Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Medical Rewrite - TODO #6913

Closed
21 of 28 tasks
alganthe opened this issue Apr 1, 2019 · 19 comments
Closed
21 of 28 tasks

Medical Rewrite - TODO #6913

alganthe opened this issue Apr 1, 2019 · 19 comments

Comments

@alganthe
Copy link
Contributor

alganthe commented Apr 1, 2019

Needs Testing:

  • Needs testing. Add / fix vitals conditions for unconsciousness, currently only damage results in it.

To Do (Unclaimed):

  • ? Unconsciousness mutes sounds in zeus (sound is not reset when entering curator after going unconscious, see here)
  • Medium. Remove bleedout event in favor of fatal injury event (remove from state machine, too)
  • Discussion. More heavy injuries increase condition of the next one being fatal ("stacked damage")
  • ? Fix people running with 4 tourniquets without consequences.

To Do (In Progress):

Think about:

Fixed:

@PabstMirror PabstMirror added this to the Medical Rewrite milestone Apr 1, 2019
@kymckay
Copy link
Member

kymckay commented Apr 1, 2019

For heal hitpoints, I suggest naming it along the lines of exactly what it does:

"Bandages heal damage"

@Katalam
Copy link
Contributor

Katalam commented Apr 1, 2019

EDEN Atrribute have to be moved up again.

@TheMagnetar
Copy link
Member

TheMagnetar commented Apr 1, 2019

I have not been able to reproduce the Morphine bug. Both morphine and epinephrine got removed.

Test conditions @alganthe ?

@alganthe
Copy link
Contributor Author

alganthe commented Apr 1, 2019

@TheMagnetar dedicated environment, shot myself with a remote controlled unit.
Gave myself a morphine in the left arm while the unit had a morphine stick in it's uniform inventory and I had none, the stick didn't disappear.

@zharf
Copy link
Contributor

zharf commented Apr 2, 2019

Unconscious person can access medical menu and bandage themselves

@kymckay
Copy link
Member

kymckay commented Apr 2, 2019

Heal hitpoints setting related to #6458 where some useful previous discussion has taken place. Apparently my opinion on the setting name hasn't changed since then 😆

@Katalam
Copy link
Contributor

Katalam commented Apr 3, 2019

I'm not sure if this is a bug, but when you got a patient. You will get the button for CPR, but this will immediately stop if the target isn't in cardiac arrest. For bandaging and stitching we got the button only when it's needed. Maybe do it here too.

condition = QUOTE(!(_target call EFUNC(common,isAwake)) && {!(_target getVariable [ARR_2('GVAR(receiveCPR)', false)])});

if !IN_CRDC_ARRST(_target) exitWith {false};

These are different conditions. Maybe merge them to one. Because clicking the button and immediately stop the action isn't nice.

@Katalam
Copy link
Contributor

Katalam commented Apr 3, 2019

Can we open the discuss about #5293 again? I mean atropine should really raise the hr

@Zakant
Copy link
Contributor

Zakant commented Apr 3, 2019

If I rember correctly I was the one adding the possibility to do cpr if the target is not in cardiac arrest. It was by design to make sure people check whether or not the target needs cpr. My test group quickly found out that the cpr button is a reliable option to tell the status of a person. Maybe introducing an setting would be an option. If not I would vote to be able to do cpr even if the target is not in cardiac arrest.

@Katalam
Copy link
Contributor

Katalam commented Apr 3, 2019

If not I would vote to be able to do cpr even if the target is not in cardiac arrest.

That would be nice

@kymckay
Copy link
Member

kymckay commented Apr 3, 2019

I'd say make CPR always an option if patient isn't responsive (as you'd never accidentally do it to someone who is) and have it cause damage to the torso, then if you do it on someone who doesn't need it it's counterproductive - incentivising status checks first.

@Katalam
Copy link
Contributor

Katalam commented Apr 3, 2019

You will never deal damage with CPR but some rip breaks if you do it too long. This is normal even for patients who are in the need to get CPR. In real life you can even do CPR on reponsive persons (Normally it comes with a lot of pain)

@severgun
Copy link
Contributor

severgun commented Apr 4, 2019

In real life you can even do CPR on reponsive persons (Normally it comes with a lot of pain)

That is why you will get hit in face first.

I mean atropine should really raise the hr

Adenosine and Atropine should be removed from game. There is no use for them. There is no poisoning implemented.

@kymckay
Copy link
Member

kymckay commented Apr 4, 2019

By damage I was thinking along the lines of bruising.

To be honest, back when I had more time, I wanted to overhaul how CPR works and just make it a continuous action until disengaged which would intermittently perform a status check for you.

@PabstMirror PabstMirror pinned this issue Apr 5, 2019
@pognivet
Copy link

I suggest being able to set how long a unit remains unconscious for after being wounded. Kind of stupid for someone to be unconscious for 25 seconds. Never seen that in my life as a EMT.

@kymckay
Copy link
Member

kymckay commented Jun 5, 2019

Should note as discussed in slack:

HR skyrockets between 4 - 5L of blood

This is due to the updateHeartRate function in vitals and it's unclear if intentional (we really need to be commenting why code is doing what it's doing).

private _targetBP = 107;
if (_bloodVolume < BLOOD_VOLUME_CLASS_3_HEMORRHAGE) then {
_targetBP = _targetBP * (_bloodVolume / DEFAULT_BLOOD_VOLUME);
};
_targetHR = DEFAULT_HEART_RATE;
if (_bloodVolume < BLOOD_VOLUME_CLASS_2_HEMORRHAGE) then {
_targetHR = _heartRate * (_targetBP / (45 max _meanBP));
};

The first condition is false so the targetBP stays at 107 and the second condition is true so the HR keeps increasing.

@LachlanSneddon
Copy link
Contributor

HR skyrockets between 4 - 5L of blood

I think this is the implementation of #1733, although the HR change is significantly different with a HR of 220 being reached just before Class 4 Hemorrhage.

Trivial. Pain / color grading effects are too tame.

Although borderline settings bloat, making this a setting that users can define could be an easier alternative

image

@PabstMirror
Copy link
Contributor

tag older design issue #3134

@kymckay
Copy link
Member

kymckay commented May 28, 2022

I think this issue is outdated and resolved. Any specific points of discussion we want to track should be opened as fresh issues for tracking.

@kymckay kymckay closed this as completed May 28, 2022
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
Development

No branches or pull requests

10 participants