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Apollo Rework
- [x] Add periodic saving if no inventory save happened in case of crashes -> #204
- [x] Use
getUnitLoadout
/setUnitLoadout
(also requires database changes) - includes magazine round count -> #272 - Rework code execution - receive only data, verify and execute in SQF rather than
call compile
directly what extension returns- [x] Use new alternate
callExtension
syntax -> #467 - [x] Use new
parseSimpleArray
(parseSimpleArray "['abc']"
-> ~(old)[<null>]
~ (new)["ABC"]
) -> #467 - [ ] Same for Apollo Server (new server extension)
- [x] Use new alternate
- Improve execution handling
- [ ] Check load of vehicles (items get split -> take up more space) and drop on ground next to vehicle if unable to fit
- [ ] Support singleton or bulk execution on Armory items
-
playerVariables
framework (separate database table withvarName - defaultValue - globalOrNot
)- [ ] Insignias support
- [x] Earplugs support (temporarily #439)
- ~Medic/Engineer assignment~ Automated in
supplies
component now- ~Integrate with Armory (role selection)~
- ~Rank assignment~
- [x] ACE Medical damage support (runtime) -> #623
- Improve vehicle support
- [ ] Turret ammo
- [ ] ACE Refuel
- [ ] ACE Rearm
- [ ] ACE Cargo
- [ ] Pylons (ref. #287)
- [ ] Static weapons support (deploying/packing events) - vehicles
- [ ] Trenches support #527
- [ ] Spawn trench a bit lower (it's 0.36 too high for some reason) - trenches code probably sets position after spawning?
- [ ] Save and set animation state OR we just accept they will all be fully build after server restart