# CBA: Community Base Addons for A2, OA and CO

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On page 48 is the latest release, available for casual download if you wants it.

Please remove the (old) readme quote so people don't get even more confused, thanks.

---------- Post added at 09:56 ---------- Previous post was at 09:53 ----------

I'll quote it again since it's lost in the past pages..

The latest 1.0.0pre build is now also up on Six Updater and signed! Updated the ticket with casual download incl signatures as well.

You can now use SU to use the latest CBA, on any of the supported game families and editions!

Please take note of the new, somewhat inversed, requirements:

• Also load @CBA_A2 if you have A2 Original content
• Also load @CBA_TOH if you have Take on Helicopters content

So for CO users: @CBA;@CBA_A2;@CBA_OA

For TOH Rearmed CO users: @CBA;@CBA_A2;@CBA_OA;@CBA_TOH

Be sure to update SU to v2.9.5pre30 or newer due to bug (https://dev-heaven.net/issues/30369), and make sure to Sync with SU portal after installing the update.

Full official release probably at the end of this week, after more testing.

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Hey Sickboy,

few questions for you, what exactly will the new version do for the game, I mean versus the previous version 0.8.3 178?

I dont really have any issues with the game as far as I understand , do i really need to update?

Lastly, just wondering why the CBA folder has been expanded to 3 now for Arma2CO?

Thank you for your work, and support.

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The new version supports the various game editions better (A2/OA/CO, TOH, TOH Rearmed(A2/OA/CO). UI inheritance and dik_codes.h includes and different locked script command behavior, see posts of past pages for more details),

removes various CfgPatches and CfgVehicles ghost classes that were existing before in A2 or OA Standalone incl wrong UI inheritance, and fixes several issues.

Review the changelogs and ticket/revision history on dev-heaven for details.

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Hi SB - Any chance you could update the first post with a link to the 'new' download for non Six Updater people (they have not yet seen the light!). I was trying to find it for Gunter earlier an it took a bit of digging to find it!

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Hi SB - Any chance you could update the first post with a link to the 'new' download for non Six Updater people (they have not yet seen the light!). I was trying to find it for Gunter earlier an it took a bit of digging to find it!

The first post will be updated once there's an official release, current available release is just a pre-release.

The announcement already being 3 pages back probably wasn't that helpful either though :) (But it's quoted again, few posts up)

Intention was to create a new official release yesterday but with all the servicing and reviewing opted issues, we'll be giving it probably another week :)

Edited by Sickboy

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Thanks for the reposted info. I appreciate all of the hard work you guys do for the community (including reposting info for people who don't read backwards all the time)!

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there is a new release i think :D

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Thanks guys for the new release - CBA is awesome.

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Is there an updated server key available for 179?

Thanks,

-e

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there is a new release i think :D

You always speak in code?

Edited by Sickboy

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Is there an updated server key available for 179?

Thanks,

-e

There is no 'updated key' for b179. There's a 179 key in the package released several pages back and available on the download at Six Updater.

The key is also used for b180. But there's 3 keys in total, one for cba_a2 and one for cba_oa too.

You can always find the latest keys at: http://stats.six-updater.net/mods

Edited by Sickboy

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Hi after i installed the last version of cba, i get an error meesage " Addon 'ACE_Main' requires 'CBA_XEH' " i have played with ace and cba for a long time and have never hat any problems like this?? I have tried reinstalling 3 times and still the same error message, i have also installed in an other machine, where i get the same error message??

Any solutions??

my mod list is like this: -mod=@CBA;@ACE;@ACEX;@ACEX_RU;@ACEX_USNavy;@ACEX_SM

Im using Combined operations

Thanks!

Robert

Edited by Sixt

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Any ideas why it says CBA_XEH is missing

Combined ops server rpt

=====================================================================

== C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe

== "C:\Program Files\Bohemia Interactive\ArmA 2\Expansion\beta\arma2oa.exe" -server -config=Server.cfg -mod=@CBA;@CBA_A2;@CBA_OA

-nosplash

=====================================================================

Exe timestamp: 2012/05/13 19:55:43

Current time: 2012/05/15 06:58:57

Version 1.60.92612

EDIT

The problem was I am a plonker :j:

I seemed to have had an older vertion of @CBA

Updated with six and all sorted

Edited by Telson_VBAU

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I've read the readme but just confirming, for Combined Operations now we need @CBA, @CBA_OA and @CBA_A2?

Thanks!

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I've read the readme but just confirming, for Combined Operations now we need @CBA, @CBA_OA and @CBA_A2?

Thanks!

Confirmed.

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Confirmed.

Thank you very much! ;)

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huh? how comes.. i don't get it.

If you use ArmA 2: Combined Operations, that's all you need - load just the @CBA mod folder.

If you have only Operation Arrowhead without ArmA 2 original, you are required to also use @CBA_OA mod folder.

If you have only ArmA 2 (Standalone, original), you are required to also use @CBA_A2 mod folder.

out of that info here (1st post) and in the latest readme... all I need for Arma2 Combined Ops is the one @CBA folder. Nothing more right?

why would I load all three?

i have the server and the client running on @cba only just fine.

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huh? how comes.. i don't get it.

If you use ArmA 2: Combined Operations, that's all you need - load just the @CBA mod folder.

If you have only Operation Arrowhead without ArmA 2 original, you are required to also use @CBA_OA mod folder.

If you have only ArmA 2 (Standalone, original), you are required to also use @CBA_A2 mod folder.

out of that info here (1st post) and in the latest readme... all I need for Arma2 Combined Ops is the one @CBA folder. Nothing more right?

why would I load all three?

i have the server and the client running on @cba only just fine.

Yes, if you are running earlier builds you have no problem with only @CBA.

I've updated our server with last version and it gives an error if loading only @CBA. All 3 folders are OK.

I'm curious why that change was made tho lol

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huh? how comes.. i don't get it.

If you use ArmA 2: Combined Operations, that's all you need - load just the @CBA mod folder.

If you have only Operation Arrowhead without ArmA 2 original, you are required to also use @CBA_OA mod folder.

If you have only ArmA 2 (Standalone, original), you are required to also use @CBA_A2 mod folder.

out of that info here (1st post) and in the latest readme... all I need for Arma2 Combined Ops is the one @CBA folder. Nothing more right?

why would I load all three?

i have the server and the client running on @cba only just fine.

The very latest version of CBA (the one from Six Updater) has changed to be more modular (to assist with the support of ToH and ToH:ReArmed). If you are using THIS version then you need all three for Combined Ops. If the server you are trying to join has the OLD version, then you need to continue to use the same version as the server (probably just @CBA linked from the 1st post).

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Unless I'm mistaken, the very latest version of CBA is not yet an official release right?

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Unless I'm mistaken, the very latest version of CBA is not yet an official release right?

Technically it's not, but if you have Six Updater then it is the default download for CBA. Sickboy said that the front page would be updated when it is official. If you have SU though, it is defacto official!

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Hello guys. Got problems getting CBA to run on my server. Well I guess its running but every attempt to connect to it was a no go. I get kicked from the server with this message

I have tried both, the latest CBA from Six and latest stable 0.8.3 from dev.heaven, but none works. My server is http://forums.bistudio.com/showthread.php?133828-ARMA-2-Operation-Arrowhead-Linux-Server-beta-1-60-92364 all addons were uploaded from my PC and are equal on server. Checked keys and they are fine too, all files were converted to lowercase with tollower script.

I am trying to start with domination ACE takistan and Im starting server with original script provided by BIS with edited startup parameters.

!/bin/bash
#
# armaserver: ArmA 2 Linux Dedicated Server Control Script
#  (c) 2010 BIStudio
#  ArmA 2 binary version must be 1.04 or later
#

#=======================================================================
#========               CONFIGURATION PARAMETERS                ========
#======== MUST BE EDITED MANUALLY TO FIT YOUR SYSTEM PARAMETERS ========
#=======================================================================
ARMA_DIR=/home/*******/arma2/*******
CONFIG=******.cfg
PORT=2302
PIDFILE=${ARMA_DIR}/${PORT}.pid
RUNFILE=${ARMA_DIR}/${PORT}.run
LOGFILE=${ARMA_DIR}/log.${PORT}.txt
SERVER=${ARMA_DIR}/server OTHERPARAMS=-cpucount=4 OTHERPARAMS=-mod=@cba\;@ace\;@acex\;@acex_ru\;@acex_usnavy\;@acre #======================================================================= ulimit -c 1000000  This part of arma2oaserver script is edited the rest is original. **** part is edited on purpose. server.cfg contains the following // // server.cfg // // comments are written with "//" in front of them. // GLOBAL SETTINGS hostname = "MY SERVERNAME HERE"; // The name of the server that shall be displayed in the public server list password = ""; // Password for joining, eg connecting to the server passwordAdmin = "*************"; // Password to become server admin. When you're in Arma MP and connected to the server, type '#login xyz' //reportingIP = "armedass.master.gamespy.com"; // For ArmA1 publicly list your server on GameSpy. Leave empty for private servers //reportingIP = "arma2pc.master.gamespy.com"; // For ArmA2 publicly list your server on GameSpy. Leave empty for private servers reportingIP = "arma2oapc.master.gamespy.com"; // For Arma2: Operation Arrowhead logFile = "server_console.log"; // Tells ArmA-server where the logfile should go and what it should be called // WELCOME MESSAGE ("message of the day") // It can be several lines, separated by comma // Empty messages "" will not be displayed at all but are only for increasing the interval motd[] = { "", "", "******************************", "******************************", "", "", "******************************", "******************************", "******************************", "" }; motdInterval = 5; // Time interval (in seconds) between each message // JOINING RULES //checkfiles[] = {}; // Outdated. maxPlayers = 40; // Maximum amount of players. Civilians and watchers, beholder, bystanders and so on also count as player. kickDuplicate = 1; // Each ArmA version has its own ID. If kickDuplicate is set to 1, a player will be kicked when he joins a server where$
verifySignatures = 1;                                   // Verifies .pbos against .bisign files. Valid values 0 (disabled), 1 (prefer v2 sigs but accept v1 too) and 2 (only v2 $equalModRequired = 0; // Outdated. If set to 1, player has to use exactly the same -mod= startup parameter as the server. requiredBuild = 90242; // Require clients joining to have at least build 12345 of game, preventing obsolete clients to connect // VOTING voteMissionPlayers = 0; // Tells the server how many people must connect so that it displays the mission selection screen. voteThreshold = 1.1; // 33% or more players need to vote for something, for example an admin or a new map, to become effective // INGAME SETTINGS disableVoN = 0; // If set to 1, Voice over Net will not be available vonCodecQuality = 10; // Quality from 1 to 10 persistent = 1; // If 1, missions still run on even after the last player disconnected. timeStampFormat = "short"; // Set the timestamp format used on each report line in server-side RPT file. Possible values are "none" (default),"shor$
BattlEye = 1;                                           // Server to use BattlEye system

// SCRIPTING ISSUES
onUserConnected = "";                                   //
onUserDisconnected = "";                                //
doubleIdDetected = "";                                  //
//regularCheck = "{}";                                  //  Server checks files from time to time by hashing them and comparing the hash to the hash values of the clients. Caus\$

// SIGNATURE VERIFICATION
onUnsignedData = "kick (_this select 0)";               // unsigned data detected
onHackedData = "ban (_this select 0)";                  // tampering of the signature detected
onDifferentData = "";                                   // data with a valid signature, but different version than the one present on server detected

// MISSIONS CYCLE (see below)
class Missions
{
class domination_2_60zc_west_ace_oa_takistan
{
template = "co@30_domination_2_60zc_west_ace_oa.takistan";
difficulty = "regular";
};
};

arma2oa.cfg contains the following

language="English";
3D_Performance=1;
Resolution_Bpp=32;
Windowed=0;
MaxMsgSend=1024;
MaxSizeGuaranteed=1024;
MaxSizeNonguaranteed=64;
MinBandwidth=1000000;
MaxBandwidth=2147483647;
MinErrorToSend=0.0040000002;
MinErrorToSendNear=0.0099999998;
MaxCustomFileSize=163840;


player.arma2oa.profile contains the following

version=1;
blood=1;
viewDistance=1600;
terrainGrid=10;
singleVoice=0;
gamma=1;
brightness=1;
difficulty="veteran";
difficultymp="veteran";
soundEnableEAX=1;
soundEnableHW=0;
class Difficulties
{
class Recruit
{
class Flags
{
3rdPersonView=1;
armor=1;
autoAim=0;
autoGuideAT=1;
autoSpot=1;
cameraShake=0;
clockIndicator=1;
deathMessages=1;
enemyTag=0;
friendlyTag=1;
hud=1;
hudGroupInfo=1;
hudPerm=1;
hudWp=1;
hudWpPerm=1;
map=1;
netStats=1;
tracers=1;
ultraAI=0;
unlimitedSaves=1;
vonID=1;
weaponCursor=1;
};
skillFriendly=1;
precisionFriendly=1;
skillEnemy=0.55000001;
precisionEnemy=0.30000001;
};
class Regular
{
class Flags
{
3rdPersonView=1;
armor=1;
autoAim=0;
autoGuideAT=1;
autoSpot=1;
cameraShake=1;
clockIndicator=1;
deathMessages=1;
enemyTag=0;
friendlyTag=1;
hud=1;
hudGroupInfo=1;
hudPerm=1;
hudWp=1;
hudWpPerm=1;
map=1;
netStats=1;
tracers=1;
ultraAI=0;
unlimitedSaves=1;
vonId=1;
weaponCursor=1;
};
skillFriendly=1;
precisionFriendly=1;
skillEnemy=0.69999999;
precisionEnemy=0.5;
};
class Veteran
{
class Flags
{
3rdPersonView=0;
armor=0;
autoAim=0;
autoGuideAT=0;
autoSpot=0;
cameraShake=1;
clockIndicator=0;
deathMessages=1;
enemyTag=0;
friendlyTag=0;
hud=1;
hudGroupInfo=0;
hudPerm=0;
hudWp=1;
hudWpPerm=0;
map=0;
netStats=1;
tracers=0;
ultraAI=0;
unlimitedSaves=0;
vonId=0;
weaponCursor=0;
};
skillFriendly=1;
precisionFriendly=1;
skillEnemy=0.89999998;
precisionEnemy=0.75;
};
class Mercenary
{
class Flags
{
3rdPersonView=0;
armor=0;
autoAim=0;
autoGuideAT=0;
autoSpot=0;
cameraShake=1;
clockIndicator=0;
deathMessages=0;
enemyTag=0;
friendlyTag=0;
hud=0;
hudGroupInfo=0;
hudPerm=0;
hudWp=0;
hudWpPerm=0;
map=0;
netStats=0;
tracers=0;
ultraAI=0;
unlimitedSaves=0;
vonID=0;
weaponCursor=0;
};
skillFriendly=1;
precisionFriendly=1;
skillEnemy=1;
precisionEnemy=1;
};
};
volumeCD=5;
volumeFX=5;
volumeSpeech=5;

ace_serverconfig.hpp contains the following

/*//////////////////////////////////////////////
//       ___       ______   ______     ___    //
//      /   |     / ____/  / ____/    |__ \   //
//     / /| |    / /      / __/       __/ /   //
//    / ___ |   / /___   / /___      / __/    //
//   /_/  |_|   \____/  /_____/     /____/    //
//                                            //
//                                            //
////////////////////////////////////////////////
//                                            //
//             SERVER CONFIG FILE             //
//                                            //
//////////////////////////////////////////////*/
/*//////////////////////////////////////////////
//      Save in UTF 8 / without BOM  ÃŽ          //
///////////////////////////////////////////////*/

class ace_server_settings {
// ** These are dedicated server settings. They do not affect singleplayer and hosted games.
// ** NOTE: pbo names don't always match config names of addons (as seen in cfgPatches).
//          Following settings need cfgPatches names to be used.
// ** NOTE: Avoid creating too long lists, as this will cause an error

// check if certain pbo's are missing on client and prevent client from playing if so
check_pbos = 0;

// verify that all relevant pbos shipped with ace are running on client
check_all_ace_pbos = 1;

//pbos to check. if check all ace pbos enabled, following pbos are added to the checklist, if not, only these pbos are checked
//example: checklist[] = { "ace_sys_stamina", "ace_anims_turn" };
checklist[] = {};

//if all ace pbos check is enabled, exclude following files from check
exclude_pbos[] = {};
};

// Uncomment and set to the level of version checking you prefer. -1 means all pieces. 0 means disabled. 1 means only major. 2 means major and minor... etc.
// #define VERSIONING_LEVEL -1

ACE_SERVERCONFIG_VER = 2; //DO NOT EDIT


I have no idea what am I doing wrong and Ive triple checked that all file are identical > my pc = server and still if I turn on CBA on client I cannot connect to server and get kicked as said above ( see image above )

WATCHDOG (31606): [Fri May 18 19:04:41 CEST 2012] Starting server (port 2302)...
19:04:50 Dedicated host created.
19:04:51 BattlEye Server: Initialized (v1.132)
19:04:51 Host identity created.



I tried finding rpt file on server but seems like it does not exist?

Edited by _MaSSive

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If you use latest cba from SU your startparameters have to look following:

-mod=@cba;@cba_a2;@cba_oa; ......

Also the needed serverkeys (included in cba dl) must be present in the "keys" folder on server side.

If you did that and you use the same cba version on client side all work fine. If not the bug is in front of your keyboard. ;)

regards

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CBA is on my last nerve I have been hearing complaints from others as well about how it throws errors all the time and now for some reason since the last ace update in which we had to update sixupdater.

My Operation Arrowhead will not launch without using Sixupdater, and I have to have at least one mod in a preset to launch it.

Its not just me Ive heard others and I have a friend that cannot launch his game anymore without using Sixupdater since the last update.

I seriously hope that these issues are fixed its very irritating.

I posted a topic about this on the 17th I really hope this had been fixed. Sometimes we dont want to launch with mods at all for various reasons,and to wait for Sixupdater every time I just want to play the Default game is very aggravating.