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CBA: Community Base Addons for A2, OA and CO

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Please upgrade, current version, compatible with 1.56 is 0.7.1.139dev, released as final 0.7.1 soon once it's confirmed all is well with 1.56.

Overview of changes available at; http://updater.dev-heaven.net/mods/changelog/973db6b6-a754-11de-b50f-0021855d3b6d

If you still have issues, please create a ticket incl. your RPT file at http://dev-heaven.net/projects/cca/issues

Edited by Sickboy

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Sorry about that guys - I've added a link to the hotfixed 0.7.0 to the first post.

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Problems seems solved, at least on self-hosted but i don't see a reason why it should be different on dedicated.

Thanks Sickboy.

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Myke;1801436']Problems seems solved' date=' at least on self-hosted but i don't see a reason why it should be different on dedicated.

Thanks Sickboy.[/quote']Glad to hear and NP.

Trying to make the official 0.7.1 release this Friday.

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Still CBA's loading screen is clashing with others, like MP Armory etc.

Since the need for the loading screen is much smaller since PostInit was switched to run with Xeno's Killed EH method, I am considering disabling CBA's usage of the screen.

This will cripple the Credits system used by CBA, ACE, ACRE and other 3rd party addons,

however I will try to find a replacement for it.

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Argh...i'm going mad.

First of all, i'm sorry to bother again (would have sent a PM, Sickboy but...you know ;) ) and i have to apologize: the problems with the armors MP mission weren't caused by CBA. Sickboy, you're allowed to kick my a$$ twice for my stupidity.

After moving countless addon forth and back, i think (aye, sure, i think) i have narrowed it down to CAA1. But i would be happy if anyone could verify this.

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NP Myke. I did confirm the MP Armory initialization is affected because CBA's loadingscreen etc, this is a valid issue and solved for Friday release.

Yet perhaps the severity of the effect, as well as some other effects could certainly be caused by other mods, incl CAA1.

Do you use the Hotfix for CAA1 in any case?

Link should be available @ http://ace.dev-heaven.net/wagn/CAA1

As to reaching me personally; I'm available on the dev-heaven Wave;

http://dev-heaven.net/news/459

Edited by Sickboy

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Aye, the hotfix seems to solve the problem, at least on self hosted. Will report back for dedi asap.

Thanks again and still sorry for the convenience.

:EDITH:

also on dedi server the mission works. Object loading is still a little slow but i blame it on our hardware which isn't that powerful (ever played Domination with 2-3 FPS on the server? ;) ).

Edited by [FRL]Myke

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As to reaching me personally; I'm available on the dev-heaven Wave;

http://dev-heaven.net/news/459

Holy sh**, couldn't you find something more complicated? Seems i'm not 1337 enough for this. Ever heard of MSN or ICQ? Or just enabling PM's in this forum? :p;):D

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FoxHound please remove the release. Thanks for good intentions but this was not supposed to happen (especially not without clear mention of it being a dev-release).

I will create an official 0.7.1 release now.

I can understand re PM/Wave/IM-whatever, but the thread should be fine :D

---------- Post added at 16:15 ---------- Previous post was at 15:27 ----------

CBA v0.7.1

Official release

This release is, like the v0.7.0 release, intended for users of all three variations of ArmA 2.

Key Changes

  • XEH Support for addons which do not support XEH (Custom class EventHandlers etc).
  • Removed LoadingScreen, PostInit replaced with Xeno's killed-eh method
    • Addresses issues with MP Armory, and other missions using a loading screen
    • Credits are now randomly displayed in Main and Pause menu instead.

    [*]Fixed nil-overriden check warning

    [*]Fixed BIS_fnc init error introduced with v1.56 patch

    [*]Some XEH events not working depending on exclude settings

    [*]Improved XEH Fired Eventhandler, New FiredBIS variant for 100% native fired eventhandlers. (Details)

    [*]Various XEH improvements and optimizations

    [*]Internal fixes and improvements

Full documentation is available at DevHeaven.

Issue Changelog is available at DevHeaven

Download

The addons, manual, functions reference and complete sources are included in the release.

This release equals that of the CBA dev version included in ACE 1.6 Update 3, Hotfix 1.

---------- Post added at 16:43 ---------- Previous post was at 16:15 ----------

Thanks Foxhound, and again, thanks for the good intentions :)

Edited by Sickboy

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Hi, I searched the thread and the Devheaven documentation with no result.

What are cba_diagnostic_enable_perf_loop.pbo and cba_diagnostic_enable_logging.pbo?

Should I let them in the @CBA folder?

Should I move them in the Addons folder?

What are they for?

Thanks

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[issue isolated to another addon.]

Edited by Uziyahu--IDF
Uncovered cause of errors.

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Is the message in the upper right corner really necessary?

Ignore me, hadn't noticed that changed. Only appears when you're on a menu screen though, and is quite pretty :)

Edited by kylania

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Just to clarify, are we free to use script_macros_common.hpp in our own functions? And if so, what would the include line be for that?

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Is the message in the upper right corner really necessary?

Sure is, we dropped the loading screen for technical reasons, so the credits (can be used by any 3rd party), need to appear somewhere.

http://dev-heaven.net/projects/cca/wiki/Author_and_Credits_system

http://dev-heaven.net/news/490

Just to clarify, are we free to use script_macros_common.hpp in our own functions? And if so, what would the include line be for that?
Absolutely :yay:

See CBA, and ACE for examples.

http://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/entry/Addons/main/script_mod.hpp

http://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/entry/Addons/main/script_macros.hpp

http://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/entry/Addons/sys_blood/script_component.hpp

http://dev-heaven.net/projects/ace-mod2/repository/revisions/develop/entry/Addons/sys_blood/XEH_preClientInit.sqf

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Sorry I didn't explain that one too well - I meant in mission development, not inside an addon. Just to use some of the time-savers inside functions. (PARAMS3, PUSH etc.)

I seem to have got it working with the following line, I was just wondering if doing things this way will mess with anything important.

#include "\x\cba\addons\main\script_macros_common.hpp"

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