Skip to content

Ace Medical for Laymen

Joshua H edited this page May 9, 2024 · 15 revisions

I'm aware Ace Medical is disliked by a noticeable portion of the ARMA 3 community, but once you understand how it functions, it actually is quite straight forwards and intuitive.

So in order to ensure the best experience playing Dead's Overthrow, I have prepared a FREE explanation on how ACE Medical functions, that hopefully shouldn't be too long or too complex.

Essentials

The essentials to ACE Medical are as follows:

  • Ace Medical introduces several different Medical States, as opposed to ARMA 3's default three:
    • Conscious (The default state)
    • Unconscious (primarily occurs whenever a player obtains too much damage, or from blood loss, they are no longer able to move, interact, and their vision is greatly obscured.)
    • Fatally Wounded (Occurs when a player occurs a lethal blow from any single damage source, what happens next is based off the ACE Medical addon settings. This state can be identified by a "heart" sound effect (only if the affect player is still conscious)
    • Cardiac Arrest (The death knell, can occurs even if a player is conscious. It is essentially an invisible timer before a player dies. It can be identified by a "heart racing" sound effect if the player is still conscious. This is what actually "kills" players.)
    • Dead (The one we all know and love.)
  • With ACE Medical, each "hit" to a player is called a Damage Source and deals an injury based on a wide variety of unimportant factors. What is important is that if the damage source is calculated to be "lethal" (I.e something which is guaranteed to kill a person.) What happens next is based off the ACE Medical Addon settings:
    • It can kill the player. (The realistic option)
    • It can put the player in cardiac arrest
    • It can put the player in the "fatally wounded state" (The overthrow default)
    • It can be ignored. (In this case the only way for a player to die is by being turned into Swiss Cheese and literally running out of blood, or by entering cardiac arrest.)
  • Assuming the damage is not lethal, it gets added to the limb where it struck, the exact type depending on the damage source. The most important factor to this is the fact the player has a Pain value, which is calculated by adding all untreated injuries, and lesser, all treated injuries. If the amount of Pain a player is enduring is greater than the arbitrary Pain Threshold the player will enter the unconscious state. (It is not possible for a non-lethal damage source to put a player into cardiac arrest or kill the player explicitly). *Now to the important Ish bits, while unconscious, if the player is not bleeding they will have a chance to wake up. (I have never had this happened naturally.) But, if they have

TLDR: Pain adds up, morphine lets you stay conscious longer but stops Epinephrine. Epinephrine brings you back to life if you do go down. Only ever use one in a 15 minute duration. PAK and Surgical Kits are the only immediate ways to remove injuries. (Surgical Kits are needed to instantly remove larger injuries.) Blood loss and pain are what kills you.

Even shorter TDLR: just carry a ton of basic bandages, and keep a few AI Medics in your squad with Epinephrine pens

Injuries

This can get very complex, and you really don't need to know that much to effectively use Ace Medical. The quickest explanation I can give: you use different bandages for different injuries. Using the correct type lowers the pain the treated injury gives and reduces the chance of it "reopening." An injury Reopens when another damage source occurs on the same limb, it causes the old injury to go up a rank and become its untreated form. Ex: A bandaged small cut will become an open medium cut. Your best off just spamming basic bandages 9/10 times (they also take the shortest time to be applied.) Alternative, Quik Clot bandages are the Ultra Ball of bandages, there rarer to come buy but basically heal everything well.

Clone this wiki locally