redarmy 422 Posted April 13, 2019 Does anybody know of a way to deactivate the garrison waypoint function? I have a squad on a waypoint(garrison,under advanced) and its folloed by a move waypoint . I have a "skip waypoint" type trigger attatched to it in the hopes it will ,when activated ,cancel the garrison waypoint,much like it would cancel a "hold" waypoint....but i have gotten no luck so far.. I believe i would need to somehow overide the garrisons/squads behaviour with a "DoMove" command,but im unsure of how exactly i should go about it. Im also concerned that even something with a "DoMove",would not eject group members who were assigned positions as gunners of static weapons from the garrison function. Any help would be great 1 Share this post Link to post Share on other sites
dr@gon 118 Posted April 25, 2019 Hi, I apologize in advance as I am sure this has been covered before (although I looked and didn't find an answer). I just returned to Arma 3 after a bit of a hiatus and I needed to update my mods. When I updated CBA all the standard Default keybindings weren't working. The key sequence to tell the medic to heal someone just changes a grenade instead, any team commands `6-1 for example no longer does what it is supposed to. So how do I get those keybinding settings back (the original in-game squad controls)? using the old CBA isn't an option since it causes all sorts of errors with the updated mods. P.S. the only mods I've updated so far are CUP. (update and test before proceeding with more) thanks for any assistance. Share this post Link to post Share on other sites
Armagedonas 4 Posted April 30, 2019 Hi, after arma 3 update to version 1.92 there are issues with the new feature Dynamic Magazines (Proxies). For example for MX 6.5mm (SAND) you cannot load a 6.5mm 30 round BLACK magazine when CBA is loaded but you can do it without the mod. This is the only one I found so far but probably it is happening with other weapons/magazines combinations. Appreciate any help Share this post Link to post Share on other sites
dave_beastttt 135 Posted May 1, 2019 Since 1.92 update, the CBA LMG suppressors such as muzzle_snds_H_MG no longer have inventory image paths https://github.com/CBATeam/CBA_A3/blob/b1fc54c0149e7f5d1208c6a7ef8945426293f3e5/addons/jr/cfgweapons.hpp Share this post Link to post Share on other sites
Horus 83 Posted May 1, 2019 @dave_beastttt Use 3.11.0 version https://github.com/CBATeam/CBA_A3/releases/tag/v3.11.0.190501 Quote FIXED: Missing suppressor icon file paths after Arma v1.92 update 1 Share this post Link to post Share on other sites
eh chaser 286 Posted May 2, 2019 Advanced Medecine is not working nor any other settings forced via cba_settings.sqf with the newest update. tried the same server with an old 3.6.1 version and everything is working. Any Ideas? Share this post Link to post Share on other sites
belkon 11 Posted May 2, 2019 4 hours ago, eh chaser said: Advanced Medecine is not working nor any other settings forced via cba_settings.sqf with the newest update. tried the same server with an old 3.6.1 version and everything is working. Any Ideas? Having the same issue here, best way atm is to just override with server settings. Share this post Link to post Share on other sites
danielmjmarques 0 Posted May 2, 2019 After update 3.11 cba_settings.sqf not work for ace3!!! Share this post Link to post Share on other sites
Dedmen 2716 Posted May 2, 2019 On 4/30/2019 at 11:37 PM, Armagedonas said: after arma 3 update to version 1.92 there are issues with the new feature Dynamic Magazines (Proxies). No there aren't. It's called "Magazine Proxies" and CBA doesn't do anything with that. What you are talking about are Magazine Wells which is a completely different thing. And yes they had to be updated for 1.92. 21 hours ago, Realthinged said: Sorry! I can't delete this. Wrong post You can report your own post to a moderator and just ask for it to be deleted. 8 hours ago, eh chaser said: nor any other settings forced via cba_settings.sqf with the newest update 4 hours ago, belkon said: Having the same issue here 3 hours ago, danielmjmarques said: After update 3.11 cba_settings.sqf not work for ace3!!! Not related to ACE. Yes known bug, is being worked on. 1 Share this post Link to post Share on other sites
danielmjmarques 0 Posted May 3, 2019 On 5/2/2019 at 5:28 AM, Dedmen said: No there aren't. It's called "Magazine Proxies" and CBA doesn't do anything with that. What you are talking about are Magazine Wells which is a completely different thing. And yes they had to be updated for 1.92. You can report your own post to a moderator and just ask for it to be deleted. Not related to ACE. Yes known bug, is being worked on. TKS!!! Great Job. Share this post Link to post Share on other sites
vipermaul 246 Posted May 3, 2019 (edited) CBA v3.11 Released on Wednesday 5/1 CBA_A3 v3.11.0.190501 This update contains adjustments for the Arma v1.92 update. It also adds the Scripted Optics and Disposable Launchers frameworks as well as Italian and Polish translations. CHANGE LOG SUMMARY: ADDED: Italian translations (#1124) alef ADDED: Polish translations (#1112, #1113) veteran29 ADDED: Some Japanese translations (#1126, #1127) classicarma ADDED: Scripted Optics Framework (#1102, #1105, #1117) commy2 ADDED: Disposable Launchers Framework (#1103, #1116, #1125) commy2 ADDED: More JAM magazine wells for WW2 era magazines (#1104) Drofseh ADDED: Setting to hold trigger to delay repeating weapon (#1106, #1107) jonpas ADDED: CBA_fnc_addSetting (#1111) commy2 ADDED: Param for CBA_fnc_compatibleMagazines to report all mags (#1122, #1123) commy2 PabstMirror ADDED: Magazine wells compatibility with Arma v1.92 update (#1132, #1133) PabstMirror IMPROVED: CBA_fnc_getVolume accuracy (#1130) Wakbub OPTIMIZED: Extended Event Handlers fallback loop (#1120) commy2 FIXED: Some broken macros (#1110) dedmen FIXED: CBA_fnc_notify errors for numbers (#1121) mharis001 FIXED: CBA_fnc_headDir broken after 1.92 update (#1128, #1129) derbismarck commy2 FIXED: Missing suppressor icon file paths after Arma v1.92 update (#1131) PabstMirror REMOVED: Some unused code (#1118) commy2 KNOWN ISSUES: When switching to or from PIP Mode of a weapon with integrated optic, the gunlight of the pointer attachment of the weapon is turned off once. Change log for CBA v3.11.0 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 Edited May 3, 2019 by vipermaul Fixed Link 1 3 Share this post Link to post Share on other sites
vipermaul 246 Posted May 3, 2019 (edited) CBA v3.11.1 Released CBA_A3 v3.11.1.190503 Bug fixes for issues introduced in CBA_A3 v3.11.0. CHANGE LOG SUMMARY: FIXED: Failed to read settings from cba_settings.sqf file (#1134) commy2 FIXED: Third party magazine wells might be overwritten (#1135) dedmen commy2 KNOWN ISSUES: When switching to or from PIP Mode of a weapon with integrated optic, the gunlight of the pointer attachment of the weapon is turned off once. Change log for CBA v3.11.1 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 Edited May 3, 2019 by vipermaul Fixed Link 1 5 Share this post Link to post Share on other sites
gatordev 219 Posted May 3, 2019 46 minutes ago, vipermaul said: HOSTED AT THE FOLLOWING Github - CBA_A3 - Click Here Thanks for the update. Just a heads up, that link takes you to 3.10.x. Not hard to get to 3.11.1, but just letting you know. 1 Share this post Link to post Share on other sites
vipermaul 246 Posted May 3, 2019 1 hour ago, gatordev said: Thanks for the update. Just a heads up, that link takes you to 3.10.x. Not hard to get to 3.11.1, but just letting you know. Thank you. It is fixed as soon as the moderators approve the edits. 1 Share this post Link to post Share on other sites
R0adki11 3949 Posted May 3, 2019 12 minutes ago, vipermaul said: Thank you. It is fixed as soon as the moderators approve the edits. Already approved 2 Share this post Link to post Share on other sites
dr@gon 118 Posted May 4, 2019 On 4/25/2019 at 2:23 AM, dr@gon said: Hi, I apologize in advance as I am sure this has been covered before (although I looked and didn't find an answer). I just returned to Arma 3 after a bit of a hiatus and I needed to update my mods. When I updated CBA all the standard Default keybindings weren't working. The key sequence to tell the medic to heal someone just changes a grenade instead, any team commands `6-1 for example no longer does what it is supposed to. So how do I get those keybinding settings back (the original in-game squad controls)? using the old CBA isn't an option since it causes all sorts of errors with the updated mods. P.S. the only mods I've updated so far are CUP. (update and test before proceeding with more) thanks for any assistance. Anyone ??? Share this post Link to post Share on other sites
dave_beastttt 135 Posted May 5, 2019 Would it be possible to add a .408 suppressor config like you did for the LMG's please? @vipermaul Share this post Link to post Share on other sites
Crashdown212 0 Posted May 10, 2019 After the update playing with CBA breaks the Zeus crate-filling interface. Any crates spawned are empty, and anything added to the crates disappears upon leaving the crate Share this post Link to post Share on other sites
vipermaul 246 Posted May 17, 2019 (edited) CBA v3.11.2 Released CBA_A3 v3.11.2.190515 Fixes a bug that prevents the Zeus from editing the items in supply crates and vehicle cargo since the Arma v1.92 update when using CBA_A3. CHANGE LOG SUMMARY: ADDED: Custom building position object and CBA_fnc_buildingPositions (#1136, #1138) G3rrus commy2 ADDED: Keybind to manually toggle scripted optic reticle night mode (#1141) commy2 ADDED: reticleSafezoneSize config entry for scripted optics framework (#1142) commy2 ADDED: hidePeripheralVision config entry for scripted optics framework (#1143) commy2 IMPROVED: Eden and Zeus item lists preloading further optimized for big mods (#1144) commy2 FIXED: Zeus cannot edit item cargo (#1139, #1140) FlaShG commy2 KNOWN ISSUES: When switching to or from PIP Mode of a weapon with integrated optic, the gunlight of the pointer attachment of the weapon is turned off once. Change log for CBA v3.11.2 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 Edited May 19, 2019 by vipermaul Fixed Link - Thank you @Khan#8700 from Discord 4 1 Share this post Link to post Share on other sites
vipermaul 246 Posted May 17, 2019 On 5/5/2019 at 5:30 AM, dave_beastttt said: Would it be possible to add a .408 suppressor config like you did for the LMG's please? @vipermaul I was out of the country on vacation. I will bring it to the team and consider it. 1 Share this post Link to post Share on other sites
PTV-Jobo 820 Posted May 17, 2019 Ok so we just updated CBA and I see you have the following listed: Quote CBA_A3 v3.11.2.190515 Fixes a bug that prevents the Zeus from editing the items in supply crates and vehicle cargo since the Arma v1.92 update when using CBA_A3. Funny thing is I'm actually experiencing the complete opposite. I put down a crate in Zeus and try to fill it with weapons and ammo and the bar doesn't fill at all. I can just about put the max number for a rifle, close Zeus and open the inventory and the crate stay's empty. Not sure why. Both myself and the server has been updated. Kind of hilarious to me personally since prior to the patch I did not experience this bug, but after patching I now have the bug the patch claims to fix. *scratching head* ArmA, you never cease to amaze me, lol. Share this post Link to post Share on other sites
Coryf88 0 Posted May 21, 2019 I'm attempting to force a CBA setting for an optional mod, on a dedicated server. Using Addon Options results in a RPT warning on the server: [CBA] (settings) WARNING: Value false is invalid for setting diwako_dui_indicators_show. x\cba\addons\settings\fnc_set.sqf:39 Using a userconfig servermod doesn't create any warnings nor errors in the RPT, but has no effect on the client. The only other option seems to be a userconfig addon that the clients have loaded. Is this the only way or have I overlooked something? Share this post Link to post Share on other sites
vipermaul 246 Posted July 9, 2019 CBA v3.12.0 Released CBA_A3 v3.12.0.190708 This updates resolves HTML encoding in displayed mission names in multiplayer (%20 -> space etc.) and expands the mission date range in the editor from year 1900 to 2050. It also includes various other bug fixes and small improvements. CHANGE LOG SUMMARY: ADDED: URL encoding in displayed mission names replaced with characters (#1150, #1166) commy2 ADDED: CBA_fnc_randomVector3D (#1151, #1164) commy2 ADDED: Extended editor attribute and date module range from year 1900 to 2050 (#1155) Drofseh ADDED: Support for cartridge ejection effect on weapon repeat (#1158) commy2 ADDED: Warnings in RPT for misconfigured item masses in the disposable framework (#1161) commy2 ADDED: Scripted optics texture rotation effect depending on weapon bank (#1162) commy2 ADDED: 'Lifetime' setting for notifications (CBA_fnc_notify) (#1175) jonpas ADDED: Optional argument 'Skippable' to CBA_fnc_notify (#1175) jonpas ADDED: hideMagnification parameter for scripted optics (#1176) commy2 ADDED: disableTilt parameter for scripted optics (#1176) commy2 ADDED: CBA_fnc_progressBar reports failure code (#1177) McDiod CHANGED: Accessory functions use CBA_fnc_notify (#1167) jonpas CHANGED: Removed high capacity CBA magwells from MK20 (#1152) Drofseh CHANGED: Updated configs for scripted optics radial blur effects (#1163, #1165) commy2 OPTIMIZED: Implement base game matrix scripting commands (#1173) oOKexOo FIXED: Name and description for 7.62x51 mm 150 round belt box (#1147, #1148) LuizBarros99 veteran29 FIXED: Flashlight effect after attachment switch not updated (#1154) tbeswick96 FIXED: Unloaded magazines not reported by CBA_fnc_uniqueUnitItems (#1156, #1157) zharf commy2 FIXED: Scripted optics textures disappear in pause menu in multiplayer (#1160) commy2 FIXED: CBA_fnc_removeItemCargo removes all containers instead of specified quantity (#1153, #1168) jonpas FIXED: PIP camera not updated when changing optics while in optics view (#1176) commy2 KNOWN ISSUES: When switching to or from PIP Mode of a weapon with integrated optic, the gunlight of the pointer attachment of the weapon is turned off once. Change log for CBA v3.12.0 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 1 Share this post Link to post Share on other sites
BST_Garner 0 Posted July 10, 2019 How to revert back to V3.11.2? Share this post Link to post Share on other sites
Dedmen 2716 Posted July 10, 2019 5 hours ago, BST_Garner said: How to revert back to V3.11.2? CBA Github page. Share this post Link to post Share on other sites