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Thread: CBA: Community Base Addons public release!

  1. #111
    First, follow the CBA installation steps and simply copy the @CBA folder from the CBA archive into your ArmA II folder. You'll end up with
    Code:
    C:\Program Files\Bohemia Interactive\ArmA 2\@CBA
    Next, install the Lost Key mod folder in the same way, and you'll have a folder named "@lk" in your ArmA II folder aswell:
    Code:
    C:\Program Files\Bohemia Interactive\ArmA 2\@lk
    Finally, add the two mod folders to your ArmA II shortcut launch parameters:
    Code:
    -mod=@CBA;@lk
    Last edited by Killswitch; Aug 25 2009 at 21:15.
    The confidence of ignorance will always overcome indecision of knowledge.

  2. #112
    HI guys
    I know there was a problem with CBA early on that would cause alot of stalling in the game. I know that was mostly fixed but when I use this mod I think Im still losing Framerate. Any other known issues being looked at or should I look closer at my setup. thanks for the update.
    My System
    Motherboard - Asus Striker II Extreme 790i
    CPU - Intel E8500 Duo 3.16GHz overclocked to 3.8
    Memory - OCZ Gold DDR3 SDRAM 1600 2Gig
    Drive - Western Digital Caviar RE2 500Gig Sata
    Drive - Kingston 128Gig SSD
    Video -BFG 285GTX
    Drivers - Nvidia 195.
    Artic Cooling Freezer 7 Pro CPU Fan
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    Microsoft Windows 7 64-Bit

  3. #113
    Edit : Wrong topic.
    Last edited by Kr3v; Aug 26 2009 at 15:50.

  4. #114
    Quote Originally Posted by gunterlund21 View Post
    HI guys
    I know there was a problem with CBA early on that would cause alot of stalling in the game. I know that was mostly fixed but when I use this mod I think Im still losing Framerate. Any other known issues being looked at or should I look closer at my setup. thanks for the update.
    Hi gunterlund! There are no known performance issues with CBA v0.1.3 at this time. That doesn't mean there isn't a problem though - try to find a setup (minimal set of addons) that exhibits the problem you're experiencing and I/we can try reproducing it on our side. It could be a CBA problem or a problem with an addon that makes use of CBA. Either way, if it can be reproduced, we may be able to solve the problem.

  5. #115
    wrong thread)
    Last edited by nikita320106; Aug 28 2009 at 11:46.

  6. #116
    I wonder if a question can be answered: if I use the PostInit eventhandler, does the associated code get executed on ALL machines?
    Fire And Smoke for ArmA2: JTD_FireAndSmoke v0.2

    For better future effects addons, please vote for this ticket.

  7. #117
    Quote Originally Posted by DMarkwick View Post
    I wonder if a question can be answered: if I use the PostInit eventhandler, does the associated code get executed on ALL machines?
    Yes, PostInit handlers, (just like PreInit handlers) are executed (once) on all machines. However, read on... :-)

    Advanced uses

    With XEH for ArmA II, you can actually limit Extended Init event handlers (be they PreInit, PostInit or normal Init EH:s) to either just the server or just the client by way of a new feature with these three XEH event classes. You can create an "inner class" within for example the Extended_PreInit_EventHandlers class and use one of the three entries init, serverInit and clientInit to make the Pre/Post/normal Init event handlers execute on either all machines, the server or just the clients. (Yes, code in a "init" entry within such an inner class will be equivalent to not having an inner class at all.

    I think an example best describes this advanced use:
    Code:
    class Extended_PreInit_EventHandlers
    {
        // This one will be run once on ALL machines
        KLS_MyAddon_PreInit="...code goes here..." 
    
        /*  In order to have client- or server-only pre-init snippets,
         *  put them in a inner class like the one below. The class itself
         *  can be called anything, but try to think of a unique name so as 
         *  to not conflict with other addon makers using the same feature.
         */
        class KLS_MyAddon_PreInits
        {
            // Like the normal preinit above, this one runs on all machines
            init = "...code here...";
    
            // This code will be executed once and only on the server
            // (dedicated server or "hosted" server)
            serverInit = "...server-only code goes here...";
    
            // This snippet runs once and only on client machines
            clientInit = "...client-only code here...";
        };
    };
    Last edited by Killswitch; Nov 8 2009 at 22:10.

  8. #118
    Thanks for the info

  9. #119
    Master Sergeant InFireBaptize's Avatar
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    i'm only suppose to move the .pbo files to the @CBA/addons? what about the .hpp files?
    i have an error loading one mod that depends on CBA "event handler error"


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  10. #120
    Quote Originally Posted by InFireBaptize View Post
    i'm only suppose to move the .pbo files to the @CBA/addons? what about the .hpp files?
    You install CBA by copying the contents of @CBA/addons within the archive to a folder @CBA/addons in your ArmA II folder. You'll need both the .pbo files and the .bisign files.

    The CBA archive (.zip or .7z, whicever you prefer) has a mod folder within it named "@CBA" that you can use as is. Any .hpp files in the CBA archive are part of the "source" folder, which is only for reference and those interested in how CBA works (the source folder contains the source code of CBA)

    Here's the structure of the v 0.1.3 CBA archive:
    Code:
    CBA_v0-1-3/
        @CBA/                        <--- this whole folder (@CBA and addons) goes
             addons/                      into your ArmA II folder.
    
        docs/                        <-- documenation you can read.
    
        keys/                        <-- this folder contains the server key
                                         that MP server admins  can use.
    
        source/                      <-- source code of the CBA addons. Not used,
                                         but may be of interest to coders.
    
        CBA_v0-1-3_README.txt        <-- The readme file

    i have an error loading one mod that depends on CBA "event handler error"
    Make sure to edit your ArmA II shortcut to load both the mod itself and CBA aswell. Edit the -mod startup parameters to look something like this:
    Code:
    -mod=@CBA;SomeModHere
    Last edited by Killswitch; Sep 16 2009 at 17:47.

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