| Commit | Date | |
|---|---|---|
| 2026-01-25 14:05:32 | Tree | |
| 2026-01-25 13:20:50 | Tree | |
|
[r1259]
by
fourshades
First pass at BuildAirframes(). Need to give attention to init strings and event handlers for animals and airframes to ensure that destruction is tracked. |
2026-01-25 10:46:46 | Tree |
|
[r1258]
by
fourshades
RC of BuildWrecks() and BuildSupplyDrops() using simplified modUtilities.RandomElement() and MD5 hash. |
2026-01-25 08:29:51 | Tree |
| 2026-01-24 14:29:34 | Tree | |
|
[r1256]
by
fourshades
Added orderGetIn to init_mount(); only civilian family leaders are now playable by default, but I might rule them out too. Still haven't found why TeamSwitch allows all players to swap sides. |
2026-01-18 04:52:40 | Tree |
|
[r1255]
by
fourshades
Got HighCommand working after putting red soldier directives into Meta_IF44_Objects_IFA3. But have a strange in-game bug with TeamSwitch where I can both see and switch to enemy units using the TeamSwitch menu. |
2026-01-17 15:01:52 | Tree |
|
[r1254]
by
fourshades
Seem to have Recon Markers working, pilot reports etc. Found a bug in HighCommand where East Subordinates are linked to West Commander modules. Should be straightforward to fix. |
2026-01-15 13:48:24 | Tree |
| 2026-01-14 13:38:45 | Tree | |
|
[r1252]
by
fourshades
RC of clsIFA3.BuildSupplyDrops(). Need to consider extending/rebalancing drop objects. |
2026-01-14 10:02:41 | Tree |