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[Feedback wanted] ACE Medical Tweaks

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Posted: Tue Sep 08, 2015 10:45 pm     Super secret spam barrier
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ok ty Apollo

My english is very best.


Posted: Wed Sep 09, 2015 12:25 am     Super secret spam barrier
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dangerousdiz81 wrote:
If you got it covered I'll stop working on it, but I have some parameters in place (and some planned) that would be cool too.
We came up with various ways of implementing, but in the end decided Event Handlers were probably the best way with least impact on performance, and fully automated as far as the player is concerned.

Goodson has written the code - I'm not sure if he finished it fully yet, but last I heard (couple of weeks ago) it remembered your class on entry to the vehicle and put it back when you left. 


Posted: Wed Sep 09, 2015 5:30 am     Super secret spam barrier
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That sounds good, I'll finish my script anyway as a back up, it'll be compatible with EH too. 

Slightly odd, talks to pixels.


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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