--- layout: wiki title: Medical Treatment Framework description: Explains extending the treatment system for developers. group: framework order: 5 parent: wiki mod: ace version: major: 3 minor: 14 patch: 2 --- ## 1. Config Values ### 1.1 Vehicle Patient Seats Defines the seats that will be prioritized when loading patients into vehicles. Uses `moveInCargo` indexes. ```cpp class CfgVehicles { class MyCar { ace_medical_treatment_patientSeats[] = {3,4}; }; }; ``` ### 1.2 Patient Reverse Fill When no patient seats are available, by default patients will be filled from the highest cargo index to the lowest. This can be changed to fill from the lowest to the highest. ```cpp class CfgVehicles { class MyCar { ace_medical_treatment_patientReverseFill = 0; }; }; ``` ### 1.3 Treatment Items Items in `CfgWeapons` with `ACE_isMedicalItem` property will be added to the ACE Medical category in the ACE Arsenal. ```cpp class CfgWeapons { class MyMedicalItem { ACE_isMedicalItem = 1; }; }; ``` Required items in `ACE_Medical_Treatment_Actions` will also be added as a fallback. ```cpp class ACE_Medical_Treatment_Actions { class MyCustomTreatment { items[] = {"MyMedicalItem"}; }; }; ``` ## 2. Medical Vehicles and Facilities ### 2.1 Medical Vehicles To configure a vehicle as a Medical Vehicle by default, set the `attendant` property in the vehicle's config to `1`. ```cpp class CfgVehicles { class MyAmbulance { attendant = 1; }; }; ``` To set a vehicle as a Medical Vehicle mid-mission, set the `ace_medical_isMedicalVehicle` variable globally. ```sqf // Sets the object behind your cursor to be a medical vehicle cursorObject setVariable ["ace_medical_isMedicalVehicle", true, true]; // Create an interaction to turn a vehicle into a medical vehicle private _statement = {_target setVariable ["ace_medical_isMedicalVehicle", true, true]}; private _action = ["TAG_makeMedicalVehicle", "Set as Medical Vehicle", _statement, {!([_target] call ace_medical_treatment_fnc_isMedicalVehicle)}] call ace_interact_menu_fnc_createAction; [cursorObject, 0, ["ACE_MainActions"], _action] call ace_interact_menu_fnc_createAction; // Set all vehicles of type "B_Truck_01_transport_F" as medical vehicles private _classname = "B_Truck_01_transport_F"; private _affectChildClasses = false; // Affect variants of this vehicle ["B_Truck_01_transport_F", "InitPost", { params ["_vehicle"]; if (!local _vehicle) exitWith {}; _vehicle setVariable ["ace_medical_isMedicalVehicle", true, true]; }, _affectChildClasses, [], true] call CBA_fnc_addClassEventHandler; ``` ### 2.2 Medical Facilities To configure an object as a Medical Facility by default, add a new array containing its classname to the `ace_medical_facilities` class in config root. ```cpp class CfgVehicles { class ThingX; class MyMedicalFacility: ThingX {}; class MyMedicalFacility2_ElectricBoogaloo: MyMedicalFacility {}; }; class ace_medical_facilities { TAG_allOfMyFacilities[] = {"MyMedicalFacility", "MyMedicalFacility2_ElectricBoogaloo"}; }; ``` To set an object as a Medical Facility mid-mission, set the `ace_medical_isMedicalFacility` variable globally. See above. Both Medical Facilities and Medical Vehicles can also be created via the Eden Editor's attributes menu. ## 3. Mission Variables ### 3.1 Grave Digging Object Configuration The object created when digging a grave can be modified by setting the `ace_medical_treatment_graveClassname` variable. ```sqf ace_medical_treatment_graveClassname = "Land_Grave_11_F"; // classname, e.g. unmarked gravel (no headstone OR check actions) ``` The object's rotation can also be modified, if necessary. ```sqf ace_medical_treatment_graveRotation = 0; // rotation angle (will depend on model classname) ``` ### 3.2 Zeus Medical Menu Module If a mission maker wishes to disable Zeus access to the medical menu, they can set the variable below: ```sqf ace_medical_gui_enableZeusModule = false; // default is true ```