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Apollo Rework

Open jonpas opened this issue 8 years ago • 0 comments

  • [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)
  • 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 with varName - 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

jonpas avatar Aug 25 '16 01:08 jonpas