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| } else { | ||
| // If the medic is AI, only return tourniquet if enabled | ||
| if (missionNamespace getVariable [QEGVAR(medical_ai,requireItems), 0] > 0) then { | ||
| [_medic, "ACE_tourniquet"] call EFUNC(common,addToInventory); |
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What happens if an AI medic removes a player-applied tourniquet?
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Depends only the GVAR(requireItems) setting. If items aren't required, the tourniquets vanishes.
I know it's not ideal, but I don't think we have a way of tracking who applied what (without going through the log/triage card).
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Fix treatment items not being removed Bug introduced in #10158
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Aug 18, 2024
Add tourniquet support for Medical AI
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…0179) Fix treatment items not being removed Bug introduced in acemod#10158
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When merged this pull request will:
ace_medical_treatment_fnc_tourniquetRemovehas been adapted to accommodate AI medics.There are several loops in which the AI can remain stuck in:
I want to address all of these loops eventually in a PR meant to fix 9970. The idea would be to be able to reassign the medic to another patient if the medic is unable to treat the current patient.
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