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v0.96.8 AA turrets #838
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v0.96.8 AA turrets #838
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Overall thanks for your willingness to contribute to the project. 👍
I've added you some hints and suggestions for your code.
Please make sure to either delete the content part paragraph in the PR description or fill it with e.g. "Function X added", "XY Variable added to presets", etc.
Refer to the comments in the PR template.
[ ]
is by the way an unchecked checkbox and [x]
a checked one (which are also clickable in the PR description)
Concerning the checked "local MP" test, I highly doubt this was actually done with the .8 version of the framework due to the deprecated global variables. Please make sure you test the actual code you want to contribute and pledge for working without issues in normal gameplay.
We're currently slightly reorganize and refactor the framework concerning variable naming conventions and going away from these old and ugly endless loops. Replacing them with event handling or FSMs. And also maintaining a proper functions library. Maybe you want to have a look at implementing your idea without an endless loop to suit the way we want to refactor the current code base bit by bit.
Feel free to ask questions about these things in the general scripting channel of our Discord.
Don't feel discouraged by the amount of review comments, it's meant as help and a possible way to improve your coding in SQF in general.
Have fun getting your idea into code and see it running in the end.
I'm looking forward seeing for your next iteration on this. :)
Also kind of connected to #781 |
Right down below you're able to write normal comments.
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- AA manager updated with all demanded corrections - added missing AA spawn point function - fixed a deprecated variable in various mission files
Description:
Adds opFor AA turrets, when custom or apex presets are played
Content:
Successfully tested on: