Rusty37 0 Posted August 1, 2018 When I load CBA (from the Steam Workshop, I'm lazy), if I go into Virtual Armory (either from the main menu, or from a scenario that has Virtual Armory enabled) everything works fine to my knowledge, except that there are no attachments in the box in the upper right corner as there normally are when I select a weapon. If I shut down the game, unload CBA, and go back into Virtual Armory, the attachments are all there. I'm stumped, and I can't find anyone with the same problem online. Halp. Share this post Link to post Share on other sites
Nichols 243 Posted August 1, 2018 Wrong place for this....best if you put the information in the CBA GitHub; they will be able to help better there. Also you aren't lazy to download from the Workshop; the mod is the same as downloading from other places if not more up to date since it generally goes up there first. Share this post Link to post Share on other sites
Dedmen 2652 Posted August 1, 2018 7 hours ago, Nichols said: the mod is the same as downloading from other places if not more up to date since it generally goes up there first. Negative for both. For one there are many reuploads of other people that just name it "CBA_A3" and leave that 2 year outdated version up and people fall for it and think it's the real thing. Just had the same yesterday with a ACE compat. Also Steam isn't the first one. CBA updates always first go live on Github. 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted August 1, 2018 8 hours ago, Rusty37 said: When I load CBA (from the Steam Workshop, I'm lazy), if I go into Virtual Armory (either from the main menu, or from a scenario that has Virtual Armory enabled) everything works fine to my knowledge, except that there are no attachments in the box in the upper right corner as there normally are when I select a weapon. If I shut down the game, unload CBA, and go back into Virtual Armory, the attachments are all there. I'm stumped, and I can't find anyone with the same problem online. Halp. Merged your thread with the CBA thread, as this is the correct place. No need to create a new thread. Share this post Link to post Share on other sites
vipermaul 246 Posted August 1, 2018 CBA v3.8.0 Released Updates for Arma v1.84. Optimizations and code cleanup. Script errors should report correct line numbers from now on. cba_main is now all that is needed in CfgPatches requiredAddons[] to ensure your addon configs are being loaded after CBA and thereby after all base game configs. CHANGE LOG SUMMARY: Github Link ADDED: Optional parameter to indicate settings that require mission restart (#894) commy2 ADDED: Polish translations (#948) veteran29 ADDED: Some Chinese translations (#942) GodofMonkeys ADDED: 3D matrix manipulation functions (#939) oOKexOo ADDED: XEH compatibility with Arma version 1.84 (#953) PabstMirror IMPROVED: CfgPatches ordering (#923, #936) commy2 PabstMirror IMPROVED: Optimized function library (#932, #935, #941, #944) dedmen shukari Wakbub IMPROVED: Temporarily changed settings shown in yellow (#952) commy2 FIXED: Mission settings reset to default if settings file is present (#930, #945) commy2 FIXED: Script errors reporting the wrong line number (#937) dedmen FIXED: CBA_fnc_deleteEntity could crash dedicated server (#940, #949) Vdauphin FIXED: Skipped PFH when removing while iterating through (#950) commy2 FIXED: Inputting keybinds with Enter, Tab keys (#951) commy2 FIXED: Script errors resulting from getFov params (#956) PabstMirror Change log for CBA v3.8.0 DOCUMENTATION: Weapon Animations Framework Bind to Joystick Buttons Loading Screen Event Handler _________________________________________________________________________ HOSTED AT THE FOLLOWING Github - CBA_A3 - Click Here STEAM WORKSHOP - Click Here Signatures are included. Submit New Bugs on Github 7 2 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted August 1, 2018 Just a heads up the Steam page for CBA doesn’t seem to be working. 1 Share this post Link to post Share on other sites
Guest Posted August 1, 2018 The Armaholic mirror has been updated with the new version: Community Base addons A3 v3.8.0.180801 Share this post Link to post Share on other sites
noobpixel 10 Posted August 1, 2018 Hey guys! So when editing units either in zeus or the virtual arsenal with CBA enabled, all the weapon attachments are not to be found in the right hand menu of the UI. I can still spawn the attachments into the world with zeus and eden, but not when editing the loadout for units. No difference when using Ares/Achilles/nothing either. One guy on reddit had the same problem, but could fix it by reentering the unit editors, but that doesn't work for me. Any shooters? Share this post Link to post Share on other sites
CabooseMinusOne 7 Posted August 1, 2018 The steam page for CBA is down for some reason Share this post Link to post Share on other sites
vipermaul 246 Posted August 2, 2018 6 hours ago, HeroesandvillainsOS said: Just a heads up the Steam page for CBA doesn’t seem to be working. 5 hours ago, CabooseMinusOne said: The steam page for CBA is down for some reason All Fixed. Apologies for the delay. Checking the Steam License in the Publisher tool did not satisfy STEAM's new restrictions. Apparently when a new STEAM License update is pushed out, the only way you can properly agree to it is to login into STEAM Client or the WEB go to the workshop item directly and then you are presented with a red banner saying essentially "...you must agree to this license..." It has been confirmed, the STEAM issue is Fixed. 2 3 Share this post Link to post Share on other sites
Horus 83 Posted August 5, 2018 @Robalo Can you please fix this messages from .rpt file Quote 12:10:50 Updating base class Rifle_Base_F->Rifle_Short_Base_F, by x\cba\addons\jr\config.bin/CfgWeapons/SMG_01_Base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload)) 12:10:50 Updating base class Rifle_Base_F->Rifle_Short_Base_F, by x\cba\addons\jr\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload)) 12:10:50 Updating base class Rifle_Base_F->Rifle_Short_Base_F, by x\cba\addons\jr\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload)) Share this post Link to post Share on other sites
Robalo 465 Posted August 5, 2018 58 minutes ago, Horus said: @Robalo Can you please fix this messages from .rpt file Nothing to fix, does not happen with CBA only. So you have another mod that's breaking vanilla class inheritance. 1 Share this post Link to post Share on other sites
Horus 83 Posted August 5, 2018 34 minutes ago, Robalo said: Nothing to fix, does not happen with CBA only. So you have another mod that's breaking vanilla class inheritance. Thanks for the confirmation. DynaSound and Enhanced Soundscape make this.... then @laxemann and @jokoho482 Quote 12:10:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_Vermin\config.bin/CfgWeapons/SMG_01_Base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload)) 12:10:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload)) 12:10:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\L_ES\addons\ES_sys\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload)) 12:10:50 Updating base class Rifle_Base_F->Rifle_Short_Base_F, by x\cba\addons\jr\config.bin/CfgWeapons/SMG_01_Base/ (original (a3\weapons_f\smgs\smg_01\config.bin - no unload)) 12:10:50 Updating base class Rifle_Base_F->Rifle_Short_Base_F, by x\cba\addons\jr\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload)) 12:10:50 Updating base class Rifle_Base_F->Rifle_Short_Base_F, by x\cba\addons\jr\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload)) 12:10:50 Updating base class M_Mo_82mm_AT->Missile_AGM_02_F, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/M_Mo_120mm_AT/ (original a3\weapons_f\config.bin) 12:10:50 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/Bo_GBU12_LGB/ (original (a3\weapons_f\config.bin - no unload)) 12:10:50 Updating base class ammo_Bomb_LaserGuidedBase->LaserBombCore, by LAxemann\DynaSound\addons\DS_m_Explosions\config.bin/CfgAmmo/Bomb_04_F/ (original (a3\weapons_f\config.bin - no unload)) 12:10:50 Updating base class gatling_30mm_base->CannonCore, by LAxemann\DynaSound\addons\DS_w_30mmgatling\config.bin/CfgWeapons/gatling_30mm/ (original a3\weapons_f\config.bin) 12:10:50 Updating base class close->short, by LAxemann\DynaSound\addons\DS_w_Autocannon\config.bin/cfgWeapons/autocannon_Base_F/medium/ (original a3\weapons_f\config.bin) 12:10:50 Updating base class close->medium, by LAxemann\DynaSound\addons\DS_w_Autocannon\config.bin/cfgWeapons/autocannon_Base_F/far/ (original a3\weapons_f\config.bin) 12:10:50 Updating base class BaseSoundModeType->BaseSoundModeType, by LAxemann\DynaSound\addons\DS_w_lim\config.bin/CfgWeapons/LMG_03_base_F/FullAutoFast/StandardSound/ (original a3\sounds_f_exp\config.bin) 12:10:50 Updating base class BaseSoundModeType->BaseSoundModeType, by LAxemann\DynaSound\addons\DS_w_lim\config.bin/CfgWeapons/LMG_03_base_F/FullAutoFast/SilencedSound/ (original a3\sounds_f_exp\config.bin) 12:10:50 Updating base class BaseSoundModeType->BaseSoundModeType, by LAxemann\DynaSound\addons\DS_w_MX\config.bin/CfgWeapons/arifle_MX_SW_F/manual/StandardSound/ (original a3\sounds_f\config.bin) 12:10:50 Updating base class ->BaseSoundModeType, by LAxemann\DynaSound\addons\DS_w_MX\config.bin/CfgWeapons/arifle_MX_SW_F/manual/SilencedSound/ (original a3\sounds_f\config.bin) 12:10:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_pdw2000\config.bin/CfgWeapons/pdw2000_base_F/ (original (a3\weapons_f\smgs\pdw2000\config.bin - no unload)) 12:10:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_Protector\config.bin/CfgWeapons/SMG_05_base_F/ (original (a3\weapons_f_exp\smgs\smg_05\config.bin - no unload)) 12:10:50 Updating base class Rifle_Short_Base_F->Rifle_Base_F, by LAxemann\DynaSound\addons\DS_w_sting\config.bin/CfgWeapons/SMG_02_base_F/ (original (a3\weapons_f\smgs\smg_02\config.bin - no unload)) 1 Share this post Link to post Share on other sites
G4mma 0 Posted August 24, 2018 Hi fellas, it's been almost two weeks that I've tried to figure out how to get the modules to work on a dedicated server. Neither Medical nor Mags Repack (the ones that I've checked yet) don't work. I got the action menu, but everytime I want to perform an action (let's say heal myself, or comrades, or repack mags) I get stuck on an endless action. Only way out is to press escape, and the action will not perform? Share this post Link to post Share on other sites
Dedmen 2652 Posted August 26, 2018 On 24.8.2018 at 9:29 PM, G4mma said: Neither Medical nor Mags Repack (the ones that I've checked yet) don't work This is the CBA thread.. Sounds like you wanted ACE? And the Medical module doesn't exist anymore. Everything switched to CBA Settings. Share this post Link to post Share on other sites
Moon_chilD 200 Posted August 28, 2018 I have somewhat of a problem right now: So for the past ours I try to write a script that adds all attachments for each weapons in an Array to an ACE Arsenal. I think I have a somewhat working idea: _attachmentsOptics = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); } forEach _weapons; _attachmentsMuzzle = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); } forEach _weapons; _attachmentsPointer = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); } forEach _weapons; _attachmentsUnderbarrel = { getArray (configfile >> "CfgWeapons" >> _x >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems"); } forEach _weapons; _attachments = _attachmentsOptics + _attachmentsMuzzle + _attachmentsPointer + _attachmentsUnderbarrel; Where _weapons is the Array with the weapon classes and _attachments is later added to the Arsenal. However, my problem now is that "Getarray (configfile >> "CfgWeapons" >> (primaryWeapon player) >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")" (This is the code I'm using to debug ingame) is not working. In theory it would give me an Array of all optics for the weapon I'm holding but in my tests it only gives me an empty array. Why do I ask here? I'm pretty sure that CBA is causing my trouble here. When I use "Getarray (configfile >> "CfgWeapons" >> (primaryWeapon player) >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems")" in Vanilla I get my Array of Optics. When I use it in a game with only CBA loaded I get the Empty Array. I dunno if it is of use but, when I just use "configfile >> "CfgWeapons" >> (primaryWeapon player) >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"" I get "bin\config.bin/asdg_OpticRail1913/compatibleItems" I don't think this is a fault and would suspect that I just don't understand something right. Can you help me receiving the desired resault? Many Greetings MoonyEDIT: This has been answered over here https://github.com/CBATeam/CBA_A3/issues/969! Share this post Link to post Share on other sites
Dedmen 2652 Posted August 29, 2018 On 28.8.2018 at 2:39 AM, Moon_chilD said: I have somewhat of a problem right now: ASDG/CBA Joint Rails is doing that. Cross-post and answer here: https://github.com/CBATeam/CBA_A3/issues/969 Share this post Link to post Share on other sites
7erra 629 Posted September 21, 2018 Does anybody know where the config for resizing of the debug console is located? I need to have a look at it to align another control with it. Thanks! Share this post Link to post Share on other sites
Dedmen 2652 Posted September 21, 2018 21 minutes ago, 7erra said: Does anybody know where the config for resizing of the debug console is located? I need to have a look at it to align another control with it. Thanks! https://github.com/CBATeam/CBA_A3/blob/master/addons/diagnostic/fnc_initExtendedDebugConsole.sqf#L11 1 Share this post Link to post Share on other sites
Chinook_ 0 Posted September 27, 2018 Can someone please help me with cba addon settings I am having a hard time getting my mission settings to overwrite the server settings on a dedi box. I have place inside the description.ext cba_settings_hasSettingsFile = 1; I have a cba_settings.sqf in my root mission file that has all the setting i want to change for all of my addons. My problem is the server settings keeps overwriting my mission settings. If i log in as admin on my server and make changes via esc menu it keep them. I'am always changing missions and setting per mission i would like for the missions to overwrite the server settings, is this possible? Also if i copy and paste the below setting via esc menu/import it will not take the changes i have to do them one at a time. Is there some kinda a sting or another format its looking for? Thank you guys cba_settings.sqf Spoiler // ACE Advanced Ballistics ace_advanced_ballistics_ammoTemperatureEnabled = false; ace_advanced_ballistics_barrelLengthInfluenceEnabled = true; ace_advanced_ballistics_bulletTraceEnabled = true; ace_advanced_ballistics_enabled = false; ace_advanced_ballistics_muzzleVelocityVariationEnabled = true; ace_advanced_ballistics_simulationInterval = 0.05; // ACE Advanced Fatigue ace_advanced_fatigue_enabled = false; ace_advanced_fatigue_enableStaminaBar = true; ace_advanced_fatigue_loadFactor = 1; ace_advanced_fatigue_performanceFactor = 1; ace_advanced_fatigue_recoveryFactor = 1; ace_advanced_fatigue_swayFactor = 1; ace_advanced_fatigue_terrainGradientFactor = 1; // ACE Advanced Throwing ace_advanced_throwing_enabled = true; ace_advanced_throwing_enablePickUp = true; ace_advanced_throwing_enablePickUpAttached = true; ace_advanced_throwing_showMouseControls = true; ace_advanced_throwing_showThrowArc = true; // ACE Arsenal ace_arsenal_allowDefaultLoadouts = true; ace_arsenal_allowSharedLoadouts = true; ace_arsenal_camInverted = false; ace_arsenal_enableIdentityTabs = true; ace_arsenal_enableModIcons = true; ace_arsenal_EnableRPTLog = false; ace_arsenal_fontHeight = 4.5; // ACE Captives ace_captives_allowHandcuffOwnSide = true; ace_captives_allowSurrender = true; ace_captives_requireSurrender = 2; ace_captives_requireSurrenderAi = false; // ACE Common ace_common_allowFadeMusic = true; ace_common_checkPBOsAction = 0; ace_common_checkPBOsCheckAll = false; ace_common_checkPBOsWhitelist = "[]"; ace_common_displayTextColor = [0,0,0,0.1]; ace_common_displayTextFontColor = [1,1,1,1]; ace_common_settingFeedbackIcons = 1; ace_common_settingProgressBarLocation = 0; ace_noradio_enabled = true; ace_parachute_hideAltimeter = false; // ACE Cook off ace_cookoff_ammoCookoffDuration = 1; ace_cookoff_enable = false; ace_cookoff_enableAmmobox = true; ace_cookoff_enableAmmoCookoff = true; ace_cookoff_probabilityCoef = 0.8; // ACE Explosives ace_explosives_explodeOnDefuse = true; ace_explosives_punishNonSpecialists = false; ace_explosives_requireSpecialist = false; // ACE Fragmentation Simulation ace_frag_enabled = true; ace_frag_maxTrack = 10; ace_frag_maxTrackPerFrame = 10; ace_frag_reflectionsEnabled = false; ace_frag_spallEnabled = false; // ACE Goggles ace_goggles_effects = 2; ace_goggles_showInThirdPerson = false; // ACE Hearing ace_hearing_autoAddEarplugsToUnits = true; ace_hearing_disableEarRinging = false; ace_hearing_earplugsVolume = 0.2; ace_hearing_enableCombatDeafness = true; ace_hearing_enabledForZeusUnits = true; ace_hearing_unconsciousnessVolume = 0.2; // ACE Interaction ace_interaction_disableNegativeRating = false; ace_interaction_enableMagazinePassing = true; ace_interaction_enableTeamManagement = true; // ACE Interaction Menu ace_gestures_showOnInteractionMenu = 2; ace_interact_menu_actionOnKeyRelease = true; ace_interact_menu_addBuildingActions = true; ace_interact_menu_alwaysUseCursorInteraction = true; ace_interact_menu_alwaysUseCursorSelfInteraction = false; ace_interact_menu_colorShadowMax = [0,0,0,1]; ace_interact_menu_colorShadowMin = [0,0,0,0.25]; ace_interact_menu_colorTextMax = [1,1,1,1]; ace_interact_menu_colorTextMin = [1,1,1,0.25]; ace_interact_menu_cursorKeepCentered = false; ace_interact_menu_menuAnimationSpeed = 0; ace_interact_menu_menuBackground = 0; ace_interact_menu_selectorColor = [1,0,0]; ace_interact_menu_shadowSetting = 2; ace_interact_menu_textSize = 2; ace_interact_menu_useListMenu = true; // ACE Logistics ace_cargo_enable = true; ace_cargo_paradropTimeCoefficent = 2.5; ace_rearm_level = 0; ace_rearm_supply = 0; ace_refuel_hoseLength = 15; ace_refuel_rate = 2; ace_repair_addSpareParts = true; ace_repair_autoShutOffEngineWhenStartingRepair = true; ace_repair_consumeItem_toolKit = 0; ace_repair_displayTextOnRepair = true; ace_repair_engineerSetting_fullRepair = 2; ace_repair_engineerSetting_repair = 1; ace_repair_engineerSetting_wheel = 0; ace_repair_fullRepairLocation = 0; ace_repair_repairDamageThreshold = 0.6; ace_repair_repairDamageThreshold_engineer = 0.4; ace_repair_wheelRepairRequiredItems = 1; // ACE Magazine Repack ace_magazinerepack_timePerAmmo = .5; ace_magazinerepack_timePerBeltLink = 3; ace_magazinerepack_timePerMagazine = 1.2; // ACE Map ace_map_BFT_Enabled = false; ace_map_BFT_HideAiGroups = false; ace_map_BFT_Interval = 1; ace_map_BFT_ShowPlayerNames = false; ace_map_DefaultChannel = -1; ace_map_mapGlow = true; ace_map_mapIllumination = true; ace_map_mapLimitZoom = false; ace_map_mapShake = false; ace_map_mapShowCursorCoordinates = true; ace_markers_moveRestriction = 1; // ACE Map Gestures ace_map_gestures_defaultColor = [1,0.88,0,0.7]; ace_map_gestures_defaultLeadColor = [1,0.88,0,0.95]; ace_map_gestures_enabled = true; ace_map_gestures_interval = 0.03; ace_map_gestures_maxRange = 7; ace_map_gestures_nameTextColor = [0.2,0.2,0.2,0.3]; // ACE Map Tools ace_maptools_drawStraightLines = true; ace_maptools_rotateModifierKey = 1; // ACE Medical ace_medical_ai_enabledFor = 2; ace_medical_AIDamageThreshold = 1; ace_medical_allowLitterCreation = true; ace_medical_allowUnconsciousAnimationOnTreatment = true; ace_medical_amountOfReviveLives = -1; ace_medical_bleedingCoefficient = 1; ace_medical_blood_enabledFor = 2; ace_medical_consumeItem_PAK = 0; ace_medical_consumeItem_SurgicalKit = 0; ace_medical_delayUnconCaptive = 5; ace_medical_enableAdvancedWounds = true; ace_medical_enableFor = 1; ace_medical_enableOverdosing = true; ace_medical_enableRevive = 2; ace_medical_enableScreams = true; ace_medical_enableUnconsciousnessAI = 0; ace_medical_enableVehicleCrashes = false; ace_medical_healHitPointAfterAdvBandage = true; ace_medical_increaseTrainingInLocations = true; ace_medical_keepLocalSettingsSynced = true; ace_medical_level = 1; ace_medical_litterCleanUpDelay = 300; ace_medical_litterSimulationDetail = 1; ace_medical_maxReviveTime = 1200; ace_medical_medicSetting = 1; ace_medical_medicSetting_basicEpi = 0; ace_medical_medicSetting_PAK = 1; ace_medical_medicSetting_SurgicalKit = 1; ace_medical_menu_allow = 1; ace_medical_menu_maxRange = 3; ace_medical_menu_openAfterTreatment = false; ace_medical_menu_useMenu = 0; ace_medical_menuTypeStyle = 0; ace_medical_moveUnitsFromGroupOnUnconscious = false; ace_medical_painCoefficient = 1; ace_medical_painEffectType = 0; ace_medical_painIsOnlySuppressed = false; ace_medical_playerDamageThreshold = 3; ace_medical_preventInstaDeath = true; ace_medical_remoteControlledAI = true; ace_medical_useCondition_PAK = 1; ace_medical_useCondition_SurgicalKit = 1; ace_medical_useLocation_basicEpi = 0; ace_medical_useLocation_PAK = 0; ace_medical_useLocation_SurgicalKit = 0; // ACE Mk6 Mortar ace_mk6mortar_airResistanceEnabled = true; ace_mk6mortar_allowCompass = true; ace_mk6mortar_allowComputerRangefinder = true; ace_mk6mortar_useAmmoHandling = false; // ACE Name Tags ace_nametags_defaultNametagColor = [0.77,0.51,0.08,1]; ace_nametags_playerNamesMaxAlpha = 0.8; ace_nametags_playerNamesViewDistance = 10; ace_nametags_showCursorTagForVehicles = false; ace_nametags_showNamesForAI = false; ace_nametags_showPlayerNames = 0; ace_nametags_showPlayerRanks = true; ace_nametags_showSoundWaves = 1; ace_nametags_showVehicleCrewInfo = true; ace_nametags_tagSize = 2; // ACE Nightvision ace_nightvision_aimDownSightsBlur = 0; ace_nightvision_disableNVGsWithSights = false; ace_nightvision_effectScaling = 0; ace_nightvision_fogScaling = 0; ace_nightvision_noiseScaling = 1; ace_nightvision_shutterEffects = true; // ACE Overheating ace_overheating_displayTextOnJam = true; ace_overheating_enabled = true; ace_overheating_overheatingDispersion = true; ace_overheating_showParticleEffects = true; ace_overheating_showParticleEffectsForEveryone = true; ace_overheating_unJamFailChance = 0.1; ace_overheating_unJamOnreload = false; // ACE Pointing ace_finger_enabled = true; ace_finger_indicatorColor = [0.83,0.68,0.21,0.75]; ace_finger_indicatorForSelf = true; ace_finger_maxRange = 10; // ACE Pylons ace_pylons_enabledForZeus = true; ace_pylons_enabledFromAmmoTrucks = true; ace_pylons_rearmNewPylons = true; ace_pylons_requireEngineer = false; ace_pylons_requireToolkit = false; ace_pylons_searchDistance = 20; ace_pylons_timePerPylon = 5; // ACE Quick Mount ace_quickmount_distance = 3; ace_quickmount_enabled = false; ace_quickmount_priority = 0; ace_quickmount_speed = 18; // ACE Rearm ace_rearm_level = 1; ace_rearm_supply = 0; // ACE Respawn ace_respawn_removeDeadBodiesDisconnected = true; ace_respawn_savePreDeathGear = true; // ACE Scopes ace_scopes_correctZeroing = true; ace_scopes_deduceBarometricPressureFromTerrainAltitude = false; ace_scopes_defaultZeroRange = 100; ace_scopes_enabled = true; ace_scopes_forceUseOfAdjustmentTurrets = true; ace_scopes_overwriteZeroRange = true; ace_scopes_simplifiedZeroing = true; ace_scopes_useLegacyUI = false; ace_scopes_zeroReferenceBarometricPressure = 1013.25; ace_scopes_zeroReferenceHumidity = 0; ace_scopes_zeroReferenceTemperature = 15; // ACE Spectator ace_spectator_enableAI = false; ace_spectator_restrictModes = 0; ace_spectator_restrictVisions = 0; // ACE Switch Units ace_switchunits_enableSafeZone = true; ace_switchunits_enableSwitchUnits = false; ace_switchunits_safeZoneRadius = 100; ace_switchunits_switchToCivilian = false; ace_switchunits_switchToEast = false; ace_switchunits_switchToIndependent = false; ace_switchunits_switchToWest = false; // ACE Tagging ace_tagging_quickTag = 1; // ACE Uncategorized ace_gforces_enabledFor = 0; ace_hitreactions_minDamageToTrigger = 0.1; ace_inventory_inventoryDisplaySize = 0; ace_laser_dispersionCount = 2; ace_microdagr_mapDataAvailable = 1; ace_optionsmenu_showNewsOnMainMenu = true; ace_overpressure_distanceCoefficient = 1; // ACE User Interface ace_ui_allowSelectiveUI = false; ace_ui_ammoCount = false; ace_ui_ammoType = true; ace_ui_commandMenu = true; ace_ui_firingMode = true; ace_ui_groupBar = false; ace_ui_gunnerAmmoCount = true; ace_ui_gunnerAmmoType = true; ace_ui_gunnerFiringMode = true; ace_ui_gunnerLaunchableCount = true; ace_ui_gunnerLaunchableName = true; ace_ui_gunnerMagCount = true; ace_ui_gunnerWeaponLowerInfoBackground = true; ace_ui_gunnerWeaponName = true; ace_ui_gunnerWeaponNameBackground = true; ace_ui_gunnerZeroing = true; ace_ui_magCount = true; ace_ui_soldierVehicleWeaponInfo = true; ace_ui_staminaBar = true; ace_ui_stance = true; ace_ui_throwableCount = true; ace_ui_throwableName = true; ace_ui_vehicleAltitude = true; ace_ui_vehicleCompass = true; ace_ui_vehicleDamage = true; ace_ui_vehicleFuelBar = true; ace_ui_vehicleInfoBackground = true; ace_ui_vehicleName = true; ace_ui_vehicleNameBackground = true; ace_ui_vehicleRadar = true; ace_ui_vehicleSpeed = true; ace_ui_weaponLowerInfoBackground = true; ace_ui_weaponName = true; ace_ui_weaponNameBackground = true; ace_ui_zeroing = true; // ACE Vehicle Lock ace_vehiclelock_defaultLockpickStrength = 10; ace_vehiclelock_lockVehicleInventory = true; ace_vehiclelock_vehicleStartingLockState = -1; // ACE View Distance Limiter ace_viewdistance_enabled = false; ace_viewdistance_limitViewDistance = 10000; ace_viewdistance_objectViewDistanceCoeff = 0; ace_viewdistance_viewDistanceAirVehicle = 0; ace_viewdistance_viewDistanceLandVehicle = 0; ace_viewdistance_viewDistanceOnFoot = 0; // ACE Weapons ace_common_persistentLaserEnabled = true; ace_laserpointer_enabled = true; ace_reload_displayText = true; ace_weaponselect_displayText = true; // ACE Weather ace_weather_enabled = false; ace_weather_updateInterval = 60; ace_weather_windSimulation = false; // ACE Wind Deflection ace_winddeflection_enabled = false; ace_winddeflection_simulationInterval = 0.05; ace_winddeflection_vehicleEnabled = false; // ACE Zeus ace_zeus_autoAddObjects = false; ace_zeus_radioOrdnance = false; ace_zeus_remoteWind = false; ace_zeus_revealMines = 0; ace_zeus_zeusAscension = false; ace_zeus_zeusBird = false; // ACEX Headless acex_headless_delay = 15; acex_headless_enabled = true; acex_headless_endMission = 0; acex_headless_log = false; // ACEX Sitting acex_sitting_enable = true; // ACEX View Restriction acex_viewrestriction_mode = 0; acex_viewrestriction_modeSelectiveAir = 0; acex_viewrestriction_modeSelectiveFoot = 0; acex_viewrestriction_modeSelectiveLand = 0; acex_viewrestriction_modeSelectiveSea = 0; acex_viewrestriction_preserveView = false; // ACEX Volume acex_volume_enabled = false; acex_volume_fadeDelay = 1; acex_volume_lowerInVehicles = false; acex_volume_reduction = 5; acex_volume_remindIfLowered = false; acex_volume_showNotification = true; // Achilles - Available Factions Achilles_var_BLU_CTRG_F = true; Achilles_var_BLU_F = true; Achilles_var_BLU_GEN_F = true; Achilles_var_BLU_T_F = true; Achilles_var_IND_C_F = true; Achilles_var_IND_F = true; Achilles_var_IND_G_F = true; Achilles_var_OPF_F = true; Achilles_var_OPF_T_F = true; Achilles_var_OPF_V_F = true; Achilles_var_Pryies_Faction = true; Achilles_var_rhs_faction_insurgents = true; Achilles_var_rhs_faction_msv = true; Achilles_var_rhs_faction_rva = true; Achilles_var_rhs_faction_socom = true; Achilles_var_rhs_faction_tv = true; Achilles_var_rhs_faction_usaf = true; Achilles_var_rhs_faction_usarmy = true; Achilles_var_rhs_faction_usarmy_d = true; Achilles_var_rhs_faction_usarmy_wd = true; Achilles_var_rhs_faction_usmc = true; Achilles_var_rhs_faction_usmc_d = true; Achilles_var_rhs_faction_usmc_wd = true; Achilles_var_rhs_faction_usn = true; Achilles_var_rhs_faction_vdv = true; Achilles_var_rhs_faction_vdv_45 = true; Achilles_var_rhs_faction_vmf = true; Achilles_var_rhs_faction_vpvo = true; Achilles_var_rhs_faction_vv = true; Achilles_var_rhs_faction_vvs = true; Achilles_var_rhs_faction_vvs_c = true; Achilles_var_rhsgref_faction_cdf_air = true; Achilles_var_rhsgref_faction_cdf_ground = true; Achilles_var_rhsgref_faction_cdf_ng = true; Achilles_var_rhsgref_faction_chdkz = true; Achilles_var_rhsgref_faction_hidf = true; Achilles_var_rhsgref_faction_nationalist = true; Achilles_var_rhsgref_faction_tla = true; Achilles_var_rhsgref_faction_un = true; Achilles_var_VSM_GP = true; // Achilles - Curator Vision Modes achilles_curator_vision_blackhot = false; achilles_curator_vision_blackhotgreencold = false; achilles_curator_vision_blackhotredcold = false; achilles_curator_vision_greenhotcold = false; achilles_curator_vision_nvg = true; achilles_curator_vision_redgreen = false; achilles_curator_vision_redhot = false; achilles_curator_vision_whitehot = true; achilles_curator_vision_whitehotredcold = false; // Achilles - Debug Achilles_Debug_Output_Enabled = false; // Achilles - Defaults Achilles_var_setRadioFrequenciesLR_Default = "50"; Achilles_var_setRadioFrequenciesSR_Default = "150"; // Achilles - Icon Selection Achilles_var_iconSelection = "Achilles_var_iconSelection_Ares"; // Achilles - Modules Interface Achilles_var_moduleTreeCollapse = true; Achilles_var_moduleTreeDLC = true; Achilles_var_moduleTreeHelmet = false; // ADV - ACE CPR adv_aceCPR_addTime = 20; adv_aceCPR_AED_stationType = """Land_Defibrillator_F"""; adv_aceCPR_chance_0 = 50; adv_aceCPR_chance_1 = 75; adv_aceCPR_chance_2 = 95; adv_aceCPR_chance_aed = 95; adv_aceCPR_enable = true; adv_aceCPR_maxTime = 1200; adv_aceCPR_useLocation_AED = 0; // MrSanchez' Headlamp SAN_Headlamp_AI_UpdateRate = 30; SAN_Headlamp_Arcade = true; SAN_Headlamp_Multiplayer_UpdateRate = 30; SAN_Headlamp_RenderDistance = 1500; SAN_Headlamp_SoundClickEnabled = false; // NIArms niarms_magSwitch = true; // Task Arrowhead Radio TF_default_radioVolume = 8; TF_give_microdagr_to_soldier = false; TF_give_personal_radio_to_regular_soldier = true; TF_no_auto_long_range_radio = true; TF_same_dd_frequencies_for_side = true; TF_same_lr_frequencies_for_side = true; TF_same_sw_frequencies_for_side = true; Share this post Link to post Share on other sites
Dedmen 2652 Posted September 28, 2018 12 hours ago, Chinook_Six_Two said: Can someone please help me with cba addon settings I am having a hard time getting my mission settings to overwrite the server settings on a dedi box. I have place inside the description.ext cba_settings_hasSettingsFile = 1; I have a cba_settings.sqf in my root mission file that has all the setting i want to change for all of my addons. My problem is the server settings keeps overwriting my mission settings. If i log in as admin on my server and make changes via esc menu it keep them. I'am always changing missions and setting per mission i would like for the missions to overwrite the server settings, is this possible? Also if i copy and paste the below setting via esc menu/import it will not take the changes i have to do them one at a time. Is there some kinda a sting or another format its looking for? https://github.com/CBATeam/CBA_A3/wiki/CBA-Settings-System#setting-overwrite-cheat-sheet The settings you posted don't have any "force" in them. They probably should. Share this post Link to post Share on other sites
Warprime123 0 Posted September 30, 2018 x\cba\addons\main\script_macros_common.hpp not found. how to fix this from poping up Share this post Link to post Share on other sites
Dedmen 2652 Posted October 2, 2018 On 30.9.2018 at 9:19 PM, Warprime123 said: how to fix this from poping up Load CBA. 1 Share this post Link to post Share on other sites
fourjays 27 Posted October 4, 2018 I'm trying to add a custom CBA setting to handle something new I'm doing in one of our groups mods. I've followed the instructions here on how to add your own settings, yet they never appear in-game. In my config.cpp I have added the event handler like so: class Extended_PreInit_EventHandlers { class bwi_armory { init = "call compile preprocessFileLineNumbers '\bwi_armory\XEH_preInit.sqf'"; }; }; With requiredAddons set as follows: requiredAddons[] = {"A3_Modules_F", "A3_UI_F"}; And then in the XEH_preInit.sqf file I have the following code: diag_log 'BWI Armory PreInit...'; [ "BWI_Armory_Test", // Internal setting name, should always contain a tag! This will be the global variable which takes the value of the setting. "LIST", // setting type "Test", // Pretty name shown inside the ingame settings menu. Can be stringtable entry. "BWI Armory", // Pretty name of the category where the setting can be found. Can be stringtable entry. [ ["A", "B", "C"], ["A", "B", "C"], 0 ], // data for this setting: [min, max, default, number of shown trailing decimals] 1, // "_isGlobal" flag. Set this to true to always have this setting synchronized between all clients in multiplayer { params ["_value"]; hint format["Armory says %1", _value]; systemChat format["Armory says %1", _value]; diag_log format["Armory says %1", _value]; } // function that will be executed once on mission start and every time the setting is changed. ] call CBA_Settings_fnc_init; The RPT has the diag_log message logged, so the XEH_preInit.sqf file is firing correctly. But CBA_Settings_fnc_init doesn't appear to be doing anything (no setting, no errors, no logs). All of the settings from ACE/BWA/STUI appear normally, so I don't think the problem is with CBA itself. I read in an issue that it could be caused by starting Arma with -world=empty, but I've always run with that and settings from other mods appear without issue. Tried it anyway, and it makes no difference. I looked through how bwa3_navipad handles it to see if I was missing something (as it's a much simpler mod to understand compared to ACE's macro mess). Other than the script_macro.h/script_component.h/xeh_prep.sqf files I don't see anything. I looked through the code in those files and all I see are constants defined for the UI elements and macros for logging errors. Checking in Extended_PreInit_EventHandlers in Config Viewer, I see no difference in the resulting init line that is being set compared to the ones for ACE/BWA. I tried the same implementation in a mission file instead (description.ext + XEH_preInit.sqf), and that works fine once the mission is run. The settings set via the mod still don't show though. Can someone offer any advice here? The instructions on the CBA site make it seem so easy, yet I'm getting nowhere and can't see what I'm missing. EDIT: Forgot to mention that adding "cba_settings" into requireAddons results in errors about UI elements as soon as the game starts. There's a lot, but they're like this: 14:08:37 Warning Message: No entry 'bin\config.bin/RscDisplayMain/controls/TitleSingleplayer.textureNoShortcut'. 14:08:37 Warning Message: '/' is not a value 14:08:37 Warning Message: No entry 'bin\config.bin/RscDisplayMain/controls/TitleSingleplayer.HitZone'. 14:08:37 Warning Message: No entry '.left'. 14:08:37 Warning Message: '/' is not a value 14:08:37 Warning Message: No entry 'bin\config.bin/RscDisplayMain/controls/TitleSingleplayer.HitZone'. 14:08:37 Warning Message: No entry '.top'. 14:08:37 Warning Message: '/' is not a value 14:08:37 Warning Message: No entry 'bin\config.bin/RscDisplayMain/controls/TitleSingleplayer.HitZone'. 14:08:37 Warning Message: No entry '.right'. 14:08:37 Warning Message: '/' is not a value 14:08:37 Warning Message: No entry 'bin\config.bin/RscDisplayMain/controls/TitleSingleplayer.HitZone'. 14:08:37 Warning Message: No entry '.bottom'. 14:08:37 Warning Message: '/' is not a value Share this post Link to post Share on other sites