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vipermaul

CBA - Community Base Addons - ARMA 3

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Yeah it appears this latest rendition of CBA has broken servers. Mine is INOP now as well. Having to revert back to the older version.

---------- Post added at 00:04 ---------- Previous post was at 23:47 ----------

Does anyone have a link to the old files? CBA's website hasn't been updated since RC1 and PlayWithSix isn't wanting to download the files to revert to the old version and Armaholic doesn't seem to have any older files.

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Yeah it appears this latest rendition of CBA has broken servers. Mine is INOP now as well. Having to revert back to the older version.

---------- Post added at 00:04 ---------- Previous post was at 23:47 ----------

Does anyone have a link to the old files? CBA's website hasn't been updated since RC1 and PlayWithSix isn't wanting to download the files to revert to the old version and Armaholic doesn't seem to have any older files.

You have all of them in CBA repo,

https://dev.withsix.com/projects/cba-a3/files

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The last release contained a store folder with 2 TAR files which Dedicated servers cant handle, try deleting it if it's still in there, that worked for us.

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The last release contained a store folder with 2 TAR files which Dedicated servers cant handle, try deleting it if it's still in there, that worked for us.

Not working here :(

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Try the @CBA that comes with the Task force Radio addon. http://radio.task-force.ru/en/ dont forget to delete the store folder before uploading to server. that cba version is working at the moment on lol house of clown dedicated server.

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Has something changed within mission extended eventhandlers? I see mines are not working with RC6, and they are working with RC4. Just tested it.
This is eluding me too, only firing on Civilian units now.
Unable to reproduce, need more information and specific reproduction steps, filed as a new issue at the CBA A3 issue tracker.

I tested with a blufor rifleman (B_Soldier_F) and was able to give that unit both an extended init and a fired event handler through the mission's description.ext file, and they both worked.

Edited by Killswitch

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Unable to reproduce, need more information and specific reproduction steps, filed as a new issue at the CBA A3 issue tracker.

I tested with a blufor rifleman (B_Soldier_F) and was able to give that unit both an extended init and a fired event handler through the mission's description.ext file, and they both worked.

Done https://dev.withsix.com/issues/76194

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Sorry if being a bit impatience but wonder if anyone else have same problems with binding RSHIFT+<key> or RCTRL+<key> combos or if I'm the only one?

/KC

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Sorry if being a bit impatience but wonder if anyone else have same problems with binding RSHIFT+<key> or RCTRL+<key> combos or if I'm the only one?

You're not the only one. CBA doesn't recognize the RShift and RCtrl correctly. But if you select LShift and LCtrl the RShift and RCtrl work just as well. You just can't bind, say, RCtrl+U and LCtrl+U at the same time with different actions.

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You're not the only one. CBA doesn't recognize the RShift and RCtrl correctly. But if you select LShift and LCtrl the RShift and RCtrl work just as well. You just can't bind, say, RCtrl+U and LCtrl+U at the same time with different actions.

Thanks for the input Belbo helping me rule out my setup! Will try what you suggest and see if I can work around it...

/KC

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Had a look at that, and it does indeed work in RC4. However, that XEH init EH and the EIH.sqf should not work at all, normally (which is the case in RC6).

For some reason, (bug in RC4?) the XEH init EH can make successful use of a variable "_obj" when calling the EIH.sqf script. That variable should not be present in an init EH.

RC6 fixes that.

Summary: the extended Init event handler, as defined in that repro mission should not work, and it doesn't, in RC6. Issue 76194 shows a variant that does work, both in RC4 and RC6.

@KeyCat and others: we are aware of the Right-CTRL/Right-Shift issue.

Edited by Killswitch

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Sorry if being a bit impatience but wonder if anyone else have same problems with binding RSHIFT+<key> or RCTRL+<key> combos or if I'm the only one?

/KC

You are not the only one KeyCat => https://dev.withsix.com/issues/76175

It is being worked on.

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Thanks ViperMaul...

Belbo's suggestion did work for me as a workaround ATM.

/KC

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Re: servers not launching

Is this in Linux ? I've had that issue before with other mods, blast core (key) being one of them. Had to provide an alternative key

The problem was that the server just stopped in connection to steam and sat there. Removed the key, connected without a problem

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It has.

You've been able to upload multi-file mods (and unlimited size) since Publisher.exe was updated at the start of the month.

Well since it is possible, can CBA please publish on Steam Workshop too? That'll make it easy peasy to stay up to date.

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Re: servers not launching

Is this in Linux ? I've had that issue before with other mods, blast core (key) being one of them. Had to provide an alternative key

The problem was that the server just stopped in connection to steam and sat there. Removed the key, connected without a problem

I have the same problem with the server of my coop unit, but our server is on Window OS.when using the RC 6 hotfix version(the newest CBA version),the server would not launching.Then I try to change to RC6(not the hotfix version,just the version before the hotfix),the server connected without problem.And when I connect the server which using RC6,I was using RC6 hotfix version on my game side,and no problem the server normally connected.Seem the reason is the RC6 hotfix version on server side.

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I have the latest CBA still I dont see that much needed "keybinding for mods" button under control option. Where is it if it does exist? And why has this latest CBA made my ARMA 3 editor texts have small black fonts? barely visible.

By the way, that cTab's latest release says it has an option to configure keybinding with new cba. I dont see anything under controls option.

Thank you.

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I have the latest CBA still I dont see that much needed "keybinding for mods" button under control option. Where is it if it does exist?

Under Configure->Controls, there is a button named "CONFIGURE ADDONS".

And why has this latest CBA made my ARMA 3 editor texts have small black fonts? barely visible.
It hasn't. CBA doesn't change the fonts in Arma. A few pages back in this thread, someone found an addon that caused this.
By the way, that cTab's latest release says it has an option to configure keybinding with new cba. I dont see anything under controls option.

Thank you.

See above. Hope that helps

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@Killswitch.. Thanks I will check it. I found that maybe Spookwarcom was causing the fonts issue. But seriously that configure addon is nowhere. Anyway I ll see again tonight. Thanks :D

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So what happens to addons that the authors are not responding to requests for the new keybinding cba setup?

I've been using Drongos command/arty/air addons since they came out. For some reason ive not been able to get my mp connection to work as well as I'd like so my non-campaign play has been in editor with TPW Mods Skirmish. Drongos addons have made it really easy to setup great on the fly scenarios. Unfortunately it doesnt look like he's on thr forums anymore. His default keys are win app, win key, and up arrow. I cannot reassign two of these keys as they dont exist on my keyboard and the up arrow is fixed to about a dozen movement schemes.

Is there a way to get these old cba keybinding addons to reassign keys with a userconfig? How would one go about it?

Any help would be appreciated.

B

Edited by BadLucky1776

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@Killswitch Dude that worked. I had to remove Spookwarcom to get rid of fonts issue :D

Thank youuuu...

@Badlucky1776.. I would suggest google the previous CBA version and use it. And do NOT update the mods which you use as a must. I believe that will have settings revert to originals and maybe you can continue using them the old way?

But yeah, once you update your mods (which will IMHO undoubtedly incorporate new CBA coding) you may not be able to use them the old way.

Hope this helps. :)

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Well,about the server not launched issue,for now I can use a old version of CBA on my server and let it launched with no issue,at least right now it seems no issue.But I'm still worried about my server 'cuz now all the members in my unit are using the newest CBA(the RC6 hotfix released this week),and the server side now using a old version CBA.So far no other issue find when we play in our server,but I'm worried the issue would be again after the future updates of any of the mods we are using in our server.

PS,@ViperMaul

I'm going to test what you tell me in the PM when I got time,but I dont know whether i understood what you mean correctly,I haven't been ever look at how CBA works before.

Edited by JinougaF

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Will we ever see CBA A3 on GitHub? I found sickboys for CBA A2 but none for A3.

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Servers not starting? It's not specifically CBA A3 RC6 hotfix that causes this. It has been observed with certain sets of .bikey files in the Keys folder that the server stops just before the "Connected to Steam servers" log message normally appears.

See here: 0022133: Some .bikey file combinations prevent dedicated server from loading

The previous release, RC6, had a .bikey file named "cba_a3_rc6" whereas the hotfix one has a name that is 7 characters longer; "cba_a3_rc6_hotfix" and it might be the change in name length that triggers the error in the case where server operators changed nothing in their Keys folders except the CBA .bikey file.

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check your mod launch line, make sure CBA is the first in line as that stopped my server from booting up despite never being an issue prior

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