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CBA - Community Base Addons - ARMA 3

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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.

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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.

 

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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For one there are many reuploads of other people that just name it "CBA_A3" and leave that 2 year outdated version up and people fall for it and think it's the real thing.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.

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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.

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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:

 

_________________________________________________________________________
HOSTED AT THE FOLLOWING

Signatures are included.

 

Submit New Bugs on Github

 

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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?
 

J8OrJ6n.jpg

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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.

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@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))

 

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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.

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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))

 

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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?

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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.

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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
Moony

EDIT: This has been answered over here https://github.com/CBATeam/CBA_A3/issues/969!

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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!

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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;

 

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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.

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On 30.9.2018 at 9:19 PM, Warprime123 said:

how to fix this from poping up 

Load CBA.

  • Like 1

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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

 

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