simjedi 10 Posted March 26, 2013 (edited) I'm getting these 2 errors when trying to load the latest version. The one on top is what I get before the game starts and the other at the main menu. I have the non-dev branch with the latest update. Nevermind I had the wrong version downloaded.....:o Edited March 26, 2013 by SIMJEDI Share this post Link to post Share on other sites
Prodavec 10 Posted March 26, 2013 (edited) I need CBA functionality (just XEH) for my addon designed for server side only. How do I disable "You are missing the following mod: %1" message on clients without editing CBA? I just only need Extended_postInit_EventHandlers class to be used with serverInit field. nvm. lol. CBA_display_ingame_warnings = false; PS Doesn't work, clients still get message about missing cba_main right after the briefing screen. class CfgPatches { class MyAddon { units[] = { }; weapons[] = { }; requiredVersion = 0.100000; author = "Prodavec"; version = "1.0"; requiredAddons[] = {"Extended_EventHandlers"}; }; }; class Extended_preInit_EventHandlers { class MyAddon { serverInit = "CBA_display_ingame_warnings = false; publicVariable 'CBA_display_ingame_warnings';"; }; }; class Extended_postInit_Eventhandlers { class MyAddon { serverInit = "execVM 'MyServerStuff.sqf';"; }; }; CBA_display_ingame_warnings is actually FALSE, checked with DevCon on client and server sides. What's wrong here? hm? _str = 'if(isServer)exitWith{};0 = objNull spawn { sleep 1; sleep 1; _func={GVAR(mismatch)=[format["%2 (%1)",name player, player],_this];publicVariable QUOTE(GVAR(mismatch));_this spawn{_t=format["You are missing the following mod: %1",_this];diag_log text _t;sleep 2;player globalChat _t}};'; So it seems it's not possible with no editing cba_versioning.pbo/XEH_postInitServer.sqf because CBA_display_ingame_warnings blocks global messages only: FUNC(handleMismatch) = { PARAMS_2(_machine,_mod); [format["%1 - Not running! (Machine: %2)", _mod, _machine], QUOTE(COMPONENT), [CBA_display_ingame_warnings, true, true]] call CBA_fnc_debug; }; Should be something like that with new variable CBA_display_ingame_warnings_local: _str = 'if(isServer)exitWith{};0 = objNull spawn { sleep 1; sleep 1; _func={GVAR(mismatch)=[format["%2 (%1)",name player, player],_this];publicVariable QUOTE(GVAR(mismatch));_this spawn{_t=format["You are missing the following mod: %1",_this];diag_log text _t;sleep 2; if (isNil "CBA_display_ingame_warnings_local") then {CBA_display_ingame_warnings_local = true;}; if (CBA_display_ingame_warnings_local) then {player globalChat _t};};};'; at Init if (isServer) then { CBA_display_ingame_warnings = false; publicVariable "CBA_display_ingame_warnings"; CBA_display_ingame_warnings_local = false; publicVariable "CBA_display_ingame_warnings_local"; }; Edited March 26, 2013 by Prodavec Share this post Link to post Share on other sites
sickboy 13 Posted March 26, 2013 Actually the fnc_debug passes along the log type parameters to the clients, including the CBA_display_ingame_warnings value which should be false on the server, due to your preinit handler. PublicVariable should not be necessary. Could you please confirm the preinit bit is executed on the server? e.g with a diag_log 'I R PREINIT'; ---------- Post added at 19:58 ---------- Previous post was at 19:53 ---------- However I think I see what the problem is, there's an explicit player globalChat message in there, locally executed on the client with mismatch, not relevant to the fnc_debug, will get back to you for a solution Share this post Link to post Share on other sites
Prodavec 10 Posted March 26, 2013 Could you please confirm the preinit bit is executed on the server? e.g with a diag_log 'I R PREINIT'; It works well. I checked it with diag_log before I began to post my second part of the message. there's an explicit player globalChat message in there, locally executed on the client with mismatch, not relevant to the fnc_debug Exactly! This is the root of the problem. Also I checked Init EH: class Extended_preInit_EventHandlers { class MyAddon { serverInit = "diag_log 'preInit on server side';"; }; }; class Extended_Init_EventHandlers { class MyAddon { serverInit = "diag_log 'Init on server side';"; }; }; class Extended_postInit_Eventhandlers { class MyAddon { serverInit = "diag_log 'postInit on server side';"; }; }; And I got two messages only: [5010,156.347,0,"XEH: PreInit Started. v1.0.0.190. MISSINIT: missionName=TestInitCommands, worldName=Stratis, isMultiplayer=true, isServer=true, isDedicated=true"]"preInit on server side" [5010,156.712,0,"XEH: PreInit Finished. CACHE DISABLED? (Disable caching with cba_cache_disable.pbo): SLX_XEH_RECOMPILE=false, CBA_COMPILE_RECOMPILE=false, CBA_FUNC_RECOMPILE=false"] bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMtacSlowWpstDf.InterpolateTo: Bad move AovrPknlMstpSlowWpstDf bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMtacSlowWpstDf.InterpolateTo: Bad move AmovPknlMevaSlowWpstDf bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMtacSlowWpstDfl.InterpolateTo: Bad move AmovPknlMevaSlowWpstDfl bin\config.bin/CfgMovesMaleSdr/States/AmovPknlMtacSlowWpstDfr.InterpolateTo: Bad move AmovPknlMevaSlowWpstDfr String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge0 not found String STR_A3_cfgVehicles_FxCartridge_Small0 not found String STR_A3_cfgVehicles_FxCartridge_Small0 not found Speaker Male01_F not found in CfgVoiceTypes [5220,179.735,0,"XEH: PostInit Started"] "postInit on server side" [5220,179.774,0,"CBA_VERSIONING: cba=1.0.0.190, cba_a3=1.0.0.6, "] [5220,179.803,0,"XEH: PostInit Finished. State: _isClient=false, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=true, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=0, _sessionId=1, _level=0, _timeOut=false, _game=3, BIS_functions=L Alpha 1-1:1, group=L Alpha 1-1"] Share this post Link to post Share on other sites
nikita320106 0 Posted March 27, 2013 must confirm that bug with double radio speach(post 100 here 1 page back) sorry no link - too much"smart"phone) not only double radio speach but sometimes mission has to break without task or waypoints updating for confirming this I don't use any other addons instead cba sorry my bad engliz) Share this post Link to post Share on other sites
upyonder999 1 Posted March 28, 2013 I submitted the following bug report thinking it was a problem with the Arma 3 code. I've since learned from poster Guess Who that this is a know limitation of the CBA mod. Is it possible to fix this or provide some sort of workaround? I did try it with the latest release of CBA last night and the problem is still there. Thanks. The following issue has been CLOSED ====================================================================== http://feedback.arma3.com/view.php?id=6082 ====================================================================== Reported By: UpYonder999 Assigned To: ====================================================================== Project: Arma 3 Alpha Issue ID: 6082 Category: Modding Reproducibility: random Severity: minor Priority: normal Status: closed Game Version: Arma 3 Alpha Resolution: open Fixed in Version: ====================================================================== Date Submitted: 2013-03-26 14:49 CET Last Modified: 2013-03-27 10:04 CET ====================================================================== Summary: Sometimes addons/mods don't work when I start a game. Description: I use two addons a lot. FAStance http://www.armaholic.com/page.php?id=19017 and ShackTac Fireteam HUD http://www.armaholic.com/page.php?id=18949 Sometimes they don't work when I load a mission in multiplayer LAN, where I play singleplayer missions. After I am killed in the mission and respawn they will usually start working. BTW, I think FA Stance should be a feature of the game that BIS supplies. It is very difficult to keep track of what stance you are in without it. In real life this is never the case. Steps to Reproduce: Install these two addons and play a multiplayer LAN mission. ====================================================================== ---------------------------------------------------------------------- (0015532) Deadfast (moderator) - 2013-03-26 15:17 http://feedback.arma3.com/view.php?id=6082#c15532 ---------------------------------------------------------------------- This sounds like an issue with the addons themselves, I suggest you contact their authors. To elaborate, dialogs and resources are not written into a game save. Neither are variables that contain references to UI elements and scripts that contain the <i>disableSerialization</i> keyword. Addons that introduce UI elements have to cater for this behavior. ---------------------------------------------------------------------- (0015548) UpYonder999 (reporter) - 2013-03-26 15:45 http://feedback.arma3.com/view.php?id=6082#c15548 ---------------------------------------------------------------------- Thanks for your reply, you would know better than me. I will contact the authors of the addons about this. However, one thing I should have mentioned in my report is that when the addons don't work, all of them don't work. It's not that some work and some don't, all the addons stop working at the same time. When I respawn and they work again, all of them are working again. This makes me wonder if it has something to do with BIS code, but I'm not a programmer so I don't really know. Like I said, I will contact the authors of the addons I use. Thanks again. ---------------------------------------------------------------------- (0015868) DarkDruid (developer) - 2013-03-27 10:04 http://feedback.arma3.com/view.php?id=6082#c15868 ---------------------------------------------------------------------- Broken mod must be fixed by author. If there is something wrong on our side, author of mod can report bug with detailed info and we will look at it. Thanks. Closing. Issue History Date Modified Username Field Change ====================================================================== 2013-03-26 14:49 UpYonder999 New Issue 2013-03-26 15:17 Deadfast Note Added: 0015532 2013-03-26 15:45 UpYonder999 Note Added: 0015548 2013-03-27 10:04 DarkDruid Note Added: 0015868 2013-03-27 10:04 DarkDruid Status new => closed ====================================================================== Guess Who Staff Sergeant Join Date Jun 19 2009 Location Hamburg, Germany Posts 374 Seems to me that all your mods related to this bug are dependent on CBA. It's a known limitation of how these mods interact with CBA and how CBA interacts with the engine. The result is that neither FA_Stance, ST_hud nor ST_mapbrightnes and some others which bring new display/hud elements to ArmA will work with a loaded save game in single player. You may adress this issue to Sickboy and the crew behind CBA to develop a workaround though. http://forums.bistudio.com/showthread.php?148344-ShackTac-Fireteam-HUD-for-Arma-3/page5 Share this post Link to post Share on other sites
foffy 58 Posted March 30, 2013 I have a question, and it's a silly one. I've been tampering about with the ArmA II islands here and there, and with CBA I get messages about using ArmA II content and needing the CBA files for ArmA II. I can still tamper with it just fine, but this has led me to ask a very simple question; did CBA for ArmA III get updated to support legacy work more naturally without crashes, or is this some other type of snaffu? It would be crazy if it supported all of the ArmA II work in a playable fashion out of the box, but with ArmA III's new systems I doubt it's that easy. Surely the model/animation and attire systems make ArmA II stuff non-responsive in ArmA III to some extent. I still can't get over how I can get a better framerate in Chernarus on max in ArmA III than I can in II... Share this post Link to post Share on other sites
Richie 330 Posted April 2, 2013 Is there a way to turn off the in-game logging ? Any player who joins without using the CBA lists in-game for all players to see, I've tried disabling the System and Global channels but it still shows up. Share this post Link to post Share on other sites
Prodavec 10 Posted April 5, 2013 Richie http://forums.bistudio.com/showthread.php?147535-CBA-Community-Base-Addons-ARMA-3-Alpha&p=2355568&viewfull=1#post2355568 Share this post Link to post Share on other sites
sickboy 13 Posted April 5, 2013 For next build, hopefully available shortly, we've made the version check sensitive to the CBA_display_ingame_warnings variable, if you set it to false and publicvariable it from pre-init, the warnings should no longer be visible ingame. Share this post Link to post Share on other sites
dave317 0 Posted April 5, 2013 I also have the double radio speech bug with just CBA loaded. Is there any fix for it yet? Share this post Link to post Share on other sites
Two Dogs 12 Posted April 6, 2013 Any way to have CBA serverside without the server showing red for clients not running CBA? Share this post Link to post Share on other sites
WCG 1 Posted April 7, 2013 can someone explain what this is to me Thanks for asking (and thanks for Orion987 for replying), because there are 77 pages of comments in that Arma 2 thread, and I didn't want to wade through them all to try to find out what this is. :) Share this post Link to post Share on other sites
bhaz 0 Posted April 11, 2013 I'm running All in Arma with CBA_A3 (since I use ACRE and other mods which need it), but CBA is asking me to use _A2 and _OA at the beginning of each mission. Should I run the extra CBA's alongside or just ignore the message? Snip from my RPT file: [90213,1488.84,0,"XEH: PostInit Started"] [90213,1488.86,0,"CBA_VERSIONING: cba=1.0.0.190, cba_a3=1.0.0.6, "] [90213,1488.91,0,"XEH: PostInit Finished. State: _isClient=true, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=false, _playerCheckDone=true, _sp=true, _startInitDone=true, _postInitDone=true, _mpRespawn=false, _machineType=1, _sessionId=8, _level=0, _timeOut=false, _game=3, BIS_functions=L Alpha 1-1:1, group=L Alpha 1-1, player=B Alpha 1-1:1 (Bhaz), _playerType="USMC_Soldier_Pilot", _playerGroup=B Alpha 1-1, _playerVehicle=B Alpha 1-1:1 (Bhaz), _playerVehicleType="C130J""] Running A2 Content but missing @CBA_A2, please install and enable @CBA_A2, or disable A2 content Running OA Content but missing @CBA_OA, please install and enable @CBA_OA, or disable OA content WARNING: cba requires cba_a2_main (@CBA_A2) at version [1,0,0] (or higher). You have none. WARNING: cba requires cba_oa_main (@CBA_OA) at version [1,0,0] (or higher). You have none. I posted this over in the AiA thread and kju noted CBA isn't even required. link Share this post Link to post Share on other sites
cobra4v320 27 Posted April 16, 2013 I'm getting double task hints when using CBA_A3 that is on the first page of this thread. I have tested on the DEV Branch 0.55 and the alpha 0.54. Has anybody else seen this? Share this post Link to post Share on other sites
gliptal 25 Posted April 16, 2013 I'm getting double task hints when using CBA_A3 that is on the first page of this thread. I have tested on the DEV Branch 0.55 and the alpha 0.54. Has anybody else seen this?Yes, known bug!Yay! Share this post Link to post Share on other sites
MasterDon 10 Posted April 22, 2013 It's an essential, that's all I can say! Share this post Link to post Share on other sites
midwoods 10 Posted April 23, 2013 Couldn't agree more :) Great work! It's an essential, that's all I can say! Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 24, 2013 (edited) Anyone having issues since last update of A3 as server keep shutting down when running CBA ? If i take off CBA the server runs fine , put it back on and when you try and launch a mission ARMA crashes This is SERVER side not local presume it is the removal of latest processInitCommands Thanks Edited April 26, 2013 by psvialli Share this post Link to post Share on other sites
lordprimate 159 Posted April 27, 2013 Any chance of an update to work with the removal of the setVehicleINIT scripting commands.. I am getting several script errors from CBA since their removal. Share this post Link to post Share on other sites
wildw1ng 2 Posted April 27, 2013 that would be nice since ive got serveral addons running depending on cba Share this post Link to post Share on other sites
Rommel 2 Posted April 27, 2013 (edited) It appears the latest dev build has removed setVehicleInit... thereby completely breaking CBA for now. Edited April 27, 2013 by Rommel Share this post Link to post Share on other sites
Maxzy 12 Posted April 28, 2013 If I'm using more than one mod along with CBA my character starts to always leaning left and freelook stops working and it becomes like there's an infinite aiming dead-zone is on, but only for a vertical movement. Doesn't matter if addon actually requires CBA. If I'm using, lets say, just @sthud all works fine. But if I add @m107 - forementioned glitch appears. Also if I'm using @CBA with @m107 - fine. If I add @BaBe, for example, glitch appears again. Any suggestions? I'm using latest CBA and stable build. Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 28, 2013 It appears the latest dev build has removed setVehicleInit... thereby completely breaking CBA for now. Any ETA on the fix as all our missions require CBA and are now Broke :( Share this post Link to post Share on other sites