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killswitch

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Everything posted by killswitch

  1. I have edited the command to type - the variable should be "cba_keybinding_registrynew". (Note the "new" at the end)
  2. @R3vo: it's just a guess, but it could be that your keybinding registry has been damaged somehow and somewhere in there, there is a "nil" value for one of the key binds. If you don't mind resetting all your keybinds to their defaults, you can run this in the debug console in the mission editor: profileNamespace setVariable ["cba_keybinding_registrynew", nil]; saveProfileNamespace; WARNING: If you do that, you will have to review all key bindings for all addons that use the CBA key binding system again and set them up to your liking. (If you only ever use the defaults, that won't be a problem)
  3. killswitch

    Release Candidate Branch Discussion

    (We have fixed a few issues and will release an update of CBA soon. Questions on this can be asked in the CBA thread in the Addons&Mods Complete forums) Now, for 1.54 RC, there is a problem with the isNumber command for some config entries that appear to have had their values increased in 1.54. See http://feedback.arma3.com/view.php?id=26663 In short: the transportAmmo, transportFuel and transportRepair values for several vehicles have been increased to 10^12 and while you can read these values with the getNumber command, the isNumber command returns false for these config entries.
  4. killswitch

    Need Linux Tools

    You can get the Linux binaries here: Note that there is no graphical GUI tools (Eliteness) avaliable for Linux, only command line tools.
  5. killswitch

    Arma Server Monitor for Linux

    New version 0.4, which fixes the strange CPS graph problem in Arma Server Monitor :) Download links in the first post.
  6. This is actually fine: #include <\x\alive\addons\main\script_mod.hpp> if the file script_mod.hpp exists in the folder /x/alive/addons/main on the Linux machine. This is an absolute path, unlike in Windows where \x\alive\addons\main is a relative path (ie the path is relative to the current drive). However, there was another issue with the binaries that I have fixed. A new version (0.5.27) should be available from mikero soon.
  7. You should not need to do anything special. I'll look into this problem, hopefully soon...
  8. Yep, a recent "fix" for the AI functions fixed something but unfortunately broke another thing... so another hotfix is likely soon.
  9. The CBA A3 wiki has moved here. The functions are documented here
  10. 12:35:53 "param" <> #1: Input value is 'nil' or undefined. Default value false is used instead. This happens because a mission on the server has enabled functions logging in the description.ext. Enabling function logging also enables logging of the param and params commands, which CBA makes use of. The solution to this is to disable function logging from the affected mission/missions.
  11. That screenshot shows a game with CBA and another mod loaded. What mod is that?
  12. Yes, CBA is compatible with the vanilla game, including the campaign. Phrased otherwise: we are not aware of any issues playing the campaign. Move faster and shoot better, to keep the NPC alive. Good luck! :-)
  13. No idea. Does this happen if you load Arma with only CBA?
  14. It is uploaded to PWS, but you might need to use "Diagnose" to have the old, incorrect bisign files removed from @CBA_A3\optionals. (I'm not sure though, but I don't think it hurts to run the diagnose step)
  15. Yes. CBA_fnc_substr uses a start index and a length to cut out a section of a string, whereas BIS_fnc_trimString uses two index values - start and end. CBA_fnc_subString, however, is like BIS_fnc_trimString except for the negative value end index option.
  16. Yep, they were signed with a different key. We will fix this. EDIT: the release archive has been fixed and the optional addons have been signed with the correct key. (The .bikey filename is "cba_2.0.0.150817.bikey" but the signing key name is "cba_2.0.0.150817-8eff8eaa". That's why the .bisign files in the addons and optionals folder might look "funny") Please re-download the CBA A3 v2.0 release and remove the old files. The corrected ZIP file has this MD5 checksum: 289517a8de3e26cb7c95241632cb3a79 CBA_A3_v2.0.0.150817.zip
  17. Not yet. We are working on getting a new CBA out. When? Soon
  18. My mistake - I can see this in the RC and dev branches. We will fix this.
  19. The last parameter for CBA_fnc_addKeybind, which you have set to false, determines if any existing keybind should be overwritten or not. In order to update the keybind, set that to true.
  20. I suppose it could: https://github.com/CBATeam/CBA_A3/issues/107
  21. Hmm... I think I had this problem at some point aswell. What I did was to reset the CBA keybinding registry by running this in the mission editor debug console: WARNING: this will remove ALL custom keybind changes for ALL of your past addons/mods profileNamespace setVariable ["cba_keybinding_registry", []]; saveProfileNamespace; That reset all the key bindings for all the addons that make use of CBA keybinding, which fixed the problem.
  22. I am unable to reproduce this. All the random animals in the Misc->Animals module appear fine with the latest A3 (1.48) and CBA_A3 RC7.2
  23. Yes - upgrading from CentOS 6 to CentOS 7 means you will have to reinstall the OS.
  24. The actionKeys command works with the core game user actions in the action menu (for example "Eject", "Engine off" and so on) and it will not show CBA keybinds.The CBA_fnc_getKeybind function will be more suitable for checking on CBA keybinds.
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