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vipermaul

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Everything posted by vipermaul

  1. @BadLucky1776, @Corporal_Lib[bR] Keep in mind we are trying to provide players with a way to add the Extendend Event Handlers (XEH) that make mods compatible with others to mods so that they can enjoy putting their favorite modsets together giving them a chance to work. Thanks to old code by Sickboy and some updating by the great killswitch we now have an optional PBO that you can add to make this a reality. At least in some of our preliminary tests. Our tests included PG_Services and Euroforce. We only tested to see if XEHs were added on the fly and if ACE Self-Interaction was working. Please test the following: https://github.com/CBATeam/CBA_A3/pull/58#issuecomment-109172004 Remember Move the cba_enable_auto_xeh.pbo and its associated BISIGN file from the Optional folder to the Addons folder.
  2. Here is a new release to hotfix a few items discovered with respect to XEH units with some enhancements. Keep in mind this known issue for servers: 0022133: Some .bikey file combinations prevent dedicated server from loading NOW AVAILABLE ON STEAM WORKSHOP RC7 Hotfix (v1.1.22.150602) FIXED: Restore XEH init EH for the BLUFOR FIA, Story and other Civilian units. - Killswitch FIXED: Restore XEH fired EH for Attack Helicopter units - Killswitch IMPROVED: Replaced BIS_fnc_areEqual by IsEqualTo - Glowbal IMPROVED: CBA_fnc_strLen - count now works on strings - Glowbal IMPROVED: CBA_fnc_addPerFrameHandler - Replaced set count for pushback - Glowbal IMPROVED: CBA Fleximenu - params support in code exec (#48) - SzwedzikPL Change Log for Release Candidate 7 Hotfix - Milestone RC7 Hotfix Hosted at the following: Github - CBA_A3_RC7 - Click Here MEGA - CBA_A3_RC7 - Click Here STEAM WORKSHOP - Click Here
  3. We reproduced the issue. Try today's hotfix. https://github.com/CBATeam/CBA_A3/pull/55#issuecomment-107694272 SIDE NOTE: Where did you learn to use -malloc=ace_advanced_ballistics Advanced_ballistics is not a memory allocator.
  4. It sounds like you are saying none of the civilians can interact or self-interact. Please provide an RPT file. And tell me which mission or campaign you are running where the civilians are problems. I haven't found a Civ that didn't work using only CBA and ACE.
  5. The self-interaction has been reproduced and is being investigated ACE/CBA team. Thanks for the report. Good catch.
  6. This release brings with it bug fixes and server improvements. We will also attempt to maintain simply named bikey with the intent to minimize server killing impact reported by this issue 0022133: Some .bikey file combinations prevent dedicated server from loading NOW AVAILABLE ON STEAM WORKSHOP RC7 CHANGED: Make the CBA per-frame handlers work during mission briefing (76243) - Killswitch IMPROVED: Server performance (76242) - Killswitch IMPROVED: CBA_fnc_split fails on char count > 10000 (76263) - Pabst Mirror FIXED: CBA is overwriting textures of the offroad vehicle (75924) - Killswitch FIXED: Animals from the Misc-Animals module are invisible (76205) - Killswitch FIXED: CBA uses old vehicle customization init event handlers (76268) - Killswitch FIXED: CBA_fnc_addPlayerAction is broken in latest CBA DEV 150425 (76206) - ViperMaul FIXED: Improper handling of key press timings (76228) - ViperMaul FIXED: Using R.Ctrl as a modifier while binding a key combination always ends up becoming R.Ctrl+Ctrl (76175) - ViperMaul Change Log for Release Candidate 7 - http://dev.withsix.com/versions/1690 Hosted at the following: Dev-Heaven - CBA_A3_RC7 - Click Here MEGA - CBA_A3_RC7 - Click Here STEAM WORKSHOP - Click Here
  7. You are not the only one KeyCat => https://dev.withsix.com/issues/76175 It is being worked on.
  8. Hmm.... Any one else getting this same problem that Belbo is getting?
  9. Version: 1.1.20.150416 RC6 Hotfix This is a Hotfix for two rare issues discovered below that we believe should be fixed now rather than later. For more information about this RC6 Release see this post here. All new signatures were created to help admins keep the clients and servers properly synced. It is highly recommended that you replace all files including the mod.cpp file that has been updated and included with it. Change Log RC6 Hotfix FIXED: Game freezes using CBA_fnc_Replace in certain methods - Killswich FIXED: MI_Skip button missing when CBA Mod is used. (76187) - Killswich __________________________________ 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. Hosted at the following: Dev-Heaven - CBA_A3_RC6_Hotfix - Click Here MEGA - CBA_A3_RC6_Hotfix - Click Here Signatures are included. Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new
  10. That should not be true at all. Default keys will work. In addition to what Nou posted recently above. Let's at least clear up this one item. All older addons that use the old CBA APIs for keybindings are *expected* to work using their default keys. The only known limitations is that 1) you will not see them in the "Configure Addons" Dialog box. -and- 2) You cannot customize these default keys.
  11. I am trying to understand what you mean. This is what I see http://screencast.com/t/7yxfyhO6EZW Do you see something different?? ---------- Post added at 20:32 ---------- Previous post was at 20:18 ---------- No. At least not intentionally. I took a look at this. http://gyazo.com/c94ee8f08c25434789a4e901845f79bc I do not currently see a difference with vs without CBA I am curious to know what you guys are seeing. ---------- Post added at 20:36 ---------- Previous post was at 20:32 ---------- A similar report came in today. Perhaps it was the same server. The cause was discovered not to be a CBA issue. Reference: https://dev.withsix.com/issues/76179#note-7 ---------- Post added at 20:41 ---------- Previous post was at 20:36 ---------- All previous are expected to work in a limited fashion without error messages. Since you are having these problems please submit a bug report with an attached RPT file. Here https://dev.withsix.com/projects/cba-a3/issues/new I am curious which mod does this to you.
  12. Should be fixed now. Thanks for the heads up.
  13. 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.
  14. 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: Dev-Heaven - CBA_A3_RC6_v1.1.20.150408.7z - Click Here MEGA - CBA_A3_RC6_v1.1.20.150408.7z - Click Here 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!
  15. Yes I have found that it works with 1.43 and is expected to work with any future versions. As with anything report any bugs and we will endeavor to resolve them.
  16. ALERT! SIGNIFICANT CHANGES COMING WILL IMPACT EVERYONE We have been discussing many of the limitations of the great CBA Keybinding system, how to fix and how to explain. There were some key problems that we discovered that needed to be addressed. • Performance • Localization • Scalability • General need for refactoring This next release has significant improvements in speed and some added features. However there are unfortunately API changes that had to be made. Therefore there are significant changes that impacts the Players and Developers. We plan to release this new CBA shortly after the next DLC scheduled for April 8th. The following points needs to communicated about the next release of CBA: • DEVS: New APIs must be used for registering your default keybinds. • DEVS: Old APIs for keybinding now have limited support. • PLAYERS: All Keys will revert to defaults keybind for the mod. This does NOT include the keys that BI maintains. • PLAYERS: 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. Q: When will we see the official release on PWS? A: Within days of the Arma Marksmen DLC release. DEVELOPERS! DOWNLOAD THIS AND UPDATE YOUR MOD IF YOU USE CBA KEYBINDS. EXAMPLE OF THE API CHANGED OLD METHOD ["ACRE2", "Volume Control", { _this call FUNC(onVolumeControlKeyPressUp) }, [15, [false, false, false]], false, "keyup"] call cba_fnc_registerKeybind; NEW METHOD ["ACRE2", "VolumeControl", ["Volume Control", "Tool Tip"], { _this call FUNC(onVolumeControlKeyPress) }, { _this call FUNC(onVolumeControlKeyPressUp) }, [15, [false, false, false]]] call cba_fnc_addKeybind; Parameter Description for the new API cba_fnc_addKeybind _modName Name of the registering mod [string] _actionId Id of the key action. [string] _displayName Pretty name, or an array of strings for the pretty name and a tool tip [string] _downCode Code for down event, empty string for no code. _upCode Code for up event, empty string for no code. [Code] Optional: _defaultKeybind The keybinding data in the format [DIK, [shift, ctrl, alt]] [Array] _holdKey Will the key fire every frame while down [bool] _holdDelay How long after keydown will the key start firing every frame, in seconds. [Float] _overwrite Overwrite any previously stored default keybind [bool] RETURN VALUE Returns the current keybind for the action in the format [DIK, [shift, ctrl, alt]] [Array] [b] WARNING!! - DO NOT DISTRUBTE WITH playWithSix. To Do So will prematurely revert everyones keybinds to default without giving the developers a chance to update their mods[/b] **PRE-RELEASE** Developer Build of CBA v1.20.50327 **PRE-RELEASE** CHANGE LOG * Keybind supports keyup * New keybind API CBA_fnc_addKeybind.sqf * Keybind support for ACER keyboards. * Keybind optimizations. PerFrameHandler support. Must faster. * Keybind improved localization support. * The old keybinds will revert to their defaults * These old keybinds defaults will be locked and cannot be changed. * So they will work however there will be warnings in the RPT to change to the new API so players can change their keys. * EH FireBIS fixes * String Functions Optimizations. Much faster. * Fixed RPT Errors with Updating Base Class and Cannot Delete.... * Improved Hashes * XEH Support for "ReammoBox_F" enabled. * Improved Strings Functions with added Private declarations * Fixed the inability to return to default keybinds after starting a new mission. * Caching Changes. Ask Nou. * ADDED holdkey feature for Keybinds. - Nou * FIXED Arma 3 v1.42 RC Issue - Updating Base Classes * FIXED Arma 3 v142 RC Issue - fn_undefCheck.sqf not found * ADDED CBA Debug Enhancement - Nou - Developers Download: PRE-RELEASE Developer Build of CBA_A3 v1.1.20.150327 Mega - http://bit.ly/1Facs1x
  17. Yep we saw that too. Fixed in next release.
  18. Keep up the great work goliath86!! Kju had all the ones I found except maybe this one. EDIT: Looks like you fixed that one. Already. Nice!
  19. vipermaul

    AI Discussion (dev branch)

    Taking it out of full screen mode gives a better chance to see the rev. number It looks like 1.27.126636 References: http://gyazo.com/0ffb7cfb5a7317f8f523c9dd602b6994 http://gyazo.com/515a79462e8c1f013d2dc9dbc2e753ac
  20. Current version: 1.0.9.140907 RC4 This release adds support for some new event handlers. It has some optimizations thanks to some new commands like pushBack and some fixes to the CBA Keybinding System. For documentation of the new CBA Keybinding System see https://dev.withsix.com/projects/cca/wiki/Keybinding. Change Log RC4 FIXED: Hashes/fnc_isHash.sqf leaks local variable to global scope. (74961) - killswitch FIXED: Cancel and ESC key does not revert your key assignment (74913) - Taosenai FIXED: Warning Message: Addon 'cba_xeh_a3' requires addon 'CAData' in 1.29 or later - ViperMaul ADDED: Warning for Duplicate Keybinds (74914) - Taosenai ADDED: Support for ContainerClosed and ContainerOpened event handlers (75094) - killswitch IMPROVED: Functions with the new pushBack command. (74884) - killswitch Change Log for Release Candidate 4 - http://dev.withsix.com/versions/1632 ROADMAP for Final Release - http://dev.withsix.com/versions/1640 Hosted at the following: Dev-Heaven - CBA_A3_RC4.7z - http://dev.withsix.com/projects/cba-a3/files MEGA - CBA_A3_RC4.7z - Click Here Armaholic - Click Here ArmA3.de - Click Here Play withSix(PWS) - Click Here 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!
  21. CBA Fleximenu is alive and well in Arma 3. Also note that the new CBA Keybinding System has new commands that integrate with Fleximenu. Reference: CBA Keybinding Commands for Fleximenu
  22. LSD_Timewarp82, correct. It is not recommended to use for you. You do not need to use the optional cba_cache_disable.pbo
  23. Version: 1.0.8.140725 RC3 Hotfix This is a Hotfix for two rare issues discovered below that we believe should be fixed now rather than later. Normally a hotfix only releases a couple of files. But for the sake of Play withSix, I have been informed it is better to release a full set of these files. All new signatures were created to help admins keep the clients and servers properly synced. Change Log RC3 Hotfix FIXED: Wrongly formatted Keybind arrary can permanently corrupt the variable array that holds all CBA Keybinds changes - Taosenai FIXED: Changing the keybind breaks KeyUp handling in a rare case. (74912) - Taosenai Hosted at the following: Dev-Heaven - CBA_A3_RC3_Hotfix.7z - http://dev.withsix.com/projects/cba-a3/files MEGA - CBA_A3_RC3_Hotfix.7z - http://bit.ly/1uNr9am Armaholic - Click Here Play withSix(PWS) - Click Here Signatures are included. Submit Bugs at https://dev-heaven.net/projects/cba-a3/issues/new
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