// The value of the variable 'remembergreybeard' is the statue. remembergreybeard addAction ["Assign Doctor status", { (_this select 1) player setVariable ["ACE_medical_medicClass", 2, true]; }, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) != 2", 8]; remembergreybeard addAction ["Unassign Doctor status", { (_this select 1) setVariable ["ACE_medical_medicClass", 0, true]; }, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) == 2", 8]; remembergreybeard addAction ["Assign Medic status", { (_this select 1) player setVariable ["ACE_medical_medicClass", 1, true]; }, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) != 1", 8]; remembergreybeard addAction ["Unassign Medic status", { (_this select 1) setVariable ["ACE_medical_medicClass", 0, true]; }, nil, 6, true, true, "", "(player getVariable ['ACE_medical_medicClass', 0]) == 1", 8]; remembergreybeard addAction ["Assign Pilot status", { onMapSingleClick ""; (_this select 1) setVariable ["ACE_GForceCoef", 0.5]; }, nil, 6, true, true, "", "(player getVariable ['ACE_GForceCoef', 1]) > 0.8", 8]; remembergreybeard addAction ["Unassign Pilot status", { onMapSingleClick {_shift}; (_this select 1) setVariable ["ACE_GForceCoef", 1.0]; }, nil, 6, true, true, "", "(player getVariable ['ACE_GForceCoef', 1]) <= 0.8", 8];