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CBA: Community Base Addons for A2, OA and CO

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Yes if i put that in a trigger or init line of the unit it reports type script, expected nothing.

I don't understand how i'm supposed to use it, for me it would make sense to use the call command instead of spawn.

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Use a dummy variable like so:

dummy = [someGroup] spawn CBA_fnc_searchNearby;

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hummm should i put a handler there?

---------- Post added at 04:50 PM ---------- Previous post was at 04:49 PM ----------

ah ok

lol

my bad thanks sickboy

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Not sure what you mean.

For generic scripting assistance perhaps write a thread in the Editing section with an overview of what you want to achieve.

Update; oh ok :)

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I have not tested yet, but do you use v2 signatures?

I want to move over to v2 on my dedicated servers, but this is depending on the addons.

And is 0.7.5 a long way to be finished?

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Dev releases on SU already have v2 yep.

RC4 will be out tomorrow, hopefully turning into Stable.

~300 byte signs is v1, and ~500 byte signs is v2.

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Latest CBA stable build is available with the just released ACE 1.11 Stable; http://forums.bistudio.com/showthread.php?t=122193

The build is equal to the ongoing development build available on Six Updater.

(Changelog @ http://stats.six-updater.net/mods/changelog/973db6b6-a754-11de-b50f-0021855d3b6d)

Official CBA package will soon follow, but content is equal.

Edited by Sickboy

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Brilliant!

Been waiting months for this to go stable.

Anyone got a direct download? e.g. devheaven, Armaholic, Armed Assault, etc.

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Yea took a while, wanted to release previous versions but everytime we came across some important fixes/changes that needed to be included :)

As said, it's available with ACE 1.11; http://ace.dev-heaven.net/wagn/ACE_1_11#Downloads and on Six Updater (CBA_OA and A2 haven't changed),

until the official CBA package is ready, later today / tomorrow.

Edited by Sickboy

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CBA v0.7.6 officially released!

http://dev-heaven.net/news/622

Note: This version is equal to the version released with ACE 1.11 Stable (CBA was wrongly tagged 0.7.5 instead of 0.7.6),

in addition this release contains official CBA_0-7-6 bikey and bisigns.

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Thanks and congratz :)

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Hi - quick question on the CBA_fnc_addPlayerAction command...

If I call addaction using a regular add action...

ammoBoxAction = _target addAction ["Drop Ammo", "JedScripts\dropAmmoBox.sqf"];

Then, in the called script (dropAmmoBox.sqf) I have target, caller, ID and arguments available to me using _this select 0 etc. I need to know some of these values in my called script.

If I make the same call but using CBA_fnc_addPlayerAction...

ammoBoxAction = [["Drop Ammo", "JedScripts\dropAmmoBox.sqf"]] call CBA_fnc_addPlayerAction;

Are any values passed to my SQF by the CBA function? The docs don't mention that any are passed, but then again they don't say that none are!

I was looking for a smart way of avoiding having to set up Actions after a re-spawn in a multiplayer mission I am building at the moment. But I really need to know the target, caller and ID of the action in some of the actions I am setting up.

Cheers in advance...

EDIT ----->

Ok, some quick hints and I have answered my own question. It seems the values are passed, however the _id is not the same as the id returned by the CBA function. Is this correct?

Edited by Jedra
Update to Question

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Works just the same Jedra:

actionIndex = [["List favorite things", "yummy.sqf", ["cookies","milk"]]] call CBA_fnc_addPlayerAction;

hint format["Obj: %1 User: %2 Act: %3 array: %4",_this select 0, _this select 1, _this select 2, _this select 3];

Result:

Obj: myunit User: myunit Act: 1 array: ["cookies","milk"]

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Works just the same Jedra:

actionIndex = [["List favorite things", "yummy.sqf", ["cookies","milk"]]] call CBA_fnc_addPlayerAction;

hint format["Obj: %1 User: %2 Act: %3 array: %4",_this select 0, _this select 1, _this select 2, _this select 3];

Result:

Cool thanks for the confirmation. I guess that the ID of the CBA function was never going to be the same as that passed through to the called code. I have it working now, so that's great.

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CBA v0.7.6 officially released!

http://dev-heaven.net/news/622

Note: This version is equal to the version released with ACE 1.11 Stable (CBA was wrongly tagged 0.7.5 instead of 0.7.6),

in addition this release contains official CBA_0-7-6 bikey and bisigns.

Thanks mate!

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Hi Sickboy

Could you explain to me what really happens if the server and some clients rund CBA, but lets say, 2 clients DON'T use CBA?

What does it do to missions and addons?

I just want to know if that "destroy" the missions we are playing?

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Shouldn't destroy the mission, but the users will just receive an informational message about the missing addon.

Only if you use addons/missions that require CBA network functionality, somethings might not work well for the users without it.

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ok, so it's ONLY going to affect those that don't have CBA loaded and not all others?

I'm I correct?

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Yep. And only if there is CBA network functionality required by used mission/addons.

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