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Description
- Add periodic saving if no inventory save happened in case of crashes -> Add Apollo periodic saving in case of crashes #204
- Use
getUnitLoadout/setUnitLoadout(also requires database changes) - includes magazine round count -> Convert Apollo to use unitLoadout #272 - Rework code execution - receive only data, verify and execute in SQF rather than
call compiledirectly what extension returns- Use new alternate
callExtensionsyntax -> Rewrite extensions in Rust #467 - Use new
parseSimpleArray(parseSimpleArray "['abc']"->(old)(new)[<null>]["ABC"]) -> Rewrite extensions in Rust #467 - Same for Apollo Server (new server extension)
- 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
playerVariablesframework (separate database table withvarName - defaultValue - globalOrNot)- Insignias support
- Earplugs support (temporarily Add Earplugs to Apollo and use new ACRE2 filter unit loadout API #439)
Medic/Engineer assignmentAutomated insuppliescomponent nowIntegrate with Armory (role selection)
Rank assignment- ACE Medical damage support (runtime) -> Apollo - Add runtime player data (group, team, vehicle, medical) #623
- Improve vehicle support
- Turret ammo
- ACE Refuel
- ACE Rearm
- ACE Cargo
- Pylons (ref. Add pylons saving to Apollo #287)
- Static weapons support (deploying/packing events) - vehicles
- Trenches support Apollo - Add ThingX (PhysX objects) to vehicle classes #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
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