Advanced Medical Interface
by relaxo_
Contributors
ntf-niclas
1.1.2
- Added 250 ml and 1250 ml saline bags. - Sorted all six saline sizes by volume. - Saline submenus now remain open after use. - Added STOP SALINE for self and patient treatment. - Saline stops immediately without delay or animation. - Remaining fluid is returned in 250 ml increments. - Confirmed working in game.
- Game Version
- 1.8.0.10
- Created
- Mon, 24 Aug 2026 11:00:49 GMT
- Last Modified
- Mon, 24 Aug 2026 11:00:57 GMT
1.1.1
edit license
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 19:08:58 GMT
- Last Modified
- Sun, 23 Aug 2026 19:09:07 GMT
1.1.0
Added - Added a persistent active-page outline using fully opaque cyan while hovered and selected button backgrounds remain translucent. - Replaced the selected body zone's fill with a `#33B3FF` anatomical outline matching the Vitals and Medications headings while preserving medical-state colors. - Added `TREAT` and `UNLOAD FROM VEHICLE` choices after selecting a name in the patient list. Unloading is available only for unconscious occupants and executes the seat's registered vanilla `SCR_RemoveCasualtyUserAction`. - Standardized the remaining visible German labels to English: `STOP CPR`, `REMOVE TOURNIQUET`, and `SELECT BODY REGION TO TREAT`. Changed - Added `Tools/Launch-RAMI-Workbench.ps1` to load the official ACE-Anvil `dev` source projects instead of their packed Workshop copies, avoiding missing source-stringtable errors during development. - Removed the orphaned `RAMI_Tourniquet.edds.meta`; the active overlay continues to use `RAMI_Tourniquet_v2.edds`. - Restricted exact patient-vital numbers and Diagnose graphs to players carrying a medical kit. Without one, AMI shows qualitative levels and hides graph details that would reveal exact values. - Reduced the shared Toggle Patient selection and treatment range from 10 m to 5 m; characters in the same vehicle remain valid regardless of distance. - Show the blue pulsing saline-bag indicator on both Treatment and Medication while saline is active; volume and time details remain on Medication. - Disable and grey each Saline category button when its corresponding inventory contains no saline; an open saline submenu remains available so users can return to standard items. - Split patient vitals and active medications into separate right-side cards. Both use a fixed compact font; the vitals card sits higher so the scrollable medication list has more space. Medication values align independently to the card's right edge with a 6 px gap to the vertical scrollbar. - Changed custom mouse-hover and active button backgrounds and patient selections to 60%-opaque cyan; the active-page outline uses fully opaque cyan. - Outline actively bleeding patient buttons in bright red. Unconscious entries use a grey background and retain the red outline while bleeding; deceased entries use an opaque black background without a bleeding outline. - Center patient names across the full patient-button width and remove the displaced `+` marker. - While patient choices are open, hide every other patient name. Clicking the selected name again closes the choices and restores the full list. Fixed - Show the current exact or qualitative Diagnose reading immediately when its monitor button is pressed instead of waiting for the first polling interval. - Resolve unloading from the occupant's actual compartment instead of reconstructing its seat from the root vehicle; use the seat's registered vanilla `SCR_RemoveCasualtyUserAction` and remove RAMI's unsuccessful custom ejection paths.
- Game Version
- 1.8.0.10
- Created
- Sun, 23 Aug 2026 18:32:42 GMT
- Last Modified
- Sun, 23 Aug 2026 18:32:49 GMT
1.0.19
-
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 17:28:27 GMT
- Last Modified
- Sun, 16 Aug 2026 17:28:30 GMT
1.0.18
-
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 17:25:04 GMT
- Last Modified
- Sun, 16 Aug 2026 17:25:09 GMT
1.0.17
little UI improvements
- Game Version
- 1.8.0.10
- Created
- Sun, 16 Aug 2026 16:26:51 GMT
- Last Modified
- Sun, 16 Aug 2026 16:26:55 GMT
1.0.16
renewed thumbnail
- Game Version
- 1.8.0.10
- Created
- Sat, 15 Aug 2026 13:40:53 GMT
- Last Modified
- Sat, 15 Aug 2026 13:40:57 GMT
1.0.15
###2026-08-13 ### Added - Full controller support for the medical interface. - Hold R1/RB + D-pad Right to open the interface. - Use LT/RT to switch pages and the right stick to scroll the activity log. - Added a clear controller selection highlight and control hint. - Added persistent interface settings for colorblind mode and button-text colors. ### Changed - The open-menu binding now also closes the interface and remains fully remappable. - Improved controller navigation across pages, treatments, body zones, activity log, and Close button. - Increased patient activity history from 20 to 50 entries. - Activity entries are now shown oldest to newest and focus on triage, medication, and treatment changes. - Improved button readability with backgrounds, bold text, and contrasting shadows. - Renamed the visible EXPECTANT triage label to DECEASED. - CPR is now a Start/Cancel toggle and no longer closes the interface. - Removed unnecessary treatment-page instructions. ### Fixed - Fixed controller bindings appearing as unassigned in Controls. - Fixed controller scrolling and selection of the triage activity log. - Fixed interface settings not applying or saving correctly.
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 21:17:44 GMT
- Last Modified
- Thu, 13 Aug 2026 21:17:47 GMT
1.0.14
Update to 1.8
- Game Version
- 1.8.0.10
- Created
- Thu, 13 Aug 2026 16:33:42 GMT
- Last Modified
- Thu, 13 Aug 2026 16:33:46 GMT
1.0.13
## 2026-08-03 2 ### Added - Added the completed Triage page with selectable None, Minimal, Delayed, Immediate, and Expectant levels shared through the server. - Added a bounded server-side patient activity journal for triage changes, injuries, life/vital-state transitions, CPR, tourniquets, medication, and consumable treatments. Events store UTC Unix timestamps and display using each client's native local system time. ### Changed - Replaced the Triage page's "CURRENT TRIAGE // ..." text readout with direct button feedback: the selected level's button now fills with that level's color (white for None, green for Minimal, yellow for Delayed, red for Immediate, black for Expectant) and its label switches to a readable contrasting color, while unselected buttons dim to gray. - Confirmed RAMI is functionally complete across all six pages (Triage, Diagnose, Bandages & Fractures, Medication, Advanced/Misc, Toggle Self). Remaining work is dedicated-server multiplayer regression testing, localization, and Workshop packaging. - RAMI no longer needs a manually placed `RAMI_MedicalMenu.et` entity in each mission world. `modded class SCR_BaseGameMode` (`RAMI_GameMode.c`) now registers the input listener and starts the body-zone snapshot loop directly, so RAMI works in every gamemode automatically. Compiled and confirmed working in the Workbench on 2026-08-03. ### Removed - Removed `RAMI_MedicalMenuComponent.c`, `Prefabs/RAMI_MedicalMenu.et`, and the standalone entity placement in the GameMaster test world; their logic moved to `RAMI_GameMode.c`.
- Game Version
- 1.7.0.54
- Created
- Mon, 03 Aug 2026 21:30:09 GMT
- Last Modified
- Mon, 03 Aug 2026 21:30:13 GMT
1.0.12
Since i dont know when the last line was added here the whole changelog: ## 2026-08-03 ### Added - Added a Medical Kit button below Tourniquet. It equips an available ACE/vanilla medical kit and executes the native heal-support action for the selected patient body zone. RAMI stays open so additional healing cycles can be started when needed. Confirmed in game through full multi-cycle healing and automatic stowing. - Added per-body-zone injury indicators using the existing `Wound_1_UI` through `Wound_4_UI` inventory icons, selected with the same intensity thresholds as inventory and tinted continuously from yellow to red by remaining hit-zone damage. Confirmed in game. - Added selected-zone injury percentage plus impaired aiming for arms or impaired movement for legs to Treatment patient vitals. - Added a blue pulsing `Saline-bag_UI` indicator while saline is active, with remaining volume and time in Medication patient vitals. Confirmed in game using the server-authoritative `SCR_SalineDamageEffect`. ### Changed - Hid the Medical Kit treatment row when the treating character has no medical kit. - Doubled the saline status icon size for clearer visibility. - Added the active character name above the Diagnose vital monitors, including live self/patient switching. - Added a smoothly animated P-QRS-T-style rhythm line synchronized to monitored ACE heart rate and a labeled X/Y blood-pressure chart showing 30 seconds of systolic/diastolic history. The rhythm shape represents rate only; graphs freeze when stopped and reset for a new patient or monitoring run. - Confirmed the complete Diagnose page in game with AI patients and on a server: both monitors, values, graph sweeps, patient name, start/stop controls, and monitoring persistence across page switches work as intended. ### Fixed - Scoped **H** and **Escape** closing to RAMI's private input action and removed the global pause-menu override, preventing **H** from closing unrelated menus and one **Escape** press from affecting two menu layers. - Removed the unused medical-menu instance state left by the previous toggle-input implementation. - Fixed saline status being absent by reading the exact server-authoritative `SCR_SalineDamageEffect` through the existing medication-summary RPC. - Drove the native medical-kit action continuously while RAMI is open, allowing ACE to execute as many healing cycles as the selected body zone needs before the action is released and the kit is stowed. - Waited for item-switch animations to finish before starting one-click treatments, so a newly equipped medical kit heals on the first button press. - Prevented the continuous medical-kit updater from completing a treatment while the kit is still only being equipped. - Prevented heart-rhythm jumps when updated ACE heart-rate samples differ by accumulating waveform phase continuously. Reduced Diagnose monitor button height and font size so blood-pressure controls no longer overlap the chart. - Removed the hidden horizontal `ContentArea` size offset so page layouts, including Diagnose, receive the exact 1804.8 × 745.2 area defined by the 0.03/0.18/0.97/0.87 anchors at 1920 × 1080. - Rebuilt Diagnose for the 1804.8 × 745.2 content aspect ratio: heart rhythm and blood-pressure charts now use side-by-side panels instead of the vertically compressed 1920 × 1080 arrangement. - Stopped rebuilding the heart graph's Canvas command array every frame. The rhythm now retains one draw command and updates its vertex buffer in place, preventing renderer flicker and jumps. - Replaced whole-waveform regeneration with a sampled 60 Hz rhythm trace, eliminating BPM-update warping and jumps. - Inset the heart trace by 12 pixels and added a bright leading dot. The trace now sweeps across the field and restarts after six seconds, keeping motion visible at an unchanged heart rate. - Matched the blood-pressure chart to the heart display with inset axes, colored systolic/diastolic leading dots, and a left-to-right 30-second sweep that restarts when full. - Kept active heart-rate and blood-pressure monitoring alive across page switches. Returning to Diagnose restores button state, current values, and graph history; monitoring now ends only through its button or menu closure. ## 2026-08-02 ### Changed - Added toggleable heart-rate and blood-pressure monitors to Diagnose. Both request authoritative ACE patient data at ACE's one-second vital update interval and stop polling when disabled or when leaving the page. - Merged CPR and patient movement into one Advanced/Misc page. CPR, carry, drag, back position, left/right recovery position, and load-into-vehicle buttons use the registered ACE/engine actions and availability checks, with grey backgrounds while disabled. Confirmed the page is functionally complete in game, on a Dedicated Server, and with AI patients. - Medication-page patient vitals now show each administered dose as its own three-line block with peak countdown, half-life countdown, and current strength. Medication names occupy the middle line. Values are calculated from ACE's live medication state and runtime pharmacokinetics settings. - Medication strength now applies ACE's configured pharmacodynamic antagonist scaling and names active counter-medications. Pharmacokinetic peak and half-life timers remain unchanged because ACE antagonists modify effects, not drug activation or clearance. Per-dose display, countdowns, and counter-medication calculation were confirmed in game. - Confirmed the medication page is functionally complete and works in game, on a Dedicated Server, and with AI patients; no medication-page regression checks remain open. - Added medication controls for epinephrine, morphine, naloxone, phenylephrine, metoprolol, ammonium carbonate, and saline, with compact two-column self and patient inventory grids. - Kept medication controls inside the inventory column so the shared clickable body model and patient vitals remain visible, and restored medication item previews. - Disabled and greyed unavailable medication controls; injections use arms or legs, saline only arms, and ammonia only the head of an unconscious patient. - Prevented foreign Bandage and Tourniquet controls from reappearing on the medication page during patient refreshes. - Moved treatment and medication inventory controls into separate child layouts hosted by the shared treatment page's `InventoryFrame`; control placement is now layout-owned with explicit zero offsets. - Normalized both inventory-control layouts to use their complete width and height instead of retaining page-relative anchor margins. - Confirmed the medication screen works in game with the shared body model, patient vitals, layout-hosted self/foreign inventory controls, item previews, counts, and availability states; the screen is now nearly ready. - Delegated medication eligibility, including saline and ammonia restrictions, to ACE's existing consumable validation. - Aligned all patient-vital values in a dedicated right-aligned column. - Made bleeding body zones pulse smoothly between their previous opacity and a brighter highlight while living, and remain static after death. - Added the patient name to the foreign-inventory heading. ### Fixed - Fixed **H** and **Escape** closing the medical menu, and prevented **Escape** from reopening the pause menu. - Corrected displayed blood volume, blood loss, and bleeding rates to use ACE's 6000 ml total blood volume. - Prevented opening foreign inspection outside treatment range and closed it when either character moves out of range; verified in game. ## 2026-08-01 ### Added - Completed the treatment screen functionality. - Added direct bandage and tourniquet actions. - Added separate self and patient inventory selection. - Added inventory counts and 3D item previews. - Added tourniquet overlays and direct tourniquet removal. - Added blood-loss hemorrhage classifications. ### Changed - Pressing **H** now closes the medical menu. - The cursor now centers when opening the menu. - The menu now stays open after starting a treatment. - Invalid treatments are automatically disabled. - Treatments are blocked for deceased patients. ### Fixed - Fixed foreign inventory support and server-authoritative item transfers. - Fixed empty item-preview flickering.
- Game Version
- 1.7.0.54
- Created
- Mon, 03 Aug 2026 01:29:03 GMT
- Last Modified
- Mon, 03 Aug 2026 01:29:06 GMT
1.0.11
## 2026-08-02 ### Fixed - Fixed **H** and **Escape** closing the medical menu, and prevented **Escape** from reopening the pause menu.
- Game Version
- 1.7.0.54
- Created
- Sun, 02 Aug 2026 15:26:20 GMT
- Last Modified
- Sun, 02 Aug 2026 15:26:21 GMT
1.0.10
### Added - Completed the treatment screen functionality. - Added direct bandage and tourniquet actions. - Added separate self and patient inventory selection. - Added inventory counts and 3D item previews. - Added tourniquet overlays and direct tourniquet removal. - Added blood-loss hemorrhage classifications. ### Changed - Pressing **H** now closes the medical menu. - The cursor now centers when opening the menu. - The menu now stays open after starting a treatment. - Invalid treatments are automatically disabled. - Treatments are blocked for deceased patients. ### Fixed - Fixed foreign inventory support and server-authoritative item transfers. - Fixed empty item-preview flickering.
- Game Version
- 1.7.0.54
- Created
- Sat, 01 Aug 2026 01:21:48 GMT
- Last Modified
- Sat, 01 Aug 2026 01:21:50 GMT
1.0.9
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 22:40:08 GMT
- Last Modified
- Fri, 31 Jul 2026 22:40:11 GMT
1.0.8
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 20:29:21 GMT
- Last Modified
- Fri, 31 Jul 2026 20:29:24 GMT
1.0.7
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 19:54:33 GMT
- Last Modified
- Fri, 31 Jul 2026 19:54:35 GMT
1.0.6
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 19:44:17 GMT
- Last Modified
- Fri, 31 Jul 2026 19:44:20 GMT
1.0.5
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 19:30:30 GMT
- Last Modified
- Fri, 31 Jul 2026 19:30:35 GMT
1.0.4
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 17:48:41 GMT
- Last Modified
- Fri, 31 Jul 2026 17:48:43 GMT
1.0.3
add config
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 17:11:04 GMT
- Last Modified
- Fri, 31 Jul 2026 17:11:08 GMT
1.0.2
-
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 16:25:13 GMT
- Last Modified
- Fri, 31 Jul 2026 16:25:17 GMT
1.0.1
change Modname and update licence
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 16:09:57 GMT
- Last Modified
- Fri, 31 Jul 2026 16:10:01 GMT
1.0.0
- Game Version
- 1.7.0.54
- Created
- Fri, 31 Jul 2026 15:48:07 GMT
- Last Modified
- Fri, 31 Jul 2026 15:48:11 GMT
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