ACE3
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Zeus - Add medical menu module
When merged this pull request will:
- Allows Zeus to open the medical menu on a unit
- Inspired by #6348
Should Zeus have access to every action, without consuming items? Or should it still consume their items?
Every action, no consuming.
Works fine in SP, very broken in MP. May need someone more familiar with medical to assist
Works fine in SP, very broken in MP. May need someone more familiar with medical to assist
I took your branch and merged the current master branch into it. There are some merge conflicts, but they are easily solved.
I just tested it in self-hosted MP, with a second PC acting as a second client. I haven't come across any problems whatsoever. Can you detail what sort of issues you stumbled across when you tested in MP? Granted, I haven't tested extensively, but applying tourniquets, bandaging, PAKing and stitching all worked fine for me.
I have a few suggestions:
- Add a Zeus check in
ace_medical_gui_fnc_handleToggle
to avoid toggling targets for the medical menu while in Zeus.
// If in Zeus, ignore
if (!isNull findDisplay 312) exitWith {};
Adding the above at the start of the file did the trick in my tests.
- This is up for general debate I think, but I would like to see the treatment times be reduced drastically when in Zeus. As a Zeus, I don't want to have to wait 7s to apply a tourniquet. In my tests I forced all medical interactions to last 1s when in Zeus. Maybe it's worth adding a CBA setting for that? It would allow players tune it to their liking. It could be a multiplier or a set value.
@BrettMayson Are you going to continue working on this? I would really like to see this added, so if you don't want to work on it I can take over.
Feel free to finish it up, it'd probably be a while before it was on my radar again
Closed in favor of #9367