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Medical GUI - Display qualitative bleed rate in injury list #9469

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merged 5 commits into from
Oct 11, 2023

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amsteadrayle
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When merged this pull request will:

  • Specify the severity of bleeding in the injury list with an adjective and color

IMPORTANT

  • If the contribution affects the documentation, please include your changes in this pull request so the documentation will appear on the website.
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  • Title of this PR uses our standard template Component - Add|Fix|Improve|Change|Make|Remove {changes}.

@amsteadrayle
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The goal with this is to indicate to the player how immediate of a threat the bleeding is. In my experience, with the combination of the visual feedback (blood on screen) and the injury list simply saying "Bleeding" in bright red, I tend to treat all bleeding as an urgent problem. This change will help to clarify when bleeding is an urgent problem and when it can be handled later.

I roughly based the bleed rate thresholds on the amount of time to reach fatal blood loss and the intended situation.

Label Time to fatal Description
Slow >8 minutes Not an immediate concern
Moderate 3-8 minutes Important but can be handled by one person
Severe 1-3 minutes Critical and likely requiring treatment from multiple people
Massive <1 minute Probably going to die

These thresholds are just what feel right to me, so input is appreciated. These could definitely be different based on a group's settings and playstyle. Should they be exposed as settings? (Of course, all of these would be massive bleeding in real life. This is just estimating for the time scale of gameplay.)

arma3_x64_S333PqWoaN.mp4

@LinkIsGrim
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Would prefer a setting, and potentially tying to cardiac output * blood loss knock out threshold, so it can serve as a visual indicator of https://github.com/acemod/ACE3/blob/master/addons/medical_status/functions/fnc_hasStableVitals.sqf#L23-L25

@amsteadrayle
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amsteadrayle commented Oct 8, 2023

Basing it on the blood loss knock out threshold makes sense, for example with massive bleeding being 100% of the threshold, severe being 50%, etc. But I think tying it to cardiac output would cause problems when the cardiac output is very low or zero, where any bleeding at all would register as massive bleeding.
Edit: It might work to use the same _cardiacOutput max 0.05 that's used for calculating the bleed rate.

Is there a recommendation for how to organize the settings? Is there a good way to do a group of settings where, for example, the second must be higher than the first but lower than the third?

@LinkIsGrim
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LinkIsGrim commented Oct 8, 2023

Settings will be displayed in the order they were added, so any prioritization has to be done manually. Not really any other way to group them other than the header, that I'm aware of.

@LinkIsGrim LinkIsGrim added the kind/enhancement Release Notes: **IMPROVED:** label Oct 8, 2023
@LinkIsGrim LinkIsGrim added this to the 3.16.1 milestone Oct 8, 2023
@amsteadrayle
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amsteadrayle commented Oct 11, 2023

The bleed rate thresholds are now relative to the threshold that determineS "unstable" and "critical" vitals, BLOOD_LOSS_KNOCK_OUT_THRESHOLD.

Label % of critical Description
Slow <10% (Stable) Not an immediate concern
Moderate 10-50% (Stable) Important but can be handled by one person
Severe 50-100% (Unstable) Urgent and likely requiring treatment from multiple people
Massive >100% (Critical) High chance of death

The thresholds also take cardiac output into account, so the same wounds should register the same severity of bleeding regardless of heart function.

@LinkIsGrim LinkIsGrim modified the milestones: 3.16.1, 3.16.0 Oct 11, 2023
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merge conflicts again, you know the drill

Co-authored-by: PabstMirror <pabstmirror@gmail.com>
@LinkIsGrim LinkIsGrim merged commit c407aeb into acemod:master Oct 11, 2023
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3 participants