Defibrillator Guide!
- UnknownMurder
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- Joined: 15 Dec 2014, 08:03
- Location: Ascension
Defibrillator Guide!
----How to Defib----
1. Make sure that he is not braindead, else you will waste your charges
2. Check how many HP does he have. If it is < -180, you wont be able to do it (10 charges * 8 health = total of 80 damage removed).
3. Was he dead for longer than 40 seconds? If so, abort.
4. Remove armor and uniform to maximize the chances
5. Inject stabilizers (inaprovaline and tricord should be enough), or else he will die again.
6. Keep defibbing until he gets revived
-Credits to Infernus-
1. Make sure that he is not braindead, else you will waste your charges
2. Check how many HP does he have. If it is < -180, you wont be able to do it (10 charges * 8 health = total of 80 damage removed).
3. Was he dead for longer than 40 seconds? If so, abort.
4. Remove armor and uniform to maximize the chances
5. Inject stabilizers (inaprovaline and tricord should be enough), or else he will die again.
6. Keep defibbing until he gets revived
-Credits to Infernus-
Last edited by UnknownMurder on 23 Oct 2015, 16:22, edited 1 time in total.
- Disco Dalek
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- Location: In medbay, making all dem peridaxon pills
Re: Defibrillator Guide!
So that's how it works... I might actually start using defibs now.
Aka Dennis Hunt the (usually) overworked medic/doctor.
Currently AWOL due to my computer dying.
Currently AWOL due to my computer dying.
- Infernus
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- Location: Croatia
Re: Defibrillator Guide!
Note: that is how it will work in the next update. Rahl needs to push this changes to the server.
- Sanchez13
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- Joined: 05 Jul 2015, 19:30
Re: Defibrillator Guide!
Thanks, mate. Seemed like defibrillators were about as understood as Research without a reference point. Once the next update hits, do you personally believe that we should pin/merge topics like this to a main Medical board to help new medics out (as it appears to be a "technical", exotic class IMO), or should we just keep things as is due to the constant updates? If you wish for the status quo to remain for this, I respect that decision.
"Keep your friends close and your enemies closer, but make sure that your family's at your side, and your gun's at your hip."
- Infernus
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- Location: Croatia
Re: Defibrillator Guide!
We will move everything medical related to our wiki later, when Apophis finishes his deals.
- Sanchez13
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- Joined: 05 Jul 2015, 19:30
Re: Defibrillator Guide!
I understand. Thanks for the heads-up.
"Keep your friends close and your enemies closer, but make sure that your family's at your side, and your gun's at your hip."
- sicktrigger
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- Joined: 15 Aug 2015, 12:07
Re: Defibrillator Guide!
out of interest, what was broken about defibs before they got changed?
So this is what cluwning feels like?
- ParadoxSpace
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- Joined: 03 Oct 2015, 23:00
Re: Defibrillator Guide!
How to recharge the little bastards?
- Infernus
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- Location: Croatia
Re: Defibrillator Guide!
When I was porting them, I copied the wrong variable to the death() proc (which is called when someone dies)
It was supposed to set that var to the current station time, which is then used to see how long was he dead for when you attempt to revive him. Since I mistakenly set that var to be null when someone dies, the defibs thought that he couldn't be revived since another var couldn't calculate for how long he was dead without it.
That was the first fix.
As for the second fix (unkillable marines), I have no idea how they managed to do this as the code specifically checks for his health, and then revives him. If his health is not higher than -100, he cannot be revived (It somehow ignored that check). It also had a weird approach to healing. I honestly can't describe how it worked before, but it was quite buggy and didn't set the healed health to the correct number, resulting in setting a marine's health to 0%, instead of -95%.
Either way, it is now harder to revive marines, but wont bug anymore.
As for recharging, you need to use the recharger ports, the one security uses.
I'm not sure if they were replaced will wall chargers (which do not support defibs), if that is the case, I need to add another one to medbay later, since Apophis is doing a lot of changes to the maps. (And 2 people can't work on the same map at the same time)
It was supposed to set that var to the current station time, which is then used to see how long was he dead for when you attempt to revive him. Since I mistakenly set that var to be null when someone dies, the defibs thought that he couldn't be revived since another var couldn't calculate for how long he was dead without it.
That was the first fix.
As for the second fix (unkillable marines), I have no idea how they managed to do this as the code specifically checks for his health, and then revives him. If his health is not higher than -100, he cannot be revived (It somehow ignored that check). It also had a weird approach to healing. I honestly can't describe how it worked before, but it was quite buggy and didn't set the healed health to the correct number, resulting in setting a marine's health to 0%, instead of -95%.
Either way, it is now harder to revive marines, but wont bug anymore.
As for recharging, you need to use the recharger ports, the one security uses.
I'm not sure if they were replaced will wall chargers (which do not support defibs), if that is the case, I need to add another one to medbay later, since Apophis is doing a lot of changes to the maps. (And 2 people can't work on the same map at the same time)
- DesFrSpace
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- Joined: 24 May 2015, 01:54
Re: Defibrillator Guide!
Time to carry 3 Defib with you, since one charge heal like a bullet to a Marine.
Do not blame me for carrying 3 Defib around as a Doctor, blame the fact that I have to revive.
Do not blame me for carrying 3 Defib around as a Doctor, blame the fact that I have to revive.
ALPHA, BETA, OMEGA, GAMMA, SIGMA.
DEATH SQUAD!
DEATH SQUAD!