granQ 293 Posted May 16, 2013 I have a problem with CBA as a addonmarker. What I done is a reskinn of the Off-road to a UN vehicle, now this works perfectly. I just disabled the eventhandlers from bis (that had one init for the random textures). But with extended eventhandlers, I do get random textures, which isn't what I want. My code: // Vehicles class c_offroad; class sfp_un_offroad: c_offroad { displayname="Offroad (UN)"; scope = 2; crew = "sfp_m90w_un_rifleman_ak5"; side = 1; faction = "sfp_swe_2015"; hiddenSelections[] = {"camo","camo2"}; hiddenSelectionsTextures[] = {"\sfp_retextures\data\offroad\offroad_ext_un_co.paa","\sfp_retextures\data\offroad\offroad_ext_un_co.paa"}; class EventHandlers { }; }; So please, can you "not force" your addon over mine? Share this post Link to post Share on other sites
sickboy 13 Posted May 16, 2013 (edited) I have a problem with CBA as a addonmarker.What I done is a reskinn of the Off-road to a UN vehicle, now this works perfectly. I just disabled the eventhandlers from bis (that had one init for the random textures). But with extended eventhandlers, I do get random textures, which isn't what I want. My code: So please, can you "not force" your addon over mine? We'll investigate if we can somehow deal with this by design,so far i'm afraid it is not technically feasable due to the nature of the component and engine limitations. Although on the account of BIS defined texture init events we could make an exception by default so that these never apply to subclasses unless explicitly defined. A workaround could be to add to config.cpp: class Extended_Init_EventHandlers { class sfp_un_offroad { SLX_BIS = ""; }; }; Edited May 16, 2013 by Sickboy Share this post Link to post Share on other sites
galzohar 31 Posted May 16, 2013 Play withSIX seems to insist running CBA_CO, even when CBA_A2 and CBA_OA are the mods specifically listed in the yml, but it doesn't update/run the OA beta - I get an error for missing the CCP when we try to run the game with CBA_CO. Any chance to have Play withSIX correctly detect the correct CBAs needed? Share this post Link to post Share on other sites
sickboy 13 Posted May 17, 2013 For issues/questions about PwS please refer to http://getsatisfaction.withsix.com Share this post Link to post Share on other sites
Simas 12 Posted May 23, 2013 (edited) I would like to report a bug. When running @CBA_A3 mod - the forced functions (forced=1) in cfgFunctions are executed twice. Grab this simple addon: https://www.dropbox.com/s/gn72ay6v3lmzy3e/%40TEST.zip Make sure you are running Arma 3 without the -world=empty. With -mod=@CBA_A3;@TEST you will see two systemChat entries when launching the game (during the intro/menu mission) With -mod=@TEST you will see one entry I haven't tested if this is just the case with cfgFunctions defined in addons or it actually affects the BIS functions. Here is a list of BIS functions that are forced: BIS_fnc_feedbackMain (FSM) BIS_fnc_missionFlow (FSM) BIS_fnc_missionDebug BIS_fnc_missionHandlers BIS_fnc_initMultiplayer BIS_fnc_initRespawn The addon is quite simple: Config.cpp class CfgPatches { class TEST { units[] = {}; weapons[] = {}; requiredVersion = 0.5; requiredAddons[] = {}; }; }; // Function definitions class CfgFunctions { class TEST { tag = "TEST"; file = "\Test"; class Test { class init { description = "Forced test function."; headerType = -1; forced = 1; }; }; }; }; fn_init.sqf systemChat ("TEST:init"); diag_log ("TEST:init"); Edit: Running the @CBA_A3 beta3. Edited May 23, 2013 by simast Share this post Link to post Share on other sites
CubicVirtuoso 10 Posted May 23, 2013 Can you update the first post with Beta 3 information? I think a few people will just read the first post to try to grab the latest version. Share this post Link to post Share on other sites
lordprimate 159 Posted May 26, 2013 Any way to get the proper Sigs and Keys.... Someone else tried to provide them but they are not the Original mod maker and cannot distribute the fix... Can you as the mod maker please add the correct Signatures and bikeys... Thanks And considering someone else was able to do it I imagine that the OG should take less time to Fix it since its their mod... IE: the bulk of the work is done we just need working Signatures and Bikeys.... Share this post Link to post Share on other sites
kremator 1065 Posted May 26, 2013 And HOW DARE THEY do a fix when they are not the author ! Jesus some people around here are so arrogant. You have gone down in my estimation Lordprimate! Share this post Link to post Share on other sites
.kju 3245 Posted May 27, 2013 Kremator clam down.. To create key and sign files for other people's is fine. Even to repack addons is fine everywhere except inside this forum for some non meaningful reasons. If they would enforce this rule to the letter, most hosts like armaholic, armabase, PwS would not be able to mirror any files. Share this post Link to post Share on other sites
kremator 1065 Posted May 27, 2013 Ok I am now clam :) Share this post Link to post Share on other sites
dmarkwick 261 Posted May 27, 2013 Ok I am now clam :) Share this post Link to post Share on other sites
metalcraze 290 Posted May 27, 2013 Since BIS claimed that lazy evaluation is back to ArmA3 for some time in the corresponding ticket can we get related CBA update? Share this post Link to post Share on other sites
vipermaul 246 Posted May 30, 2013 (edited) Since BIS claimed that lazy evaluation is back to ArmA3 for some time in the corresponding ticket can we get related CBA update? The good thing is Xeno has already finished the code in OA. The merge to A3 followed by internal tests is in progress by members of the CBA team in between real life and new computer setups. You can follow the progress here. https://dev-heaven.net/issues/71881 Thanks in advance for your patience. Edited May 30, 2013 by ViperMaul Share this post Link to post Share on other sites
fragmachine 12 Posted June 14, 2013 There is bug that exist with CBA A3 - Fireplace (Fire) won't be lighted on start of the mission if theres no: this inflame true - in the init line. http://feedback.arma3.com/view.php?id=5770#bugnotes Share this post Link to post Share on other sites
chrispottsov1987 1 Posted June 15, 2013 I am wondering if CBA_A3 still works since the 0.6 update on amra 3. I ask because I can not get the mod I want to run on my server. And found this in the rpt file. versioning - cba_main - Not running! (Machine: B Alpha 1-1:1 (Chrispottsov1987) (Chrispottsov1987)) Not sure if this is because I was not running CBA on the client, which I was not, as I was ensured this was a server side mod only and would require NO one joining to run any mods. CBA or the ServerSkill mod in question. Not sure about rules on linking topics on here, but as its not on a competitors site I think I should be ok. Sorry if this violates any forum rules. http://forums.bistudio.com/showthread.php?152393-zeu_ServerSkill-(Serverside-AI-skill-setting-addon-with-userconfig-configuration) Share this post Link to post Share on other sites
killswitch 19 Posted June 16, 2013 There is bug that exist with CBA A3 - Fireplace (Fire) won't be lighted on start of the mission if theres no: this inflame true - in the init line.http://feedback.arma3.com/view.php?id=5770#bugnotes This problem has been identified and fixed. Thanks for the report (although it should not have been reported to the BIS A3 feedback, since it was a problem with CBA) :) Share this post Link to post Share on other sites
bigpickle 0 Posted June 17, 2013 (edited) NM. went to six for download Edited June 17, 2013 by Bigpickle Share this post Link to post Share on other sites
metalcraze 290 Posted June 21, 2013 CBA_A3 breaks current dev branch update which is A3 Beta. So chances are - same will happen to "stable" release on tuesday. Bugs are: all lines in official missions are repeated twice and use side channel (instead of vehicle channel too, like in vanilla) In "night" showcase instead of being placed correctly on the boat you are placed almost under it with lots of clipping. One dialogue also enters endless loop further in the mission. Share this post Link to post Share on other sites
gliptal 25 Posted June 21, 2013 The twice repeated radio messages bug has been here for quite a while now: a real shame, since I will probably stop using CBA to enjoy the new Beta content... :( Yay! Share this post Link to post Share on other sites
sqb-sma 66 Posted June 22, 2013 CBA_A3 breaks current dev branch update which is A3 Beta. So chances are - same will happen to "stable" release on tuesday.Bugs are: all lines in official missions are repeated twice and use side channel (instead of vehicle channel too, like in vanilla) In "night" showcase instead of being placed correctly on the boat you are placed almost under it with lots of clipping. One dialogue also enters endless loop further in the mission. Can confirm this, CBA leads to double up of some objects, radio messages and scripts. With the boat two boats with drivers spawn in the same place, with you on the bottom one. The radio messages double up and eventually all events fail, explosions no longer progress the night mission and the last two radio messages repeat indefinitely. CBA reliant mods also seem to fail, VTS weapon resting does, which is my main concern. That mod is a must have. Share this post Link to post Share on other sites
gliptal 25 Posted June 22, 2013 Yes, it has been confirmed by Outlawled, the Mag Repack Mod creator, that scritps do not get loaded correctly by CBA, thus ALL CBA-related Mods do not work anymore with the new Beta: I think the problem might be CBA.I tested my mod, which uses CBA's Extended Post-Init EventHandlers to run the Mag Repack scripts initially, and it didn't work, so I tested my scripts by themselves, calling them from a mission script, and they worked fine. Yay! Share this post Link to post Share on other sites
aeroson 8 Posted June 22, 2013 (edited) Seems like some kind of the XEH doesnt work (post?), but this one does: class Extended_PreInit_EventHandlers { XXX_init = "[] execVM 'XXX\init.sqf'"; }; Edited June 22, 2013 by aeroson Share this post Link to post Share on other sites
pawelkpl 29 Posted June 22, 2013 Any news about updated CBA ? Share this post Link to post Share on other sites
memphisbelle 99 Posted June 22, 2013 Any news about updated CBA ? may be we shall wait until 25th of june and beyond...just a guess Share this post Link to post Share on other sites
bad benson 1733 Posted June 22, 2013 Seems like some kind of the XEH doesnt work (post?), but this one does: class Extended_PreInit_EventHandlers { XXX_init = "[] execVM 'XXX\init.sqf'"; }; that's good to hear. i was worried for a second. i'm relying on XEH a lot these days. Share this post Link to post Share on other sites