isClass (configfile >> "CfgPatches" >> "ace_main")
This will return true if ACE is present. Useful when you want to make your mission compatible with both ACE and CSE.
You can also change medical settings with some variables (so you can avoid using modules):
ace_medical_enableadvancedwounds = true; // Enable Advanced wounds - Allow reopening of bandaged wounds? (Adv only)
ace_medical_bleedingcoefficient = 1; // Bleeding coefficient - Coefficient to modify the bleeding speed
ace_medical_level = 2; // Medical Level - What is the medical simulation level? - Basic = 1, Advanced = 2
ace_medical_enablevehiclecrashes = false; // Vehicle Crashes - Do units take damage from a vehicle crash?
ace_medical_aidamagethreshold = 1; // AI Damage - What is the damage an AI can take before being killed? - number from 0 to 1
ace_medical_enablescreams = true; // Enable Screams - Enable screaming by injuried units
ace_medical_keeplocalsettingssynced = true; // Sync status - Keep unit status synced. Recommended on.
ace_medical_enablefor = 1; // Enabled for - Select what units the medical system will be enabled for (Adv only) - Players only = 0, Players and AI = 1
ace_medical_enableunsconsiousnessai = 1; // AI Unconsciousness - Allow AI to go unconscious - Disabled = 0, Enabled = 1, 50/50 = 2
ace_medical_playerdamagethreshold = 1; // Player Damage - What is the damage a player can take before being killed? - number from 0 to 1
ace_medical_preventinstadeath = false; // Prevent instant death - Have a unit move to unconscious instead of death
ace_medical_medicsetting_surgicalkit = 1; // Allow Surgical kit (Adv) - Who can use the surgical kit? - Anyone = 0, Medics only = 1, Doctors only (Adv) = 2
ace_medical_consumeitem_surgicalkit = 0; // Remove Surgical kit (Adv) - Should Surgical kit be removed on usage? - No = 0, Yes - 1
ace_medical_medicsetting = 2; // Medics setting - What is the level of detail prefered for medics? - Disable medics = 0, Normal = 1, Advanced = 2
ace_medical_maxrevivetime = (60 * 5); // Max Revive time - Max amount of seconds a unit can spend in revive state
ace_medical_medicsetting_pak = 2; // Allow PAK (Adv) - Who can use the PAK for full heal? - Anyone = 0, Medics only = 1, Doctors only (Adv) = 2
ace_medical_allowlittercreation = true; // Enable Litter - Enable litter being created upon treatment
ace_medical_uselocation_surgicalkit = 0; // Locations Surgical kit (Adv) - Where can the Surgical kit be used? - Anywhere = 0, Medical Vehicles = 1, Medical facility = 2, Vehicles & facility = 3, Disabled = 4
ace_medical_enableoverdosing = true; // Enable Overdosing - Enable overdosing of medications
ace_medical_amountofrevivelives = -1; // Max Revive lives - Max amount of lives a unit. 0 or -1 is disabled
ace_medical_consumeitem_pak = 0; // Remove PAK on use (Adv) - Should PAK be removed on usage? - No = 0, Yes - 1
ace_medical_uselocation_pak = 0; // Locations PAK (Adv) - Where can the personal aid kit be used? - Anywhere = 0, Medical Vehicles = 1, Medical facility = 2, Vehicles & facility = 3, Disabled = 4
ace_medical_littercleanupdelay = (60 * 30); // Life time of litter objects - How long should litter objects stay? In seconds. -1 is forever