Arma 3 Medic Skins Download

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It's easy to see why the best Arma 3 mods retain so much popularity; with a possibility space as large as the one presented by Arma 3, it's often difficult to know what to actually do with it. Beyond the campaign, there's the game's powerful editor, which allows players to create remarkably complex combined arms combat scenarios across vast land masses, and a library of Arma 3 DLC besides. But if you're like me, sometimes that's a bit… much. Sometimes I'd rather just fire up a quick game and lead a fire team over a hill to shoot some bad guys.

Thankfully, some truly amazing mods have emerged over the past year, so we've put together this guide to cover some of the new content out there – whether it's total conversions, new models, or AI environments, you should be able to find something for you in this list.

Mods are often custom-built for a single map, but even if you're not interested in that environment, chances are pretty good that there's another version of the mod available for your preferred landmass. Just do a little searching in the Steam Workshop, and you're likely to find what you're after.

As ever, there's an enormous variety of weird and wonderful modifications on offer – so why not start off strong, with a Halo mod.

Yes, you read that correctly.

ARMA 3 Overhaul Mods

Operation: TREBUCHET

Right off the bat, Article 2 Studios' Operation: TREBUCHET (OPTRE) is a standout in the new assets packages you can get for Arma 3. It's a full suite of soldiers, equipment, vehicles, and maps pulled from the Halo universe. The mod focuses primarily on UNSC infantry forces rather than the lethally-outfitted Spartans like Master Chief from the Halo series of games, but fear not: several Spartan variants are included as well.

OPTRE is a massive toybox full of Halo kit

What's more interesting, though, are the new weapons and vehicles – take to the skies over the original game's Blood Gulch in a Hornet or Falcon, or cover ground the more old-fashioned way in a Warthog ATV or Scorpion tank. Sure, some of the models look a little low-poly for modern eyes, but it's impossible not to be impressed at the sheer amount of Halo bits Article 2 has recreated in Arma 3. OPTRE focuses on the more grounded aspects of Halo's sci-fi fantasy, so you're going to see more helicopters and traditional ballistic weapons than plasma rifles and alien tech.

At the moment, OPTRE is just a massive toybox full of Halo kit, but the growing community around the mod is busily creating missions with the shiny new assets. You shouldn't have too much trouble finding both single-player and multiplayer modes in the Workshop, and keep an eye out on your server browser for large-scale UNSC battles to join.

Iron Front in Arma 3

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Iron Front in Arma 3 (AIO Lite) is the mod version of what once was a full game – Iron Front: Liberation 1944 (It wasn't a very good game-ED). It's an Eastern Front-focused equipment makeover for Arma players who aren't as keen on the game's baseline present day/near future setting. The full, paid version of Iron Front featured eight-mission single player campaigns for the German and Russian sides, plus all the World War 2 equipment you could shake an M91/30 at.

Unfortunately, the full version has been discontinued and is no longer supported, and those single player missions aren't included in the free 'Lite' version available on the Steam Workshop, but there's still plenty to like about the mod – there are five sizeable maps, tons of historic units and equipment, and plenty of clanky tanks to drive around in. The only other mod you'll need to try out the free 'Lite' version is CUP Terrains – Core, which you'll quickly learn is a pretty commonly-used mod for projects like this one.

M1 Garand-eed fun! Check out our guide to the best WW2 games

Hopefully, the team behind Iron Front in Arma 3 will be able to continue supporting the mod – there's still a healthy player base for it and the Arma system works very well in the World War II setting. There are also mods you can find that allow you to use elements of ALiVE in Iron Front in Arma 3, giving you that whole suite of command and mission tools in that Eastern Front setting.

Arma 3 Quality of Life Mods

Enhanced Movement

The Enhanced Movement mod, created by Steam user badbenson, allows players to hop, climb, and vault over fences and walls. The mod adds animations for each of these movements, and it's a matter of moments to bind a single key (it's context sensitive) to the 'mantle' command. This corrects a rather strange omission from the base game, but I'm glad to have it either way. Recent updates have broken this mod, so you'll also need to use the ACEX fix mod, a temporary solution, in order for it to work with up-to-date versions of Arma 3.

AI Accuracy Fix

Another good mod for solo players to pick up is the AI Accuracy Fix by Steam user Twisted. Enemy NPCs in Arma 3 tend to be crack shots, even on lower difficulties. As the description says, this drops them back into the more human range of rifle skill. The other option of course is to just 'get good' at in-game marksmanship, but who has time for that nonsense?

Personal Arsenal

There's a lot of gear to play with in Arma 3, especially if you've added any of the massive list of equipment mods. Personal Arsenal gives you access to the game's virtual armory at a keystroke, so you can outfit yourself with whatever weapons and armor you like, as well as plunk down to-spec vehicles.

Faces of War

Faces of War is a mod that adds in a bunch of thematic faces for you World War II junkies out there. It not only adds more expressive and historically appropriate faces for Arma 3's soldiers, it also includes a growing list of World War II uniforms and equipment. The team responsible for this mod does very high-quality work, so you'll want to subscribe to this one – plus, it's required for several of the more ambitious WWII mods.

CBA_A3

CBA_A3 is an under-the-hood mod that basically makes modders' lives easier, and you'll most likely find it in the dependency list of mods you're looking to download. Steam makes this pretty convenient by flagging up mods you'll need to install. CBA_A3 lets modders create events and macros, monkey with the UI, and allow for custom keybinds for new actions they add to the game.

Arma 3 Operations & Missions Mods

  • Dynamic Recon Ops [Altis ] [Stratis]

ALiVE

Now for the meaty stuff. One of the most important mods I've come across over the past year is the ALiVE system, which goes a long way toward bridging whatever gap remains between Arma 3 and traditional wargames. It's a full-on strategy simulation environment, allowing you to populate Arma's maps with OPFOR and BLUFOR units, each with their own goals and objectives, which they'll pursue intelligently. Missions can be easily created on the fly, and they can be persistent, with actions in one carrying over to the next operation in a campaign.

While the interface takes a few minutes to learn, once you have the basics down it's an incredibly simple system to use, and the results are spectacular. Once you have ALiVE installed, head to the mission editor and add some new elements: they're modules called ALiVE (Required), ALiVE Data, ALiVE Player Options, and ALiVE Virtual AI System.

I've only scratched the surface of what ALiVE is capable of

These entities don't physically occupy any space, but they handle the raft of features and systems that ALiVE adds to Arma, such as intelligent commanders who spawn in and command appropriate units. Syncing these AI commanders with logistics modules and areas of operation is a bit touchy at first, but after a practice map or two you'll have the hang of it, and it's astonishingly powerful.

I feel like I've personally only scratched the surface of what ALiVE is capable of doing, but already I can't imagine playing Arma without it. There are tons of add-on mods for ALiVE, too, so if you don't want to bother with the mission design side of things you're still in good shape as long as you don't mind browsing the Steam Workshop for a bit. Plus, you can use ALiVE's elements along with most other Arma content you have installed, but you may want to check the ALiVE wiki to make sure any particular map is supported.

Dynamic Recon Ops

Modder mbrdmn has created a system called Dynamic Recon Ops, which builds randomized recon missions to spec. These can be simple, involving a single objective, or surprisingly complex. You can specify parameters like time of day, weather conditions, and factions involved, or you can let the mod decide for you. The one-objective ops make for great bite-sized portions of Arma action, and you can download the mod for countless maps, both official and user-created.

While the base Malden map has tons of places to explore and operate in, I've enjoyed checking out the Chernobyl Exclusion Zone map. It's unfinished and rough-looking in places, but the area has always fascinated me and it's still creepy wandering around the ghost town of Pripyat even when you aren't playing S.T.A.L.K.E.R..

DRO missions are fun and lightweight. It's easy to dive straight in and start scouting, but as the 'recon' name suggests, there's usually a lot of walking (which, come to think of it, accounts for most of my time in Arma).

Generally, you and your squad will get dropped off by helicopter around 2 kilometers from your objective, which might be retrieving a prisoner or observing an enemy area. By default you'll also have a resupply point, and the mod is fairly smart about putting a few patrols of enemy soldiers between you and where you're trying to go.

Dynamic Universal War System

For a more robust experience, you can try the Dynamic Universal War System, or DUWS. Like DRO (and its sibling, Dynamic Combat Ops), DUWS creates missions on the fly based on a set of parameters you choose to set or leave random. The big difference here is that instead of one-off missions, you'll be generating an entire persistent campaign. And unlike the single-player campaign that shipped with the Arma III base game, this one actually responds and changes based on your actions.

This opens the game up to some serious strategic planning

You begin by selecting either a random or hand-placed base of operations on the island. From there, you'll launch missions to recapture zones held by enemy forces, or pick up side ops that become available from time to time. These tend to be pretty simple affairs, such as rescuing downed pilots, but they'll earn you command points that you can spend on additional troops, vehicles, and weapons. Over the campaign you'll also amass Army Points that can be used to unlock higher tiers of equipment.

It's an ambitious mod and it's a bit tricky to figure out how everything works, but it opens the game up to some serious tactics and strategic planning. Figuring out where you need to build FOBs, and planning your next strikes on enemy territory become nail-biting experiences once you're on the ground leading a couple fire teams into hostile fire. I have yet to finish a campaign in DUWS, but one lesson I've learned the hard way is to save often. Autosave doesn't quite work as well as you might like, yet.

Official ARMA 3 Mods

  • Creator DLC
  • Malden 2035
  • Apex

Modders aren't the only people who have been adding to Arma 3. Bohemia has been regularly pushing out new content for the game, including the free Malden 2035 DLC, which includes a remaster of one of the two islands featured in Operation Flashpoint way back in 2001. There are DLC packs for jets, helicopters, and even go-karts available as well, plus the large Apex expansion that released in 2016, which offers a slate of new equipment and a new campaign that can be played solo or co-op.

Bohemia Interactive developers have also worked on mods in their 'spare time' (or so they claim), and one no-brainer addition to your mods list ought to be the ADR-97 weapon pack. It's an 'official mod' – meaning Bohemia has granted its imprimatur to the effort – and it adds in several variants of a top-loading bullpup sub-machine gun based on the FN P90.

Finally, Bohemia are releasing community content as add-ons under the label ‘Creator DLC‘. The first one is called Global Mobilization – Cold War Germany, and there's expected to be others as well.

1. Overview

ACE3 provides users with a more realistic medical system.

The old documentation (pre medical rewrite) can be found on github

The medical rewrite has changed the focus from 'basic' or 'advanced' levels to a more personally tailored method by having users configure it exactly as they want it.

1.1 Settings

1.1.1 Wounds

1.1.1.1 Limping

Controls whether or not a leg wound will cause you to limp, can be set to 'Disabled', 'Open Wounds' or 'Limp on Open or Bandaged Wounds'. This effect will be removed upon Stitching or using a Personal Aid Kit respectively.

1.1.1.2 Fractures

Fractures: Fractured limbs cause pain, increased weapon sway or inability to jog or run, can be set to 'Disabled', 'Splints Fully Heal Fractures' or 'Splints Heal, but Cannot Sprint'.

Fracture Chance: The probability of a fracture causing wound to actually cause one.

1.1.1.3 Unconscious Wake Up Chance

Every 15 seconds during unconscious, a check is performed for stable vitals. By default this setting is set to 5% meaning that every 15 seconds there is a 5% chance a stable person will wake up from unconsciousness. Additionally Epinephrine can boost the chances of waking up by increasing the amount of checks the wake up chance does while Epinephrine is in the patients system.

1.1.1.4 Fatal Damage Source

Fatal damage is now controlled by either 'Large hits to vital organs', 'Sum of trauma' or 'Either'. This means carefully placed shots or simply higher amounts of wounds can be fatal to players or AI.

1.1.1.5 Damage Threshold

Two sliders that dictate how much damage players and ai can take before going unconscious or dying if Sum of Trauma is enabled. Set to higher values to make units stronger, lower to make them weaker.

1.1.2 AI

1.1.2.1 Medic AI

Medic AI means any AI set as a Medic will actually perform medical actions on group members if they are unsuppressed or safe.

1.1.3 Blood

1.1.3.1 Blood Drops

Blood drops are generated by bleeding units, this can be a good indicator for teams that somebody hasn't noticed they are bleeding. This can be set to 'Disabled', 'Only Players' or 'Enabled'.

1.1.3.2 Max Blood Objects

By default this setting is set to 500, ideally this number shouldn't be set too high as excessive amounts will cause FPS drops.

1.1.3.3 Blood Lifetime

Blood droplets are still classed as objects, this sets the timer at which they will be cleaned up and removed. By default this is 15 minutes.

1.1.4 Feedback

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1.1.4.1 Pain Effect Type

When in pain the player will recieve a visual indicator in the form of either 'White Flashing', 'Pulsing Blur', 'Chromatic Abberation' or 'Only high pain effect'. By default this is set to 'White Flashing'. This is personal preference and only impacts individuals.

1.1.4.2 Low Blood Volume Effect Type

When a player has lost a larger amount of blood they will receive a visual indicator in the form of either 'Color Fading', 'Icon' or 'Icon + Color Fading'. This is personal preference and only impacts individuals.

1.1.5 GUI

1.1.5.1 Enable Medical Actions

Sets availability and type of medical actions through ACE interaction. Can be set to 'Selections (3D)', 'Radial' or Disabled. Disabling this setting will only allow you to treat others via Medical menu. (If enabled.)

1.1.5.2 Enable Medical Self Actions

Much the same as Medical Actions, This is a checkbox for Enabling/Disabling ACE self-interaction medical options.

1.1.5.3 Medical Menu

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Medical Menu: By default bound to 'H', it can be accessed via ACE interaction/Self interaction. Usage of this comes down to personal preference as it offers a much easier method of actively treating patients where time is of essence. It can be set to 'Enabled', 'Disabled' or 'Vehicles Only'.

Reopen Medical Menu: After initially treating a wound it will automatically re-open the menu so you can continue treating the patient, set by an Enabled/Disabled checkbox.

Maximum Distance: How far in meters you can be from your patient before the medical menu is unavailable or automatically closed.

1.1.6 Litter

1.1.6.1 Litter Objects

Enable Litter: A checkbox for Enabling/Disabling litter creation after medical treatment.

Max Litter Objects: By default this is set to 500 and it is not recommended to increase it, high amounts of objects can cause FPS loss.

Litter Lifetime: Controls the lifetime of objects in seconds, this by default is set to 600 seconds (10 Minutes). It can be set to -1 for an infinite lifetime but this is not recommended for longer missions.

1.1.7 States

1.1.7.1 Fatal Injuries

Player Fatal Injuries: This controls whether or not players will die to significant damage to the head or torso. Can be set to 'Always', 'In Cardiac Arrest' or 'Never'. If set to Cardiac Arrest you cannot be outright killed without first going unconscious.

AI Fatal Injuries: This works exactly the same way as for Players.

1.1.7.2 Unconsciousness & Cardiac Arrest

AI Unconsciousness: An enable/disable checkbox to set whether or not AI can fall into unconsciousness through damage. If AI Fatal Injuries is set to 'In Cardiac Arrest' then unconsciousness must be enabled.

Cardiac Arrest Time: By default this is set to 5 minutes, Once a patients heart has stopped this begins a 5 minute countdown. If the patient is not stabilised and revived they will die.

1.1.8 Status

1.1.8.1 Bleeding, Pain and IVs

Bleeding Coefficient: Controls bleeding speeds, set higher for faster, lower for slower.

Pain Coefficient: Controls intensity of pain, set higher for stronger intensity, lower for weaker intensity.

IV Transfusion Flow Rate: By default this slider is set to 1, increasing it will increase how fast IVs run into patients and decreasing it will slow the flow rate down.

1.1.9 Treatment

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1.1.9.1 Diagnose, Medication and Bandages

Advanced Diagnose: Checkbox to enable 'Check Pulse', 'Check Blood Pressure' and 'Check Response' treatment actions, if disabled CPR will only be shown when performing CPR is necessary. This setting is imperative to determining if a patient is unconscious or in cardiac arrest.

Advanced Medication: Checkbox to enable more in-depth usage of morphine, Epinephrine and enables the use of adenosine.

Advanced Bandages: Enables treatment actions for different bandage types, can be set to 'Enabled', 'Disabled' and 'Enabled & Can Reopen'. To enable stitching this setting needs to be set to 'Enabled & Can Reopen'.

Clear Trauma After Bandage: Checkbox to enable/disable full healing of body parts after medical attention.

1.1.9.2 Medic Settings

Locations Boost Training: Checkbox to enable/disable medical facilities/vehicles boosting the level of medic, untrained becomes medic and medic becomes doctor when in the locations.

Allow Shared Equipment: Setting to control equipment shared between patient and medic. Can be set to 'Patient's Equipment First', 'Medic's Equipment First' or 'No'. By setting to Patient or Medics equipment first it controls from which inventory any medical supplies are taken from first until they run out. When setting to 'No' any medic can only utilise what they have in their inventory and cannot use the patients equipment.

Convert Vanilla Items: Controls whether Vanilla items are converted to ACE medical supplies. Can be set to 'Enabled', 'Disabled' or 'Ignore'. By enabling this will convert First Aid Kits into a small amount of basic medical equipment, a Medikit will convert into a medium sized amount of advanced medical equipment. Using 'Ignore' as the setting it will simply leave you with a First Aid Kit or Medikit.

Allow Epinephrine: This setting controls who can utilise epinephrine. Can be set to 'Anyone', 'Medics' or 'Doctors'.

Allow PAK: See 'Allow Epinephrine'.

Allow Surgical Kit: See 'Allow Epinephrine'.

Allow IV Transfusion: See 'Allow Epinephrine'.

Locations Epinephrine: This setting controls where epinephrine can be utilised. Can be set to 'Anywhere', 'Medical Vehicles', 'Medical Facilities', 'Vehicles & Facilities' or 'Disabled'. If set to 'Vehicles & Facilities' this requires that the vehicle or facility in question is set as a medical facility or vehicle.

Arma 3 Medic Skins Download
1.1.4.1 Pain Effect Type

When in pain the player will recieve a visual indicator in the form of either 'White Flashing', 'Pulsing Blur', 'Chromatic Abberation' or 'Only high pain effect'. By default this is set to 'White Flashing'. This is personal preference and only impacts individuals.

1.1.4.2 Low Blood Volume Effect Type

When a player has lost a larger amount of blood they will receive a visual indicator in the form of either 'Color Fading', 'Icon' or 'Icon + Color Fading'. This is personal preference and only impacts individuals.

1.1.5 GUI

1.1.5.1 Enable Medical Actions

Sets availability and type of medical actions through ACE interaction. Can be set to 'Selections (3D)', 'Radial' or Disabled. Disabling this setting will only allow you to treat others via Medical menu. (If enabled.)

1.1.5.2 Enable Medical Self Actions

Much the same as Medical Actions, This is a checkbox for Enabling/Disabling ACE self-interaction medical options.

1.1.5.3 Medical Menu

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Medical Menu: By default bound to 'H', it can be accessed via ACE interaction/Self interaction. Usage of this comes down to personal preference as it offers a much easier method of actively treating patients where time is of essence. It can be set to 'Enabled', 'Disabled' or 'Vehicles Only'.

Reopen Medical Menu: After initially treating a wound it will automatically re-open the menu so you can continue treating the patient, set by an Enabled/Disabled checkbox.

Maximum Distance: How far in meters you can be from your patient before the medical menu is unavailable or automatically closed.

1.1.6 Litter

1.1.6.1 Litter Objects

Enable Litter: A checkbox for Enabling/Disabling litter creation after medical treatment.

Max Litter Objects: By default this is set to 500 and it is not recommended to increase it, high amounts of objects can cause FPS loss.

Litter Lifetime: Controls the lifetime of objects in seconds, this by default is set to 600 seconds (10 Minutes). It can be set to -1 for an infinite lifetime but this is not recommended for longer missions.

1.1.7 States

1.1.7.1 Fatal Injuries

Player Fatal Injuries: This controls whether or not players will die to significant damage to the head or torso. Can be set to 'Always', 'In Cardiac Arrest' or 'Never'. If set to Cardiac Arrest you cannot be outright killed without first going unconscious.

AI Fatal Injuries: This works exactly the same way as for Players.

1.1.7.2 Unconsciousness & Cardiac Arrest

AI Unconsciousness: An enable/disable checkbox to set whether or not AI can fall into unconsciousness through damage. If AI Fatal Injuries is set to 'In Cardiac Arrest' then unconsciousness must be enabled.

Cardiac Arrest Time: By default this is set to 5 minutes, Once a patients heart has stopped this begins a 5 minute countdown. If the patient is not stabilised and revived they will die.

1.1.8 Status

1.1.8.1 Bleeding, Pain and IVs

Bleeding Coefficient: Controls bleeding speeds, set higher for faster, lower for slower.

Pain Coefficient: Controls intensity of pain, set higher for stronger intensity, lower for weaker intensity.

IV Transfusion Flow Rate: By default this slider is set to 1, increasing it will increase how fast IVs run into patients and decreasing it will slow the flow rate down.

1.1.9 Treatment

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1.1.9.1 Diagnose, Medication and Bandages

Advanced Diagnose: Checkbox to enable 'Check Pulse', 'Check Blood Pressure' and 'Check Response' treatment actions, if disabled CPR will only be shown when performing CPR is necessary. This setting is imperative to determining if a patient is unconscious or in cardiac arrest.

Advanced Medication: Checkbox to enable more in-depth usage of morphine, Epinephrine and enables the use of adenosine.

Advanced Bandages: Enables treatment actions for different bandage types, can be set to 'Enabled', 'Disabled' and 'Enabled & Can Reopen'. To enable stitching this setting needs to be set to 'Enabled & Can Reopen'.

Clear Trauma After Bandage: Checkbox to enable/disable full healing of body parts after medical attention.

1.1.9.2 Medic Settings

Locations Boost Training: Checkbox to enable/disable medical facilities/vehicles boosting the level of medic, untrained becomes medic and medic becomes doctor when in the locations.

Allow Shared Equipment: Setting to control equipment shared between patient and medic. Can be set to 'Patient's Equipment First', 'Medic's Equipment First' or 'No'. By setting to Patient or Medics equipment first it controls from which inventory any medical supplies are taken from first until they run out. When setting to 'No' any medic can only utilise what they have in their inventory and cannot use the patients equipment.

Convert Vanilla Items: Controls whether Vanilla items are converted to ACE medical supplies. Can be set to 'Enabled', 'Disabled' or 'Ignore'. By enabling this will convert First Aid Kits into a small amount of basic medical equipment, a Medikit will convert into a medium sized amount of advanced medical equipment. Using 'Ignore' as the setting it will simply leave you with a First Aid Kit or Medikit.

Allow Epinephrine: This setting controls who can utilise epinephrine. Can be set to 'Anyone', 'Medics' or 'Doctors'.

Allow PAK: See 'Allow Epinephrine'.

Allow Surgical Kit: See 'Allow Epinephrine'.

Allow IV Transfusion: See 'Allow Epinephrine'.

Locations Epinephrine: This setting controls where epinephrine can be utilised. Can be set to 'Anywhere', 'Medical Vehicles', 'Medical Facilities', 'Vehicles & Facilities' or 'Disabled'. If set to 'Vehicles & Facilities' this requires that the vehicle or facility in question is set as a medical facility or vehicle.

Locations PAK: See 'Locations Epinephrine'.

Locations Surgical Kit: See 'Locations Epinephrine'.

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Consume PAK: This setting controls if a Personal Aid Kit is consumed after a single use. By default this is set to 'No'.

Consume Surgical Kit: See 'Consume PAK'.

Self PAK Usage: This setting controls the ability to use a Personal Aid Kit on yourself. This is combined with the 'Allow PAK' setting.

Self Stitching: See 'Self PAK Usage'.

Self IV Transfusion: See 'Self PAK Usage'.

Time Coefficient PAK: This setting controls how long a PAK takes to apply. Set to higher values to increase, lower to decrease. PAK has a minimum of 10 seconds usage time.

CPR Success Chance: This setting controls the chance of a successful round of CPR. By default this is set to 40%.

Holster Required: This setting controls whether or not you must first lower or holster your weapon to perform medical actions, with the exception of 'Check Pulse', 'Check Blood Pressure' and 'Check Response'.

2. Curated Medical Settings

These settings are curated presets for different playstyles. They are meant to be used with the user config for the CBA settings system.

Feel free to tweak the values of the settings to adjust it to your likings.

2.1 Settings for Co-Op missions

2.1.1 Preset 1

2.1.2 'Basic' Preset

2.1.3 'Advanced' Preset

2.2 Settings for PvP missions

2.2.1 Preset 1

more tbd

3. Dependencies

ace_medical_engine





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