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ACE3 Medical Classnames

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(Prepare to) fix your shit.

 

We'll be running ACE3 soon. As a result, your missions are going to burst into flames and be rendered unidentifiable by their next of kin. You, yes you, the mission maker, should probably go ahead and prepare an ACE3 compatible version.

 

The two things that will fuck you up will be the CSE module nonsense, and the CSE > ACE medical gear conversions. If you're too lazy to look for yourself, most of them are similar, and at any rate, it's an easy find/replace in the gearscript for most everyone.

 

Here's the new medical item class list. They're still items. Items items items.

 

ACE_fieldDressing
ACE_packingBandage
ACE_elasticBandage
ACE_quikclot
ACE_tourniquet
ACE_atropine
ACE_morphine
ACE_epinephrine
ACE_plasmaIV
ACE_plasmaIV_250
ACE_plasmaIV_500
ACE_salineIV
ACE_salineIV_250
ACE_salineIV_500
ACE_bloodIV
ACE_bloodIV_250
ACE_bloodIV_500
ACE_personalAidKit
ACE_surgicalKit
ACE_bodyBag
 
For CSE modules, don't worry about it because you're not supposed to be using CSE modules anyhow. Just remove them if you are.

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Have the server-side settings (not just medical) been decided on yet?

Edited by voiper

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isClass (configfile >> "CfgPatches" >> "ace_main")

This will return true if ACE is present. Useful when you want to make your mission compatible with both ACE and CSE.

 

You can also change medical settings with some variables (so you can avoid using modules):

 

ace_medical_enableadvancedwounds = true; // Enable Advanced wounds - Allow reopening of bandaged wounds? (Adv only)
ace_medical_bleedingcoefficient = 1; // Bleeding coefficient - Coefficient to modify the bleeding speed
ace_medical_level = 2; // Medical Level - What is the medical simulation level? - Basic = 1, Advanced = 2
ace_medical_enablevehiclecrashes = false; // Vehicle Crashes - Do units take damage from a vehicle crash?
ace_medical_aidamagethreshold = 1; // AI Damage - What is the damage an AI can take before being killed? - number from 0 to 1
ace_medical_enablescreams = true; // Enable Screams - Enable screaming by injuried units
ace_medical_keeplocalsettingssynced = true; // Sync status - Keep unit status synced. Recommended on.
ace_medical_enablefor = 1; // Enabled for - Select what units the medical system will be enabled for (Adv only) - Players only = 0, Players and AI = 1
ace_medical_enableunsconsiousnessai = 1; // AI Unconsciousness - Allow AI to go unconscious - Disabled = 0, Enabled = 1, 50/50 = 2
ace_medical_playerdamagethreshold = 1; // Player Damage - What is the damage a player can take before being killed? - number from 0 to 1
ace_medical_preventinstadeath = false; // Prevent instant death - Have a unit move to unconscious instead of death

ace_medical_medicsetting_surgicalkit = 1; // Allow Surgical kit (Adv) - Who can use the surgical kit? - Anyone = 0, Medics only = 1, Doctors only (Adv) = 2
ace_medical_consumeitem_surgicalkit = 0; // Remove Surgical kit (Adv) - Should Surgical kit be removed on usage? - No = 0, Yes - 1
ace_medical_medicsetting = 2; // Medics setting - What is the level of detail prefered for medics? - Disable medics = 0, Normal = 1, Advanced = 2
ace_medical_maxrevivetime = (60 * 5); // Max Revive time - Max amount of seconds a unit can spend in revive state
ace_medical_medicsetting_pak = 2; // Allow PAK (Adv) - Who can use the PAK for full heal? - Anyone = 0, Medics only = 1, Doctors only (Adv) = 2
ace_medical_allowlittercreation = true; // Enable Litter - Enable litter being created upon treatment
ace_medical_uselocation_surgicalkit = 0; // Locations Surgical kit (Adv) - Where can the Surgical kit be used? - Anywhere = 0, Medical Vehicles = 1, Medical facility = 2, Vehicles & facility = 3, Disabled = 4
ace_medical_enableoverdosing = true; // Enable Overdosing - Enable overdosing of medications
ace_medical_amountofrevivelives = -1; // Max Revive lives - Max amount of lives a unit. 0 or -1 is disabled
ace_medical_consumeitem_pak = 0; // Remove PAK on use (Adv) - Should PAK be removed on usage? - No = 0, Yes - 1
ace_medical_uselocation_pak = 0; // Locations PAK (Adv) - Where can the personal aid kit be used? - Anywhere = 0, Medical Vehicles = 1, Medical facility = 2, Vehicles & facility = 3, Disabled = 4
ace_medical_littercleanupdelay = (60 * 30); // Life time of litter objects - How long should litter objects stay? In seconds. -1 is forever

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Have the server-side settings (not just medical) been decided on yet?

 

ACE by default has it's own default settings. They may or may not be changed.

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What about CSE items such as flares?

 

E.g "CSE_FlareRed"

 

Are they similar to the medical?

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What about CSE items such as flares?

 

E.g "CSE_FlareRed"

 

Are they similar to the medical?

ACE_HandFlare_Green
ACE_HandFlare_Red
ACE_HandFlare_White
ACE_HandFlare_Yellow

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I've written a program which will do all the CSE-ACE conversion for you:

 

Download: https://www.dropbox.com/s/jkzx77grge69woo/Arma3%20CSE%20to%20ACE.exe?dl=0

 

How to use:
Run program
Find SQF you wish to change. 
Press convert button. 
It will replace the old file with the new ACE file. 
Repeat process until you're finished.

 

 

 

Project and files:  https://www.dropbox.com/s/iw8djkf3t7be0og/Arma3%20CSE%20to%20ACE.rar?dl=0 Visual studio 2012 Express

Disclaimer:

Use at your own Risk  (tested it a lot of times though).

 

If you find problems tell me.

Edited by j0zh94
User request

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You can also change medical settings with some variables (so you can avoid using modules):

 

ACE by default has it's own default settings. They may or may not be changed.

 

None of that matters because the settings will be forced server-side, just like with CSE (unless the Officers have changed their minds). So, to answer my own question, "we don't know yet."

Edited by voiper

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None of that matters because the settings will be forced server-side, just like with CSE (unless the Officers have changed their minds). So, to answer my own question, "we don't know yet."

 

I was able to change CSE setting with use of variables.

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If he's a medic class he will automatically be a medic, if he's not then there's a module to make different players medics.

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Anyone know the variables required to setup a ACE Medical Facility ?? 

I can find ace_medical_uselocation_pak = 0;

 

But I cannot find anything else.
 

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Anyone know the variables required to setup a ACE Medical Facility ?? 

 

I can find ace_medical_uselocation_pak = 0;

 

But I cannot find anything else.

 

 

For buildings: this setVariable ["ace_medical_isMedicalFacility",true,true];

For vehicles: this setVariable ["ace_medical_medicClass",_num,true];

(_num would be 0,1,2; Normal,Medic,Doctor)

 

The vehicle one is the same as a regular unit would be, so that works to set medics as medics, etc.

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For buildings: this setVariable ["ace_medical_isMedicalFacility",true,true];

For vehicles: this setVariable ["ace_medical_medicClass",_num,true];

(_num would be 0,1,2; Normal,Medic,Doctor)

 

The vehicle one is the same as a regular unit would be, so that works to set medics as medics, etc.

Thanks  :biggrin: 

 

 

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