Arma 3
Diwako's ACE medical tweaks
30 Comments
diwako  [author] 23 May, 2024 @ 2:01pm 
iirc ace has that as their own setting. You can disable vehicle crash damage there.
silent1 15 May, 2024 @ 7:28am 
Amazing as always.
I'm wondering if something similar to the fall damage change could be applied to vehicular collisions? It's very annoying that hitting a tiny bush suddenly makes you bleed from every member. Thanks again.
A Table 8 Sep, 2023 @ 12:08am 
Hey am I dumb where is the stats whether someone is deceased? or not
Reticuli 16 Aug, 2023 @ 3:36pm 
"In the ACE medical rewrite, limb damage does not outright kill you. Damage to limbs will make you either go unconscious or make you bleed out. But you do not straight up die if you get shot in your arm."

New ACE medical is the only way to actually make it work right. People are bonkers to want something else. If you put a tourniquet on someone's leg and unload a mag into it, they shouldn't die.
diwako  [author] 2 Jun, 2023 @ 3:22am 
the time option for blood is not there anymore as that is now in base ace medical.
Bendy 2 Jun, 2023 @ 1:22am 
the options in the screenshot "Time to give blood" etc are missing
Bendy 1 Jun, 2023 @ 11:27pm 
would be cool if you could add to "Medic AI" an option "anyone" so that non-medic squad AI can also heal...
Cypher 2 Feb, 2023 @ 1:49pm 
Fingers crossed that your "Vital" item makes it into this soon!
diwako  [author] 24 Sep, 2022 @ 12:31pm 
You can change the percentage that epi boosts to a lot higher probability.
FanOfReproductiveSystem 23 Sep, 2022 @ 7:14pm 
Is there a way to add features like one Epinephrine to guarantee wake up the patient like the old ACE's basic medical setting do? The new medical system now make the wake up chance too low even after you given the Epinephrine.
diwako  [author] 5 Sep, 2022 @ 11:55pm 
This would be an issue with ace then. This mod itself does not change any kind of damage allocation to bullets. It merely reads what kind of damage was received, checks if limb damage exceeds the damage threshold setting for AI and raises the fatal injury event.

The only thing this mod changes to received damage is with fall damage.

My advice would be to test with vanilla units only, both in sp and mp.
Steve 5 Sep, 2022 @ 2:46pm 
Yeah - and that's exactly how it seems to work in all the SP testing we've done.
Have you managed to do any MP testing / is ACE3 damage handled differently on servers to in SP - e.g. everything is local to the player in SP but is this still true in MP?

I don't understand how we get the results we do but we've just spent 25 minutes or so trying various settings and seeing this odd behaviour.
One thing you can get with ACE (and I think vanilla?) is a round going through one body part and being deflected so instead of passing straight through, it hits another body part. So not sure if what we're seeing is related to that but somehow the arms are often not registering damage in MP?
We've done things this evening where we've put 1/2 a magazine into an arm (very clearly just the arm!) and when inspecting the enemy, seen no damage to that arm, only a load of bruises to a heavily armoured torso...
But this seems too consistent to be a 'random bone ricochet' into the torso.
Steve 5 Sep, 2022 @ 2:45pm 
The effect/bug this mod is trying to fix is really annoying so if you've got any suggestions for things to try (e.g. different main ACE3 settings?), we might be able to do further server testing.
What you're able to do with this mod in SP is amazing and we'd love to experience the same thing in MP but have not yet seen anything like the same behaviour.
diwako  [author] 5 Sep, 2022 @ 1:30pm 
Kinda funny, the mod does not transfer damage at all. it just runs a code to roll the dice if an ai should receive a fatal wound as normal ace would do.
Steve 5 Sep, 2022 @ 1:14pm 
@Mickey - if a player is shot 3 or 4 times in the arm, with most (sensible) medical settings, the player will lose consciousness.
However AI can be shot over 20 times in the arm with no effect. With the stances that they take, this means they can cover lots of their torso with their front arm, effectively making themselves largely invulnerable.

For me, this mod works amazingly in single player testing. However, it seems to have no positive effects in multiplayer. It seems arm damage is more commonly transferred to the torso than standard ace, which can kill enemy quicker if they have no body armour but if you're fighting RHS russians, this is not helpful. Additionally, behaviour seems to go back to the '18+ hits in the arms and the AI is completely unaffected' mode unlike single player.

Just wondering if anyone else has experienced the same?
_mickey_ 11 Jul, 2022 @ 1:37pm 
@diwako Thank you for your advice. For my part, inside ACE3 I don't see the point of adding such an AI-only setting. Disabling this will leave the player unconscious, which will break the balance - player/AI player
diwako  [author] 10 Jul, 2022 @ 11:31pm 
@Mickey
I see no point in this. it can be achieved like this in the init.sqf for example

["ace_unconscious", {
params ["_unit", "_active"]
if !(_active && {local _unit && {alive _unit && {isPlayer _unit}}}) exitWith {};
[_unit, "Unconscious"] call ace_medical_status_fnc_setDead;
}] call CBA_fnc_addEventHandler;
_mickey_ 10 Jul, 2022 @ 4:04pm 
Hey @diwako! You can create a setting for ACE3 medicine, where the player can turn off the unconscious for the player? Please note, that ACE3 does not have this feature. There is an option to turn off unconscious for only AI players. Please answer. If you could do that, that would be great.
diwako  [author] 10 Jul, 2022 @ 2:14pm 
Epi can already work like this, kind of. as long as the person has good blood volume and a heart rate, the epi pen can have a high revive rate, so it effectively does the same.
morons always 9 Jul, 2022 @ 1:27pm 
Any chance you might add bandages to treatment time since ACE medical doesn't let you configure this?

Would also be nice to have the old epinephrine behaviour, from the discontinued basic ACE medical, where it automatically revives a player above a certain blood level.
_mickey_ 26 May, 2022 @ 3:46pm 
Hi @diwako! You can create a setting for ACE3 medicine where the player can turn off the unconscious for the player. I was always amazed by the fact that such ACE3 settings are only for AI, but not for players!
Major 26 May, 2022 @ 3:29am 
Thanks for updating the mod!
Arnold Skooma 28 Dec, 2021 @ 3:56am 
Dope mod, keep up the good work! ;)
DDopey 10 Feb, 2021 @ 3:52pm 
Really cool mod, Keen to get it implemented in my unit.

@Diwako Might wanna update the description and sample images to reflect the change you made in v 1.01 as listed on your GitHub. I was a bit confused when I first loaded it and didn't see any timers to change but soon found out why after a bit of digging xD
von Graf 23 Jan, 2021 @ 5:19pm 
Yeah, thanks. But medical AI is enabled all the time and the 'taking over' wasn't there until the update relating to the new medical AI was released. Maybe an incompatibility with my other AI mods. I think I have to live with that and try your mod now because of the limp damage is a good idea!
diwako  [author] 22 Jan, 2021 @ 3:03pm 
There is an option called medical AI, enable that for ai healing you. They however will not stop on a dime to heal you once you are down or hurt.

The taking over part is not possible to get rid of. it is part of vanilla arma and seems to be hard coded.
von Graf 22 Jan, 2021 @ 1:39pm 
Excuse, I have two questions about issues I have with the ACE medic system. Maybe you have an idea...
Is there the possibility to get an AI medic (advanced) to care for the wounded player? They let me die every time.
And is it preventable that the AI doesn't take over command of my group and messes everything up immediately as soon I'm unconscious for a second or two as the platoon leader?
I like the 'new' medic system but these two things are my pet peeves.. drives my crazy.
eeeeeeeeeeeeeeeeee 25 Oct, 2020 @ 6:10am 
damn
diwako  [author] 25 Oct, 2020 @ 12:52am 
This is for the new medical system
eeeeeeeeeeeeeeeeee 24 Oct, 2020 @ 8:58pm 
is this for the new ace medical system? or can it be used for legacy ace?