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vipermaul

CBA - Community Base Addons - ARMA 3

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For those who are having server issues running AGM and CBA - try deleting the two AGM_FireControlSystem files from the addons folder of AGM. That's the PBO and BIKEY files.

We were having server crash issues, but by process of elimination worked out that it was that causing our problem. Server seems quite happy now.

We don't have any problems with these. We had the same problem, but the solution was to change the order of the -mod-Parameter. The DLC-packages are loaded first, followed directly by CBA. AGM and all the other mods are loaded after this.

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Is this with current CBA or the dev update?

We haven't updated yet, still running the old CBA version from before the DLC.

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Our servers are working fine, too. Using several mods, including AGM.

impossible.

just launching agm and cba you get this error

bin\config.bin/CfgVehicles/Van_01_civil_transport_base_F

no way to launch missions on dedicated server

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impossible.

just launching agm and cba you get this error

bin\config.bin/CfgVehicles/Van_01_civil_transport_base_F

no way to launch missions on dedicated server

yep. we get the same error

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"* The old keybinds will revert to their defaults

* These old keybinds defaults will be locked and cannot be changed."

And thus the community was split.

Brilliant.

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impossible.

just launching agm and cba you get this error

bin\config.bin/CfgVehicles/Van_01_civil_transport_base_F

no way to launch missions on dedicated server

Funny. Then I must have imagined playing on our server last night and today. ;)

But if you're sincerely eager to have it fixed, take this "fixed" agm_firecontrolsystem.pbo which should resolve any problems with the missing Van_01_civil_transport_base_F class. But this is the CBA-thread, so let's not derail it any further.

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impossible.

just launching agm and cba you get this error

bin\config.bin/CfgVehicles/Van_01_civil_transport_base_F

no way to launch missions on dedicated server

yep. we get the same error

It come from AGM_FireControlSystem

I made a fix for that, you can download it here :

https://www.dropbox.com/s/sc3hsj64fwc9j0w/AGM%20fix%20FCS%201.42.7z?dl=0

But not the best place to talk about that (too bad that AGM thread si closed).

MP for more infos. ;)

edit : Woops too late ! :D

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Version: 1.1.20.150408 RC6

WARNING! SIGNIFICANT CHANGES COMING WILL IMPACT EVERYONE

This is the official release of RC6 that we warned about in this post here.

This release contains a major rewrite of the CBA Keybinding feature that will impact older mods as well as any players have change the default keys to a new custom key.

Improvements to the CBA keybinding system include

• Better Performance

• Better Localization

• Better Scalability

As we stated earlier the following points must be communicated to Players and Developers

Players

  • All Keys will revert to defaults keybind for the mod. This does NOT include the keys that BI maintains.
  • If the mod is not using the new APIs the keys will not show up in the Configure Addons dialog box preventing you from being able to change them. Why does this happen? See below.

QUESTIONS:

Q: Why change the APIs now at this stage?

A: It gives us an easy way to give a limited backwards compatibility with the old key system. The keys are reverted to their defaults so you can still use them until the mod comes out with an update using the new system.

Q: Why can’t my custom keys automatically be converted to the new format?

A: There were significant changes to how the keybinds are stored. The new system uses a unique key for the hash. And to start new means the promise for a clean database.

Q: How come I do not see any keys in the Configure Addons dialog for my mod?

A: This mod is using the old CBA API for keybind registration. A new updated mod that uses the new CBA API for keybinds is needed. If unavailable contact the deverloper of the mod and encourage them to update their mod.

Developers

  • New APIs must be used for registering your default keybinds.
  • Old APIs for keybinding now have limited support.
  • For more information please see this post.

For documentation of the new CBA Keybinding System see https://dev.withsix.com/projects/cca/wiki/Keybinding.

Change Log

__________________________________

RC6

  • WARNING: The old keybinds will revert to their defaults
  • WARNING: These old keybinds defaults will be locked and cannot be changed.
  • WARNING: So they will work however there will be warnings in the RPT to change to the new API so players can change their keys.

  • ADDED: New keybind API CBA_fnc_addKeybind - Nou
  • ADDED: New keybind API CBA_fnc_registerKeybindModPrettyName - Nou
  • ADDED: New Keybind API CBA_fnc_addKeybindToFleximenu - ViperMaul
  • ADDED: New Keybind support for ACER keyboards.- Nou
  • ADDED: New Keyup support for Keybind - Nou
  • ADDED: New holdkey feature for Keybinds. - Nou
  • ADDED: New Debug Enhancement (
    ) - Nou

  • FIXED: The inability to return to default keybinds after starting a new mission. - Nou
  • FIXED: EH FiredBIS fixes - ViperMaul
  • FIXED: RPT Errors with Updating Base Class and Cannot Delete.... - ViperMaul
  • FIXED: Arma 3 v1.42 RC Issues - Updating Base Classes - ViperMaul
  • FIXED: Arma 3 v142 RC Issues - fn_undefCheck.sqf not found - ViperMaul
  • FIXED: Bugs in CBA_fnc_switchPlayer - Killswitch

  • IMPROVED: Keybind optimizations. PerFrameHandler support. Must faster! - Nou
  • IMPROVED: Keybind localization support. - Nou
  • IMPROVED: Caching Changes. - Nou
  • IMPROVED: String Functions Optimizations. Much faster. - Jaynus
  • IMPROVED: XEH Support for "ReammoBox_F" enabled. - ViperMaul
  • IMPROVED: Removed usage of BIS_fnc_MP from core functions like cba_network - Killswitch

  • DEPRICATED: Keybinding API CBA_fnc_registerKeybind - Nou
  • DEPRICATED: Keybinding API CBA_fnc_registerKeybindToFleximenu - ViperMaul

__________________________________

RC5 - Not released due to a bug - it is now fixed in RC6.

  • FIXED: Arma 3 v1.38 Issues - Updating Base Classes - ViperMaul
  • FIXED: Keybinding system initialization - (75752) KillSwitch
  • FIXED: Bug in Hashes - (7538) KillSwitch

__________________________________

Change Log for Release Candidate 6 - https://dev.withsix.com/versions/1675

Hosted at the following:

Signatures are included.

Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new

Licensed Under GPLv2

Any addon which calls CBA-defined functions need not be licensed under the GPLv2

or released under a free software license. Only if you are directly including CBA code

in your addon's binarized PBO or redistributing a modified version of CBA itself would

your work be considered derivative and therefore be legally required to be released under

the terms of the GPL. (And there's no reason to ever do either of these.)

Thanks in advance for your continued feedback!

Edited by ViperMaul

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Version: 1.1.20.150408 RC6

This is the official release of RC6 that we warned about in this post here.

This release contains a major rewrite of the CBA Keybinding feature that will impact older mods as well as any players have change the default keys to a new custom key.

Thanks for the release, ViperMaul & the CBA team :)

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PWS seems to have added it as a non-stable release, so it doesn't update unless you specifically force the version, even from what I understand, this release of RC6 is a stable one.

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Unfortunately you are correct. I have already alerted the PwS team almost an hour ago. Due to the time differences it may take a while to correct. I will see what else I can do.

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Our dedicated servers no longer start up properly with newest CBA. No other mods running.

Errors like

21:14:02 NetServer::finishDestroyPlayer(359706660): DESTROY immediately after CREATE, both cancelled

when trying to connect.

Can't gracefully shut it down, have to kill the arma3server process.

Works fine without CBA. Verify Signatures off. Persistent over multiple physical machines.

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Our dedicated servers no longer start up properly with newest CBA. No other mods running.

Errors like

21:14:02 NetServer::finishDestroyPlayer(359706660): DESTROY immediately after CREATE, both cancelled

when trying to connect.

Can't gracefully shut it down, have to kill the arma3server process.

Works fine without CBA. Verify Signatures off. Persistent over multiple physical machines.

Our server won't also start, unfortunately our server admin was too lazy to check out the rpt, so I can't post any error message....

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PWS seems to have added it as a non-stable release, so it doesn't update unless you specifically force the version, even from what I understand, this release of RC6 is a stable one.

Should be fixed now. Thanks for the heads up.

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Our dedicated servers no longer start up properly with newest CBA. No other mods running.

Errors like

21:14:02 NetServer::finishDestroyPlayer(359706660): DESTROY immediately after CREATE, both cancelled

when trying to connect.

Can't gracefully shut it down, have to kill the arma3server process.

Works fine without CBA. Verify Signatures off. Persistent over multiple physical machines.

Solved. We had a different mod.cpp, which somehow is relevant now?!

If anyone runs into similar issues, watch out for that ;)

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Good evening,

I am sorry for any inconvenience you guys had. By accident we had a broken alpha version still in the system that prevented the update from happening.

It should all be fixed now.

Thank you for your patience. :o

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May i ask if it is your mod that changed the fonts of all arma?

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Hey. PlayWithSix guys. We need version control on this. A LOT of people's older mods that rely on CBA are no longer being updated by their authors, and this latest update breaks a lot of the older stuff. Version control please.

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