The current list of settings is bloated and confusing. As part of the rewrite I intend to:
I've started my review process of the current settings, will be posting comments on this issue with changes I'd like to propose for others to vote or comment on 馃憤
First to the chopping block:
Medics setting
What is the level of detail prefered for medics?
My thoughts:
fnc_isMedic function to change which units are recognised as medics by default (all, vanilla or none).Proposal:
My thoughts on this:
Enable advanced wounds:
Should be renamed to "Enable reopening wounds" imho, both work, I just prefer this one :P
Show pain:
Could be worded better, it's fairly confusing right now.
Instant death AI:
Could be worded better
Allow Pain Visualization:
Same issue as Show pain, maybe rename both pain status "show / hide" and Pain Status visualization "enabled / disabled" ?
2 settings are missing strings (ace_medical_ai_enabledFor and ace_medical_menuTypeStyle)
Suggesting for removal:
GVAR(showPainInMenu)GVAR(medicSetting_PainVisualization) which let's you control who can see this message (nobody/medics only/everybody), so this is a duplicate setting.Suggesting for removal:
GVAR(medicSetting_PainVisualization)Suggesting for removal:
GVAR(enableScreams)@SilentSpike Somewhat related but not to the setting.
The sounds for Soundinjured_Max_X have quite a low volume (0.1 compared to 1.7 other max idents are using) setting compared to the rest of the configs.
Suggesting for removal:
GVAR(advancedDiagnose)@JonBons Looks like they're shifted one decimal over (likely by accident). Thanks for pointing it out 馃憤
See no reason for hiding pulse. What does diagnose do? The "patient is responsive" thing?
Why would anyone ever disable that? Doesn't even make sense in my mind.
@dedmen Looks like it actually does show some valuable information:
if (alive _target) then {
_genericMessages pushBack ELSTRING(medical_treatment,diagnoseAlive);
} else {
_genericMessages pushBack ELSTRING(medical_treatment,diagnoseDead);
};
private _hemorrhage = GET_HEMORRHAGE(_target);
if (_hemorrhage > 0) then {
if (_hemorrhage > 1) then {
_genericMessages pushBack ELSTRING(medical_treatment,lostBloodALot);
} else {
_genericMessages pushBack ELSTRING(medical_treatment,lostBlood);
};
} else {
_genericMessages pushBack ELSTRING(medical_treatment,noBloodloss);
};
if (alive _target) then {
if IS_IN_PAIN(_target) then {
_genericMessages pushBack ELSTRING(medical_treatment,inPain);
} else {
_genericMessages pushBack ELSTRING(medical_treatment,noPain);
};
};
To be honest, I kind of don't see the point in this action, it doesn't really add gameplay/simulation value to have to interact with the patient to determine things that should be immediately visible under most circumstances (which we show in the patient overview/preview)
I guess it let's you determine if the patient is dead or not. Though this is kinda easily visible in arma, but not so much in real life.
Suggesting for removal:
GVAR(allowUnconsciousAnimationOnTreatment)private _patientAnim = getText (_config >> "animationPatient");
if (IS_UNCONSCIOUS(_target) && EGVAR(medical,allowUnconsciousAnimationOnTreatment)) then {
if !(animationState _target in (getArray (_config >> "animationPatientUnconsciousExcludeOn"))) then {
_patientAnim = getText (_config >> "animationPatientUnconscious");
};
};
All done by @mharis001.
Most helpful comment
First to the chopping block:
My thoughts:
fnc_isMedicfunction to change which units are recognised as medics by default (all, vanilla or none).Proposal: