zgmrvn 95 Posted July 5, 2017 Hi guys, with the new multiple keybinds support, it is possible to add multiple keybinds via the UI but is it possible to register them directly in the code ? Something like : ["modName", "actionId", "displayName", {[] call Z_fnc_function}, {}, [[DIK_1, DIK_RALT + DIK_1], [false, false, false]], false] call cba_fnc_addKeybind; thanks Share this post Link to post Share on other sites
xxbbcc 6 Posted July 9, 2017 I just installed CBA_A3 v3.4.0.170627 (from Github) and now all my key bindings that include Shift or Ctrl have stopped working. I double checked with all addons disabled - vanilla Arma 3 works fine but if I enable the latest CBA release (with no other addon), all those keybindings stop working. For example, I use "Right Shift + / [NUM]" to map "Weapons -> Optics Mode" and this used to work with all earlier CBA releases but stopped now. I could remap one or two keys but I have upwards of 20 keys that use Shift or Ctrl and I also use the same keybindings in Arma 1 / 2 so I'd have to redo it all over several times. It'd also be very inconvenient to relearn all those keys after so many years. Is there a way to disable keybinding support in CBA? I don't think I have any custom addon keys bound (I didn't ever set one up for sure), only keys defined by the game. This problem is a massive issue for me, many of my keys have Shift or Ctrl (for years, going back to Flashpoint) and the latest CBA makes the game unplayable for me. Since most of my other addons rely on CBA, I can now only play the vanilla game. I have the latest release version of the game from Steam (not the dev version) with all the available DLC-s installed, on Windows 10. Edit: After further testing, I see the same behavior with CBA 3.3.1 (I haven't used this version before). I also noticed that not all key combinations using Ctrl are broken - several work but several don't; I don't know what may differentiate between them. "RightCtrl+/ [Num]" doesn't work but "LeftCtrl + 8 [Num]" (for adjusting combat stance up) does. I'll try a few more older versions of CBA to see if I can play the game with all addons until this gets sorted out. Edit 2: rolling back to CBA 3.1.2 works. Share this post Link to post Share on other sites
commy2 188 Posted July 11, 2017 > have any custom addon keys bound (I didn't ever set one up for sure), only keys defined by the game. You probably have some mod keybinding that is set to overwrite the input bound to Shift/Control. Issues should be reported on the tracker. With RPT and all that. No one knows which other mods you're even using. Share this post Link to post Share on other sites
ardhocool 0 Posted July 11, 2017 Hey guys, i have a problem here When i open cba mod there's show text could not find initDisplay.sqf Share this post Link to post Share on other sites
commy2 188 Posted July 11, 2017 Issues should be reported on the issue tracker. Share this post Link to post Share on other sites
xxbbcc 6 Posted July 11, 2017 10 hours ago, commy2 said: > have any custom addon keys bound (I didn't ever set one up for sure), only keys defined by the game. You probably have some mod keybinding that is set to overwrite the input bound to Shift/Control. Issues should be reported on the tracker. With RPT and all that. No one knows which other mods you're even using. I think my post was pretty clear that NO other non-BIS addon was used. CBA 3.3.1 breaks key bindings and CBA 3.1.2 works. I do not have custom addon keybindings - I'm pretty sure I said that, too. Share this post Link to post Share on other sites
commy2 188 Posted July 12, 2017 >I think my post was pretty clear that NO other non-BIS addon was used. No it's not. >CBA 3.3.1 breaks key bindings and CBA 3.1.2 works. But can anyone confirm this? > I do not have custom addon keybindings Everyone has, because there are some that are part of CBA (Joint Rails) Issues should be reported on the issue tracker. I will not respond to further posts from you here about this issue. There is a reason why there is a template to fill out. Without needed information, no help can be provided. 1 Share this post Link to post Share on other sites
Sgt.Makarov 19 Posted July 25, 2017 I don't know if this was asked before and nether could I find any answers, will CBA ever going to add support or recognition for flight sticks or steering wheels? For example I want to bind "speed limiter" to "x" on my steering wheel but it doesn't let me, and is there any other way to get that to work? Thanks in advance! Share this post Link to post Share on other sites
Devastator_cm 434 Posted July 26, 2017 I use freepie for mapping MOD's keys to my flight stick's key. For exaple TFARs long range radio comm I bind via freepie. You need to write a smalls script in freepie though Share this post Link to post Share on other sites
commy2 188 Posted July 26, 2017 14 hours ago, Sgt.Makarov said: I don't know if this was asked before and nether could I find any answers, will CBA ever going to add support or recognition for flight sticks or steering wheels? For example I want to bind "speed limiter" to "x" on my steering wheel but it doesn't let me, and is there any other way to get that to work? Thanks in advance! There is no way to detect input from controllers. BI would have to provide API for that first. The only other way would be a DLL extension. I'm not sure that that is desirable for CBA considering the problems with Battle Eye etc. 2 Share this post Link to post Share on other sites
Ilias48rus 32 Posted August 3, 2017 Suggestion: add support for any button+button combinations (not only shft+|_|, ctrl+|_|, alt+|_|) Share this post Link to post Share on other sites
TheJenrixcscn 0 Posted August 7, 2017 Hi guys, I've a problem, when I start a3 I get error messages: No entry 'bin / config.bin / cfgWeapons.optic_holosight n' Cannot open object cba_namespacedummy Could you help me to tell me why it gives me error? I have also the CUp weapons and it give me error 'bad version 73' Share this post Link to post Share on other sites
commy2 188 Posted August 7, 2017 You need the latest version of the game. A cracked version is not supported. Please buy the game. 5 Share this post Link to post Share on other sites
Vasily.B 529 Posted August 7, 2017 7 hours ago, TheJenrixcscn said: Hi guys, I've a problem, when I start a3 I get error messages: No entry 'bin / config.bin / cfgWeapons.optic_holosight n' Cannot open object cba_namespacedummy Could you help me to tell me why it gives me error? I have also the CUp weapons and it give me error 'bad version 73' Busted.... 1 Share this post Link to post Share on other sites
madrussian 347 Posted August 11, 2017 Quick CBA Setting / Extended_PreInit_EventHandlers related question over here. Thought I’d quickly ask here, as you guys probably know if anyone does. Share this post Link to post Share on other sites
Arbiter Thel 0 Posted September 9, 2017 hey the new ARMA 3 update just got released. can we get a ETA on when your team will update the mod so we can continue playing mods that are dependent on it, as well as servers that run it? Share this post Link to post Share on other sites
jonpas 294 Posted September 9, 2017 11 minutes ago, Arbiter Thel said: hey the new ARMA 3 update just got released. can we get a ETA on when your team will update the mod so we can continue playing mods that are dependent on it, as well as servers that run it? Current CBA works just fine (with some development related bugs that you won't notice when playing). 1 Share this post Link to post Share on other sites
pvt. partz 248 Posted September 9, 2017 I am updated to 176 and also have the newest CBA. just started getting errors on my mission port project (where I'm sure of many many places to have errors) but I thought I would start here since xeh shows quite often in my rpt. I'd like to ask if anyone might have a suggestion. My rpt. report Thanks for helping Share this post Link to post Share on other sites
commy2 188 Posted September 9, 2017 Ref: https://github.com/CBATeam/CBA_A3/issues/745 It's not a problem with CBA as far as I can tell, because this is a function by BI and never used in CBA (anymore since a long time). 1 Share this post Link to post Share on other sites
pvt. partz 248 Posted September 10, 2017 I can confirm that the errors thrown are from MCC. Posted it on their forum. Thanks for your help. 1 Share this post Link to post Share on other sites
Freghar 73 Posted September 12, 2017 Any idea how would I assign "ctrl+alt" as a keybind? .. I used to have it for ACE door opening, but now nothing happens when I press it on the key-assignment screen. Is there some profile variable I can put the keycodes in? Thanks. Share this post Link to post Share on other sites
kecharles28 197 Posted September 13, 2017 Updated mod v3.4.1.170912 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
vipermaul 246 Posted September 13, 2017 CBA v3.4.1 Released This update adds the CBA_MiscItem base class that can be used for generic items that should appear as generic items in the Virtual Arsenal. It furthermore contains adjustments for various changes in the 1.76 update, Chinese translations and bug fixes. CHANGE LOG SUMMARY: ADDED: Chinese localization (#727) GodofMonkeys ADDED: A warning if the default keybind is out of bounds (#716) PabstMirror ADDED: Settings component PBOPREFIX file (#723) Dystopian ADDED: Keep contents/attachments support for CBA_fnc_removeXCargo functions (#726) jonpas ADDED: CONFIG type as param in CBA_fnc_getTurret (#729) Dystopian ADDED: XEH compatibility for v1.76 classes (#734) commy2 ADDED: CBA_fnc_removeGlobalEventJIP (#741) PabstMirror ADDED: CBA_MiscItem and CBA_MiscItem_ItemInfo base classes for generic items visible in the Virtual Arsenal (#744) PabstMirror CHANGED: Adjustments for v1.76 debug console (#735, #737) commy2 CHANGED: Updated Joint Rails for v1.76 (#740) robalo FIXED: XEH initPost sometimes runs twice (#567, #736) SilentSpike, PabstMirror FIXED: XEH stops working on respawned vehicles (#731, #733) commy2 FIXED: A bug in deprecated CBA_fnc_getArea (#710) fishykins FIXED: Lobby group names reset during loading screen (#718, #728) chris579, commy2 FIXED: Invalid result for CBA_fnc_getNearest (#719, #720) nilsms FIXED: Weapon accessory switching issue with inheritance (#722) PabstMirror FIXED: Non-existing weapon parents in CBA_fnc_removeXCargo (#725, #726, #746) Entih, jonpas FIXED: Slow loading settings menu (#739, #742) SilentSpike FIXED: Debug console disabled in SP Virtual Arsenal mission after v1.76 update (#743) commy2 REMOVED: Superfluous private in player events (#711) jokoho48 Change log for CBA v3.4.1 _________________________________________________________________________HOSTED AT THE FOLLOWING Github - CBA_A3 - Click Here STEAM WORKSHOP - Click Here Signatures are included. Submit New Bugs on Github 14 Share this post Link to post Share on other sites
Crielaard 435 Posted October 15, 2017 We have a mission with over a 1000 objects and units, devided over the map. maybe 2000 It runs fine. however on Eden editor load it gives an eventhandler error. Ill post the exact error asap. Share this post Link to post Share on other sites