Surely. :) Thanks to RitterNZ I was able to piece it together. The code block to do all the ACE Healing I found on Armaholic in a post by Foffy.
description.ext:
//ALiVE spawned medevac ACE Heal addaction
class Extended_Init_EventHandlers
{
class RHS_UH60M_MEV
{
init = "_this call (compile preprocessFileLineNumbers 'scripts\medevac_addAction_ACEHeal.sqf')";
};
class RHS_UH60M_MEV2
{
init = "_this call (compile preprocessFileLineNumbers 'scripts\medevac_addAction_ACEHeal.sqf')";
};
};
scripts\medevac_addAction_ACEHeal.sqf:
_medevac = _this select 0;
_medevac addAction ["<t color=""#FF0000"">ACE Heal</t>","scripts\bb_mb_ACEHeal.sqf"];
sleep 1;
bb_mb_ACEHeal.sqf:
#include "\z\ace\addons\medical\script_component.hpp"
_injured = _this select 1;
// if calling from a trigger, onAct is {[_x,_x] spawn bb_mb_healunit_fnc} forEach thisList;
// because calling from an addAction has the "caller" as the second array element
if (alive _injured) then
{
_injured setVariable [QGVAR(pain), 0, true];
_injured setVariable [QGVAR(morphine), 0, true];
_injured setVariable [QGVAR(bloodVolume), 100, true];
_injured setVariable ["ACE_isUnconscious", false, true];
_injured setvariable [QGVAR(tourniquets), [0,0,0,0,0,0], true];
_injured setvariable [QGVAR(openWounds), [], true];
_injured setvariable [QGVAR(bandagedWounds), [], true];
_injured setVariable [QGVAR(internalWounds), [], true];
_injured setvariable [QGVAR(lastUniqueWoundID), 1, true];
_injured setVariable [QGVAR(heartRate), 80];
_injured setvariable [QGVAR(heartRateAdjustments), []];
_injured setvariable [QGVAR(bloodPressure), [80, 120]];
_injured setVariable [QGVAR(peripheralResistance), 100];
_injured setVariable [QGVAR(fractures), [], true];
_injured setvariable [QGVAR(triageLevel), 0, true];
_injured setvariable [QGVAR(triageCard), [], true];
_injured setVariable [QGVAR(salineIVVolume), 0, true];
_injured setVariable [QGVAR(plasmaIVVolume), 0, true];
_injured setVariable [QGVAR(bloodIVVolume), 0, true];
_injured setvariable [QGVAR(bodyPartStatus), [0,0,0,0,0,0], true];
_injured setvariable [QGVAR(airwayStatus), 100];
_injured setVariable [QGVAR(airwayOccluded), false];
_injured setvariable [QGVAR(airwayCollapsed), false];
_injured setvariable [QGVAR(addedToUnitLoop), false, true];
_injured setvariable [QGVAR(inCardiacArrest), false, true];
_injured setvariable [QGVAR(hasLostBlood), 0, true];
_injured setvariable [QGVAR(isBleeding), false, true];
_injured setvariable [QGVAR(hasPain), false, true];
_injured setvariable [QGVAR(amountOfReviveLives), GVAR(amountOfReviveLives), true];
_injured setvariable [QGVAR(painSuppress), 0, true];
_injured setDamage 0;
};
I also had this set up when I had a medical facility that auto-healed units who entered so I could call the function from a trigger. It's not needed if you're just going to use the addAction as I did above. I just set up a trigger that fit inside the area of the medical facility so that as soon as someone walked into the trigger area, they were fully healed. YOu can see the On Activation command above if you want to set up one of those, too. This is what I started with, so it might be completely extraneous. :)
init.sqf:
// Functions
bb_mb_healunit_fnc = compile preprocessFileLineNumbers "scripts\bb_mb_ACEHeal.sqf";
If you wanted to do some more fancy things around the healing, you could add it into the code. Basically I just wanted the player to be able to walk up to the chopper (in my case I set up an ALiVE combat support transport and used one of the two classnames listed above in the description.ext; you should be able to use any object so long as you add its classname into the description.ext file, I would think) and use the wheel menu to be fully healed without any fanfare.