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Basic medical guide - Evaluation and Treatment #24
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I've replaced the label as What do you think? |
Here we will cover what to do and what to look for when you've just arrived to help a wounded player, or indeed when you yourself have taken damage. | ||
### Is the patient alive | ||
This can sometimes be tricky to tell, since the unconcious state can appear very similar to the dead state. Heartrate cannot be relied on to distinguish between these states since it can be non-existent in both states. | ||
The easiest way to tell if a patient is dead, and therefore beyond saving, is to look at their character model. If they are ragdolled they are dead. If they are in a wounded animation they are still alive. |
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If they are ragdolled they are dead.
NOTE: I've actually wrote this before reading the next part but I think you might want to know about the rest of the message :)
If they are in a wounded animation
hmm well there is a PR which as been merged in ACE which prevents a second ragdoll animation after the person died . The most reliable thing I've found so far regarding this is: if their name is black -> they're dead. But I do need to test this on our server as well. If it is indeed different on default vs our settings we might wanna mention this somewhere. (maybe we can make a page which contains all our settings so people don't need to join the server to check them out)
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I was worried the black name comes from the squad radar mod and not ACE but that only matters if we were to remove that mod in the future which i don't think is likely. I agree that the ragdoll method is not the best, especially if they fix that in ACE. Will change to name method
### How hurt is the patient | ||
When first opening the ACE Medical menu i like to get a quick overview of roughly how bad the patients wounds are by simply looking at the colors on the player chart. Some blue and light yellow parts are to be expected but often not immedieatly lifethreatening. Alow of yellow or red parts however moves the timetable up quite a bit. |
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Alow of yellow or red parts however moves the timetable up quite a bit.
maybe this needs a bit more explanation / rephrasing?
### Does the patient have vitals | ||
When we have a rough idea of the overall state of the patient, we will check their vitals. This can be done by selecting a limb that is not tourniqueted, and checking for their blood pressure or heartrate. |
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When we have a rough idea of the overall state of the patient
not sure if new guys will understand what rough idea of the overall state of the patient
means.
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Yeah, will rewrite this section with more clear wording overall. just put thoughts on the page for now.
### Does the patient have vitals | ||
When we have a rough idea of the overall state of the patient, we will check their vitals. This can be done by selecting a limb that is not tourniqueted, and checking for their blood pressure or heartrate. | ||
I usually only check the bloodpressure, since no bloodpressure will also mean that there is no heartrate. Any bloodpressure will tell you both that there is heart activity, and also how their bloodlevels are doing. |
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I also started my docs as I am doing bla bla bla
but since this is a wiki and no one knows who we are maybe it'll be better to phrase everything as "It's usually better to check for ...."
I usually only check the bloodpressure, since no bloodpressure will also mean that there is no heartrate. Any bloodpressure will tell you both that there is heart activity, and also how their bloodlevels are doing. | ||
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When a player looses their hearbeat, ACE will start a timer, when that timer runs out the player dies. This is why its important to check the vitals early in the evaluation stage so that the timer does not run out while we are fixing other stuff. | ||
The length of this timer varies based on ACE settings, but is by default set to 5 minutes. |
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I'm not sure about the default settings but on our settings (which tbh I think they're mostly default) we have 3 mins and 3 secs
for this timer.
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Aight, will change
### How long ago did the patient receive damage | ||
This wont always be know accurately, but a rough estimate is often good enough. Knowing this will help you determine the best course of action to stop the patient from dying. | ||
If the player has been down for a long time, the first thing that you should concider is the heartbeat timer. Check the vitals quickly, and if they are not there fix them before patching up bleeding. |
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and if they are not there fix them before patching up bleeding.
I wonder if a new medic guy would understand this part of the sentence.
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new note: maybe this should move in the advanced medical (medics)
### How long ago did the patient receive damage | ||
This wont always be know accurately, but a rough estimate is often good enough. Knowing this will help you determine the best course of action to stop the patient from dying. | ||
If the player has been down for a long time, the first thing that you should concider is the heartbeat timer. Check the vitals quickly, and if they are not there fix them before patching up bleeding. | ||
If the patient has been down for either a short time, there is sufficient time to first stop bleeding and then worry about the vitals. |
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I kinda wonder if worrying about the vitals is something infantry guys need/want to do
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My thinking is that anyone in the squad should be able to stablize a downed player while waiting for a medic even if they cant get them back up by themselves. So a quick overview of vitals is needed but i agree it can be pulled back to the very basics.
I've started writing some more stuff in the basic guide, basically just getting what i want to mention in the evaluation stage down, but still very disorganized.
Resolves #25