Several suggestions from scripter to addonmakers.
1) Add stringtable.csv in every *.pbo with at least 1
string - unique string for each addon. BIS addons have a good example.
Purpose: code like ""!=(localize ("STR_ADD_"+_pboName))
will say you IF this addon LOADED or NOT.
2) Add "Init" eventhandler for every unit with this lines:
a) if there is no array "allgroups" - create it;
b)if group of this unit not found in "allgroups" - add it;
Purpose: you get all groups of units on the map.
Very usefull for nearest friend/enemy detection or something.
3) For infantry packs use JAM3 weapons and several rearming scripts:
for LSR/SJB/WGL/ICP/BAS.../ weapon packs.
With suggestion 1) implemented for popular addons
it's not a problem to check WHAT weapon pack is enabled.
So people can use such inf. pack with different weapon addons
without any problems.
4) 2 axes for each model and 4 rotation animations.
2 for changing bank, 2 for changing pitch.
Purpose: car turning over effect, moving barrels with fuel,
placing objects under some angle...
5) If custom animations doesn't moderately affect
to perfomance - add another 7-15 axes and
7-15 custom animations with very small period.
Purpose: I don't know how good behaviour of my property system
(propset/propget)in MP (I can attach SP example if needed),
this is the aproach WORKING in MP. There will be about 10
numeric properties for NVG on/off, GasMask on/off, bleeding,
stunning, rank, supression and/or another things.
6) Many hidden selections for units+"setobjecttexture" scripting=
less models, and even redressing scripts for infantry.
BTW, soldier with 5 different hats and many hidden selections
can become East Specnaz or West officer or Resistance Soldier...
Purpose: less addon size, sabotage missions.