Standard Qualification 1: Difference between revisions

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{{Construction}}
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{{Ambox|text=This course is designed to be basic but is not designed to review ''foundational'' information, such as how to move, aim down sights, and so on. Prospective cadets are advised to join casual operations and play around in the [https://community.bistudio.com/wiki/Eden_Editor:_Introduction Eden Editor] to gain familiarity with the basic controls.}}
'''General Qualification Initiative 1''' (GQI-1) is a [[Certification and training|certification course]] that aims to teach some basic skills necessary to play Arma with others. Being certified on this course is required in order to progress to a cadet and be permitted to participate in non-casual operations with the Endurance Coalition.


'''General Qualification Initiative 1''' (GQI-1) is a [[Certification and training|certification course]] that aims to teach some basic skills necessary to play Arma with others. Being certified on this course is required in order to progress to a cadet and subsequently be permitted to participate in immersive operations.
== Quick note to new members ==
Work has been put into trying to condense this as much as possible, and the entire reason GQI-1 and GQI-2 are separated is to try and reduce the amount of information you have to absorb at once. But, if you are new to Arma or combined forces play, this is still a ''lot'' to take in. While EDC does demand you be certified on the information in this course before you participate in non-casual operations, this doesn't mean you are expected to be ''proficient'' in all skills {{Emdash}} especially while under fire {{Emdash}} ''immediately'' after certification. The point is that you are exposed to the information and, when prompted, can recall it.


{{Infobox cert
Getting proficient in these skills takes ''time'', and that is all right.
|creator=Sirdog
|status=[[File:OOUI Talk icon - Working.svg|18px|link=]] Constructing
|purpose=Teach basic skills necessary to play Arma in a group. Necessary to progress to Cadet.
|registered=N/A
|prereq=None
}}


== Basic interactions ==
== Basic interactions ==
[[File:GQI1-ace-interact.png|thumb|Use of ACE interact on a supply crate.]]
[[File:GQI1-ace-interact.png|thumb|Use of ACE interact on a supply crate.]]
In Arma III, the default means of interacting with the environment will be the scroll wheel. This is how vehicle inventories are accessed, door are opened, vehicle engines turned on and off, and so on. Once the desired option is highlighted, use {{Key press|Space Bar}} to make the selection.  
In Arma, the default means of interacting with the environment will be the scroll wheel. This is how vehicle inventories are accessed, door are opened, vehicle engines turned on and off, and so on. Once the desired option is highlighted, use {{Key press|Space Bar}} to make the selection.  


=== ACE interact ===
=== ACE interact ===
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The end goal is once a defensible position is reached that makes bounding no longer necessary, one element {{Emdash}} usually one with an autoriflemen {{Emdash}} will assume suppressing fire, while the other element maneuvers to flank and destroy the contact.
The end goal is once a defensible position is reached that makes bounding no longer necessary, one element {{Emdash}} usually one with an autoriflemen {{Emdash}} will assume suppressing fire, while the other element maneuvers to flank and destroy the contact.


== Basic ACE medical ==
== Medical ==
At any given time, EDC may make use of 1 of 2 systems to handle damage incurred on your character: ACE medical or the '''[https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 armor plates system]'''. The remainder of this certification will be giving a very basic run through of how to handle yourself in both systems. ACE medical is used for operations where EDC is desiring immersion, whereas armor plates are more used in casual operations, or operations where a primary goal is speed of action. 9 times out of 10, if armor plates is not explicitly specified, an operation is using ACE medical.
[[File:GQI1-ace-medical-healthy.png|thumb|380x380px|The ACE medical menu with a fully healed/non-injured player after pressing {{Key press|H}}]]
 
=== ACE medical ===
Once again discussing ACE, another thing it introduces which is ''very'' popular among Arma units is a medical system. Interacting with ACE medical can be done in 1 of 2 ways. You can use ACE self-interact, or, you can open the medical menu by pressing {{Key press|H}}. On the top left, right under "EXAMINE & TREATMENT", there are a row of icons. From left to right, these icons are:
 
# Triage Card {{Emdash}} Lists all prior treatment.
# Examine Patient -{{Emdash}}Checks pulse or blood pressure on the selected limb. You will only ever assess pulse.
# Bandage / Fractures {{Emdash}} Apply a bandage, splint, or tourniquet.
# Medication {{Emdash}} Inject morphine, epinephrine, or another injector.
# Advanced Treatment {{Emdash}} To perform CPR.
# Drag / Carry {{Emdash}} Gives the option to drag or carry the individual. Can also be done with ACE interaction.
# Switch to self / Switch to target {{Emdash}} Allows easy switching between looking at your own medical menu, or someone else's. Useful for when you need to see yourself but people are around you and so ACE keeps showing them and not you.
 
Other aspects of the menu not discussed are not pertinent for GQI. When you are wounded, the medical menu will show your limbs as being different colors. In order of severity, limb color is: grey (perfectly healthy), blue (all wounds have bandages and/or are stitched), yellow (untreated wounds are present), followed by orange and then red, which indicate there are a lot of wounds and/or wounds present are causing considerable bleeding.
 
==== Supplies ====
In ACE medical, there are a variety of specific supplies.
 
* Bandages
* Tourniquets
* Splints
* Autoinjectors
* Sutures
* Personal Aid Kits (PAKs)
 
[[File:GQI1-ace-medical-left-arm-wound.jpg|thumb|A visual depiction of ACE medical showing a wounded left arm. It is causing "moderate" bleeding, given no other limbs are wounded. There is only 1 wound, medium in size, and it's type is velocity.]]
'''Bandages''' are applied to open wounds to ''temporarily'' seal them so bleeding stops. There are 4 types: field bandages (basic), packing bandages, elastic bandages, and quick clot bandages. As a basic riflemen, you are likely only going to have basic bandages and quick clots. When you select a wounded limb, in the "OVERVIEW" panel on the right of the medical menu, you will see a sub-section that declares the limb you are looking at, and then the screen will tell you the type, amount, and size of wounds.
 
When bandaging, you should use the basic bandages until only partial or small wounds are left, which you can then cover with quick clots. For GQI, just understand quick clots cover a smaller area of wounds than basic bandages, and so they should be reserved to ''finish up''. If you ''only have'' quick clots, obviously use them, but alert someone that your medical supplies are low.
 
Bandages are ''temporary'' because, eventually, the bandage will break open and bleeding will resume. Wounds can only be closed ''permanently'' by a medic.
 
'''Tourniquets''' can be applied to your arms and legs and, regardless of your wounds in that limb, all bleeding will cease. This is used to stop or reduce bleeding {{Emdash}} especially if you have a lot of wounds all over your body {{Emdash}} so you can buy yourself time to start bandaging or perhaps even call for help. Tourniquets should not be kept on for longer than 5 real world minutes, otherwise it will induce pain on your character, which reduces your combat effectiveness.
 
'''Splints''' address fractures and, functionally, return the relevant limb to it's non-fractured state.
 
'''Autoinjectors''' come in 2 forms you have to care about: ''morphine'' and ''epinephrine''. Simply understand that ''morphine'' will reduce your pain and it should be used when your character's pain is so overwhelming that, without the morphine, you are not combat effective. Never take more than 1 morphine every 10 real world minutes, otherwise, you may cause yourself to have a heart attack. For ''epinephrine'', simply understand that it's used on a player who has gone unconscious to increase their chances of waking up after they have been stabilized.
 
'''Sutures''' are not useful to you per say, but are on your person for use by medics so they can stitch you up and not have to carry enough sutures on their person for ''everyone'' they are responsible for. Make sure sutures are in your kit before you head out, after that, for the purposes of GQI, you may forget abou them.
 
'''PAKs''' are only used by medics, but understand for your education they take a player in a stable state and simply restore them to a state as if they had never gotten injured at all.


== Footnotes ==
== Footnotes ==
{{Reflist}}
{{Reflist}}
[[Category:Arma training]]
[[Category:Arma training]]