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ArmA 2 & OA - ADDONS & MODS: COMPLETE This forum is for the release and subsequent discussion of addons/mods.

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Old 07-07-2009, 12:57 AM   #1
Sickboy
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Lightbulb CBA: Community Base Addons public release!

Current version: CBA v0.3.0: Feature Release



Vision


What does the name Community Base Addons mean? It is a system that:
  • Aims to have community wide acceptance and to be used as much as possible by community addons to maintain compatibility.
  • Offers a range of features for addon-makers and mission designers.
  • The community is very much encouraged to request or submit functionality.
    • The most obvious example would be to submit functions to be included in the CBA function library. This would make them available to a large audience of developers and save on replicated development.
Key Features
  • Extended Eventhandlers: official port of XEH for Arma 2.
  • Function library: Integrated into the BIS Functions module.
  • Many other things you never thought you needed but won't be able to live without...
  • Full documentation is available at DevHeaven.
The manual, functions reference and complete sources are included in the release.


Download(Previous Discussion Thread)

Please take a look at our function documentation: generic wiki and comprehensive html docs for usage.

Please take a look at our Plans wiki
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Old 07-07-2009, 01:05 AM   #2
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yeah!

thanks guys.. this is a critical piece needed to bring addons into A2.
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Old 07-07-2009, 01:13 AM   #3
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Nice
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Old 07-07-2009, 05:31 AM   #4
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Nice one, thanks for the effort guys!
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Old 07-07-2009, 05:58 AM   #5
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TY guys ! I can start to feel the magic already !
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Old 07-07-2009, 06:02 AM   #6
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Thanks

ArmedAssault.info Mirror and News:
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Old 07-07-2009, 06:04 AM   #7
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You forgot to add the online reference of the function and macro library to the news post!
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Old 07-07-2009, 06:38 AM   #8
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Nice one guys! Excellent work.

I've already been looking at the documentation and discovered something:

Look here: http://dev-heaven.net/wiki/cca/Extended_Eventhandlers

Under section 1.8 (XEH init EH on player respawn) it says:

Quote:
IMPORTANT: This feature will only work on the player's unit - AI units that respawn won't have their XEH init EH:s re-executed. (If someone can figure out a trick to identify playable units in a MP mission, this limitation could be removed)
Shouldn't this be easy now in Arma2 with the playableUnits command? Maybe this has been fixed already (didn't find anything in the changelog), but wanted to point it out just in case.
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Old 07-07-2009, 09:57 AM   #9
Sickboy
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Tnx a lot for replies and mirrors!
Quote:
Originally Posted by MadDogX View Post
Nice one guys! Excellent work.

I've already been looking at the documentation and discovered something:

Look here: http://dev-heaven.net/wiki/cca/Extended_Eventhandlers

Under section 1.8 (XEH init EH on player respawn) it says:

Shouldn't this be easy now in Arma2 with the playableUnits command? Maybe this has been fixed already (didn't find anything in the changelog), but wanted to point it out just in case.
Good spotting MDX Cheers!
Ticket added here http://dev-heaven.net/issues/show/2647
Sounds like food for Rel2
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Old 07-07-2009, 01:27 PM   #10
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while this stuff is way over my head...congrats on the release
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