Here we will go over the basics of using ACE, this stuff you are highly recommended to know before playing.
Interaction is the most important feature of ACE, it allows you to interact with objects and players and is vital for basically all ACE functions such as Medical, Explosives etc.
By default the keys for interacting are; Left Windows for Interacting with other objects and Ctrl + Left Windows for interacting with yourself.
Examples of interacting with an object:
● Opening a specific door
● Joining someone’s group
● Arming explosives
● Passing a magazine
Examples of interacting with yourself:
● Team Management (Colours)
● Checking weapon temperature
● Placing Explosives
ACE has a wonderful feature called “Advanced Throwing” this allows you to very precisely throw grenades, flashbangs, etc, with a visual throw path.
To throw with this system, use Shift + G, this will first equip you’re currently selected grenade and place it in a “Virtual hand”,
it will show a visual throw path with white dots. Pressing Shift + G again will cycle through your inventory of grenades.
The white dots indicating your throw path may change color depending on what they are hitting:
White = Clear path
Green = Collision with ground
Red = Collision with object
Yellow = Possible collision, it may go through the object or just bounce of it.
For example, frag grenades usually go through windows, meanwhile IR grenades won’t.
When you first open advanced throwing you will be in the standard normal overhand throwing mode,
useful for long distance and very precise throwing, for example a window or round a corner.
When you Scroll Up you will change into the underhand throw,
this provides a high arc of throw, very useful for throwing over a nearby wall or into a trench.
Scroll Down to go back to normal underhand throw.
The last visa simple drop, access this through Ctrl + G while in any of the previously mentioned mode.
This mode allows you to drop the grenade at various distances from yourself,
very good for dropping a grenade into window without it bouncing around a room,
or simply dropping a smoke grenade at your feet when calling in a helicopter.
Press Ctrl + G to go back to normal throwing modes.
Unlike vanilla Arma 3, with this you can cook grenades, when in any of the throwing modes and with the grenade of your choice.
Click your Middle Mouse Button to prime your grenade, depending on the grenade it will have different timers on them,
the default RHS M67 grenade has a timer of 5 seconds til it explodes.
Good reasons to use this feature is holding a grenade at arms length throw a window with enemies inside,
priming the grenade, counting to 3 and dropping it. This will explode the grenade on the enemies inside the room with very little warning.
Another one would be to use a smoke grenade, holding it in your hand, prime it and run with it,
this is useful if you wish to show your location to a friendly helicopter while you are on the move,
this also gives you and your friendlies some smoke cover.
One of the great additions to Arma 3 with ACE is it’s medical system, in a nutshell it makes the medical interactions and mechanics more realistic than just pressing one button to heal yourself or others.
We use the advanced settings for ACE Medical but luckily, as a basic infantryman you only need to know a few things:
When you are shot, the damage is local areas of your body, being limbs, chest, head etc.
Different types of damage create different types of wounds, some wounds or areas bleed faster than others or are harder to bandage etc.
Pressing H will open the ACE Medical Menu (If it just shows a hint at the top right, disable tutorial hints in options), if you are not looking at someone when pressing H, it will open the menu on yourself and if you are looking at someone when you press H, it will open the menu on that person. You can see who the medical menu is showing by looking at the name at the top of the window.
The menu shows health/medical information relating to the patient, what body parts are wounded, what wounds exist etc. Clicking on a wound and using the various tabs at the top allow actions to be performed.
As a basic infantry man you carry 3 items relating to medical:
8 x Quik-Clot (Bandage that is moderately good at bandaging all wounds and has a very long reopening time)
1 x Tourniquet (Apply to limbs to stop the bleeding in that limb while you work on those wounds)
1 x Morphine (Suppresses pain, does not remove it)
When a wound is fully bandaged, it will turn blue on the medical menu, this means it’s got bandages applied, stopping the bleeding/pain.
All bandages fall off eventually, different bandages and wounds combinations have different reopening times.
For a wound to be fully treated you need a medic to perform field surgery, this removes the bandages and stitches the wounds therefore removing the wound off your player.
When you are hit, you call for a medic immediately and fall back into cover, only a medic has the training/equipment to get you to full health again.
If you try to heal yourself with major/moderate wounds you will have a very bad day when your bandages start falling off and start passing out in the middle of a firefight.
Medics are you best friend, keep them safe!
We run the ADV CPR / Revive system, when you receive enough damage to die you will go into the revive state,
in the revive state you will have 0 pulse and will appear lying face down on the floor.
Depending on the type and amount of damage you received, you will have a different amount of time until you are dead-dead (Go into spectator, permanently out of the mission).
Your revive timer can be reset to the maximum value by a player performing CPR on you,
each CPR attempt has a chance of restarting your heart but it’s pretty low.
For you to have a good chance of having your heart restarted you need to be given CPR or shocked by a defibrillator by a combat medic.
If a friendly gets hit and goes down, a general rule is to go over and check their heart rate, if they don’t have a heart rate you need to apply CPR to keep them from dying completely. Call out for a medic to come over and take over tending to the patient.
The advanced medical system provides a more complex and detailed medical simulation.
When hit, units start to lose blood depending on the severity of their wounds. Once the level of blood falls below a certain level, the unit will fall unconscious and eventually die. Units will also fall unconscious when sustaining large amounts of damage at once or from high amounts of pain.
This is a detailed overview of all the bandages and their effect and efficiency on the different type of wounds.
● Quick Clot → medium efficiency on bandaging wounds, medium reopening chance, long reopening time
● Packing Bandage → high efficiency on bandaging wounds, high reopening chance, long reopening time
● Elastic Bandage → very high efficiency on bandaging wounds, high reopening chance, short reopening time
● Morphine → suppresses pain, decreases blood pressure and lowers heart rate
● Epinephrine → Raises Heart rate of the patient
● Adenosine → lowers heart rate
● Atropine → lowers heart rate (same effect as Adenosine)
Revive and CPR
When a unit takes enough damage to be considered “dead”, they will drop to the floor and enter a revive state. In the revive state they will have 0 pulse and their revive time will start ticking down. The timer’s starting value is dictated by what type of damage and how much is sustained, the maximum time in 2 minutes.
To prevent a player’s revive timer from reaching 0, a player can give CPR to extend the timer by 20 seconds (+/- 3 seconds) giving you more time for a medic to arrive to defibrillate them, however after 2 minutes since the player has gone into the revive state, CPR will have no effect and a defibrillator is needed.
Each time CPR is applied there is a chance of it restarting the heart, 5% for non-medics and 15% for medics. Medics carry a defibrillator that when applied to a player in the revive state will have a 85% chance of restarting their heart. Medics should always, when reaching the patient, check the pulse and if it’s 0, defibrillate them until they come back.
Is affected by the amount of blood lost, can be increased with IV’s
● Non existent → 0-20
● Low → 20 – 100
● Normal → 100 – 160 (aim for 120 when treating a patient)
● High → 160 and above
The heart rate (pulse) is affected by the amount of blood lost, medications and physical activity such as running.
● Low: 60 or below
● Normal: 60 – 100 (every soldier starts with 80)
● High: 100 or above
As a medic, you need to have some standard equipment to meet all requirements for the battlefield, example of a loadout below, number of autoinjectors, IV’s and bandages are recommended but can differ from the amount listed below:
He should then start bandaging torso and head while you defibrillate the patient until a pulse is achieved.
● If the patient wakes up in the treating process, tell him to stay still and calm
● Never inject morphine if the heart rate is low
● After the usage of epinephrine, keep an eye on the heart rate, if it raises way too high, counteract with morphine / atropine