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[Feedback wanted] ACE Medical Tweaks

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Posted: Sun Sep 13, 2015 10:45 am     Super secret spam barrier
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From looking at the code, the treatment times for individual treatments is handled by pulling a config value, but there's no differentiation between medics and non medics. It would need to be a feature request for the ACE team to enable the AGM style time penalty when querying the treatment time. To get a time penalty for individual unit types would be unlikely though. 

Slightly odd, talks to pixels.


Posted: Wed Sep 16, 2015 2:47 pm     Super secret spam barrier
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I decide to look thought ACE  medical module on Github (https://github.com/acemod/ACE3/blob/mas ... tments.hpp) and came across this.

        class Bandage {      
                    displayName = CSTRING(Bandage);      
                    displayNameProgress = CSTRING(Bandaging);      
                    category = "bandage";      
                    treatmentLocations[] = {"All"};      
                    allowedSelections[] = {"All"};      
                    allowSelfTreatment = 1;      
                    requiredMedic = 0;      
                     treatmentTime = 5;      
                     treatmentTimeSelfCoef = 1;      
                    items[] = {{"ACE_fieldDressing", "ACE_packingBandage", "ACE_elasticBandage", "ACE_quikclot"}};      
                    condition = "";      
                    patientStateCondition = 0;      
                    itemConsumed = 1;

        class BloodIV: Bandage {      
                    displayName = CSTRING(Transfuse_Blood);      
                    displayNameProgress = CSTRING(Transfusing_Blood);      
                    allowedSelections[] = {"hand_l", "hand_r", "leg_l", "leg_r"};      
                    allowSelfTreatment = 0;      
                    category = "advanced";      
                    requiredMedic = 1;      
                    treatmentTime = 20;      
                    items[] = {"ACE_bloodIV"};      
                    callbackSuccess = QUOTE(DFUNC(treatmentBasic_bloodbag));      
                    animationCaller = "AinvPknlMstpSnonWnonDnon_medic1";      
                    litter[] = {};

What caught my eye are:
class Bandage { treatmentTimeSelfCoef  // possible usage to set penalty for nonMedic

class BloodIV: Bandage {requiredMedic  // so everyone can administer blood

class PersonalAidKit {  allowSelfTreatment // so medic can treat himself


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