that it would be best to have recommended guidelines and leave it up to the player what to do with casualties
and not restricting them for example for the following reasons
1 your defending a emergency casualty collection point like a house or an LZ however you are under fire and the medic or other player in charge cant see to his patients as the location is being shot at occasionally and the event handler you mentioned before prevents treatment.
2 you have completed a mission and on the retreat to extract point a team member gets shot your team gets pinned down and you can't stabilise him during a potentially lengthy firelight
what i believe is the solution is that you are only restricted on what you can do pending on equipment carried. with different treatments taking different lengths of time.
i can imagine that the system could work with an invisible clock as you said before that can get slowed down and stopped pending on injury by different measures undertaken if the injury is past a certain point it can only be slowed down but not stopped unless the casualty is on the operating table in the shock trauma unit (the table could be like a vehicle slot where you can pace an injured person) for further care. it would be great to have an option to casevac and treat via ai but thats a different matter.
I sincerely hope that this system will also allow accurate injuries on AI because when we play an EOD mission and an AI team mate gets injured we do everything to save them we have even casevac't enemy ai before.
keep up the work on this as it is exactly what arma needs.