commy2 188 Posted July 12, 2016 Found the problem... Work-around is to disable file patching (remove -filePatching). Will be fixed together with the other issues of APEX (joint rails with new attachments) soon TM. 3 Share this post Link to post Share on other sites
Singh Aram 137 Posted July 12, 2016 Thanks a lot commy2 Share this post Link to post Share on other sites
Gudsawn 93 Posted July 12, 2016 Where can I find the documentation on CBA? I checked the GitHub but couldn't see any obvious mention of it. Edit: Nevermind, the sqf files themselves seem to self-documented. Share this post Link to post Share on other sites
SpartanSix 367 Posted July 12, 2016 well that's a pain, my servers are managed through TADST and you can't turn file patching off. Share this post Link to post Share on other sites
Vasily.B 529 Posted July 12, 2016 But with file patching disable ACe will have problems (as this uses the userconfig), same as asr_ai, TPW mods, Vcom_ai, WW_aimenu (can play without ai menu). Share this post Link to post Share on other sites
SpartanSix 367 Posted July 12, 2016 But with file patching disable ACe will have problems (as this uses the userconfig), same as asr_ai, TPW mods, Vcom_ai, WW_aimenu (can play without ai menu). and then there is that. Share this post Link to post Share on other sites
Vasily.B 529 Posted July 12, 2016 and then there is that. Well, is there someone playing with CBA alone? Share this post Link to post Share on other sites
R0adki11 3949 Posted July 12, 2016 Well, is there someone playing with CBA alone? I do sort of, use CBA with CUP. Don't use ACE or AI Mods as we play a different sort of PvP. Share this post Link to post Share on other sites
SpartanSix 367 Posted July 12, 2016 Well, is there someone playing with CBA alone? Not sure I follow you mate, I was saying that what you said is also a big issue along with my previously stated issue regarding my servers being managed by TADST, which doesn't allow you to turn off file patching. 2 Share this post Link to post Share on other sites
Vasily.B 529 Posted July 12, 2016 Not sure I follow you mate, I was saying that what you said is also a big issue along with my previously stated issue regarding my servers being managed by TADST, which doesn't allow you to turn off file patching. Ah, ok. Share this post Link to post Share on other sites
cyruz 103 Posted July 12, 2016 ACE doesn't use a userconfig file, the server uses something akin to a userconfig but that's a different story. 1 Share this post Link to post Share on other sites
commy2 188 Posted July 12, 2016 As I said: It will be fixed soon TM (have to figure out the best way to do it first). It's just a work-around for now. For those who don't need -filePatching Share this post Link to post Share on other sites
SpartanSix 367 Posted July 12, 2016 Okay here's another work around that was posted on CBA's github page. https://github.com/CBATeam/CBA_A3/issues/425 Create a folder in the userconfig folder called cba and create a empty settings.sqf file inside of it. 3 Share this post Link to post Share on other sites
Vasily.B 529 Posted July 12, 2016 Okay here's another work around that was posted on CBA's github page. https://github.com/CBATeam/CBA_A3/issues/425 Create a folder in the userconfig folder called cba and create a empty settings.sqf file inside of it. Old trick from A2, allways work, thanks! :) Share this post Link to post Share on other sites
Vasily.B 529 Posted July 12, 2016 ACE doesn't use a userconfig file, the server uses something akin to a userconfig but that's a different story. I got userconfigh and inside of it i got : // Example: class ACE_common_forceAllSettings { value = 0; typeName = "BOOL"; }; class ace_repair_engineerSetting_Repair { value = 0; typeName = "SCALAR"; }; Share this post Link to post Share on other sites
cyruz 103 Posted July 12, 2016 That is for server use only (I believe), not for client use. http://ace3mod.com/wiki/framework/settings-framework.html Share this post Link to post Share on other sites
jonpas 294 Posted July 12, 2016 I got userconfigh and inside of it i got : ACE's userconfig does not require file patching. Share this post Link to post Share on other sites
Vasily.B 529 Posted July 13, 2016 ACE's userconfig does not require file patching. Oh, thanks a lot. But still WW_Aimenu require.... Okay here's another work around that was posted on CBA's github page. https://github.com/CBATeam/CBA_A3/issues/425 Create a folder in the userconfig folder called cba and create a empty settings.sqf file inside of it. Tris trick do its job, thanks for responses anyway :) Share this post Link to post Share on other sites
vipermaul 246 Posted July 13, 2016 CBA v3.0.0 Released This release brings full compatibility with Arma 3 v1.62, including Joint Rails for the new weapons and optics as well as XEH compatibility with new assets from the APEX expansion. NOTE Due to critical files not being present in Arma versions before v1.62, this version no longer supports the v1.54 Linux/MacOS ports. Use CBA_A3 v2.5.0 instead. This does not mean that you have to have bought the Tanoa DLC to use CBA_A3 however. CHANGE LOG SUMMARY: ADDED: Joint Rails compatibility with new weapons and optics from Tanoa DLC (#388) robalo CHANGED: Fire Teams no longer have to be synched by CBA (#424, #430) PabstMirror FIXED: XEH compatibility with new assets (#399) commy2 FIXED: Error Message / Server crash Script userconfig\cba\settings.sqf not found (#425, #426, #427) commy2 Full Change log for CBA v3.0 KNOWN ISSUES: Some CBA keybinds might not appear in the controls menu. The easiest currently known workaround is to create a new user profile. 9 Share this post Link to post Share on other sites
SovietPanda 17 Posted July 13, 2016 Nice ! Thank you for the quick update ! Share this post Link to post Share on other sites
Guest Posted July 13, 2016 New version frontpaged on the Armaholic homepage. Community Base addons A3 v3.0.0 Share this post Link to post Share on other sites
johnny-o-rama 34 Posted July 13, 2016 thanks so much for the update! would you wanna add pistol muzzles to JR as well? Share this post Link to post Share on other sites
Vasily.B 529 Posted July 14, 2016 Thank you for update!!!!!! (DziÄ™kujÄ™/Danke/ÑпаÑибо) ;) Share this post Link to post Share on other sites
Robalo 465 Posted July 14, 2016 thanks so much for the update! would you wanna add pistol muzzles to JR as well? We already have the muzzle classes defined: asdg_MuzzleSlot_9MM, asdg_MuzzleSlot_45ACP. But if you mean add these to the vanilla pistols then sure, will do. Share this post Link to post Share on other sites
MrSanchez 243 Posted July 14, 2016 This really isn't a big deal whatsoever...just a miniscule thing I noticed. https://cbateam.github.io/CBA_A3/docs/files/network/fnc_globalExecute-sqf.html On the top it's mentioned that this function is deprecated and remoteExec(Call) should be used instead. I understand remoteExec is BI's solution to remote execution and it sure has a lot more safety checks preventing malicious intent, but by saying it's deprecated you guys hopefully aren't intending to remove this function at some point, right? I've used a lot of remoteExec(Call) in my long-term projects but in short missions to play with my private community I prefer using CBA fnc globalExec simply because it allows you to execute code directly whereas remoteExec requires you to wrap code into a function. (I don't know if the function with code needs to exist on the computers that execute the code). So in some controlled situations I think it's preferable to execute code directly using cba_fnc_globalExecute rather than remoteExec. Just wondering what the intent is here :P Kind regards, Sanchez Share this post Link to post Share on other sites