sickboy 13 Posted July 7, 2009 (edited) Current version: CBA v0.3.0: Feature Release Vision What does the name Community Base Addons mean? It is a system that: Aims to have community wide acceptance and to be used as much as possible by community addons to maintain compatibility. Offers a range of features for addon-makers and mission designers. The community is very much encouraged to request or submit functionality.The most obvious example would be to submit functions to be included in the CBA function library. This would make them available to a large audience of developers and save on replicated development. Key Features Extended Eventhandlers: official port of XEH for Arma 2. Function library: Integrated into the BIS Functions module. Many other things you never thought you needed but won't be able to live without... Full documentation is available at DevHeaven. The manual, functions reference and complete sources are included in the release. Download DevHeaven Six Updater (Follows latest development) (Previous Discussion Thread) Please take a look at our function documentation: generic wiki and comprehensive html docs for usage. Please take a look at our Plans wiki Edited November 1, 2011 by Suma Updated link Share this post Link to post Share on other sites
loki 1 Posted July 7, 2009 yeah! thanks guys.. this is a critical piece needed to bring addons into A2. Share this post Link to post Share on other sites
mikebart 1 Posted July 7, 2009 Nice one, thanks for the effort guys! Share this post Link to post Share on other sites
kremator 1065 Posted July 7, 2009 TY guys ! I can start to feel the magic already ! Share this post Link to post Share on other sites
MarkJ112 0 Posted July 7, 2009 (edited) Thanks ArmedAssault.info Mirror and News: Edited July 7, 2009 by MarkJ112 Share this post Link to post Share on other sites
.kju 3245 Posted July 7, 2009 You forgot to add the online reference of the function and macro library to the news post! Share this post Link to post Share on other sites
maddogx 13 Posted July 7, 2009 Nice one guys! Excellent work. I've already been looking at the documentation and discovered something: Look here: http://dev-heaven.net/wiki/cca/Extended_Eventhandlers Under section 1.8 (XEH init EH on player respawn) it says: IMPORTANT: This feature will only work on the player's unit - AI units that respawn won't have their XEH init EH:s re-executed. (If someone can figure out a trick to identify playable units in a MP mission, this limitation could be removed)Shouldn't this be easy now in Arma2 with the playableUnits command? Maybe this has been fixed already (didn't find anything in the changelog), but wanted to point it out just in case. :) Share this post Link to post Share on other sites
sickboy 13 Posted July 7, 2009 Tnx a lot for replies and mirrors! Nice one guys! Excellent work. I've already been looking at the documentation and discovered something: Look here: http://dev-heaven.net/wiki/cca/Extended_Eventhandlers Under section 1.8 (XEH init EH on player respawn) it says: Shouldn't this be easy now in Arma2 with the playableUnits command? Maybe this has been fixed already (didn't find anything in the changelog), but wanted to point it out just in case. :) Good spotting MDX :) Cheers! Ticket added here http://dev-heaven.net/issues/show/2647 Sounds like food for Rel2 :) Share this post Link to post Share on other sites
scubaman3D 0 Posted July 7, 2009 while this stuff is way over my head...congrats on the release :) Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2009 I'd like to be the first post on the second page to congratulate the team on it's first release :) Share this post Link to post Share on other sites
sickboy 13 Posted July 7, 2009 (edited) Wanted to put some extra publicity on our docs: Please take a look at our function documentation: generic wiki and comprehensive html docs for usage. @DM: Tnx mate! Will your Smoke effects make use of CBA? Edited July 7, 2009 by Sickboy Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2009 (edited) @DM:Tnx mate! Will your Smoke effects make use of CBA? Well thanks to your new release, the DMHide works right out of the ArmA1 box :) I'm going to rejig it tonight, improve it & release it as a JTD release. So practical thanks from me :) The smoke effects... I haven't started any yet, but I'm pretty sure it will happen :) there's stuff in the A1 release that throws up errors that will probably mean I'll just start over from scratch. Not that they're insurmountable, but you know, sometimes a rewrite is inevitable and practical. DMSmokeEffects represents, for me, my first ever mod so there's lots of stuff that's inefficient & unnecessary. I doubt anyone (except for me in controlled tests) ever noticed that the smoke dies off quicker in rain and becomes all steamy. That is all wasted code, happening for all particles on all particle sources :D And oh yeah - your CBA will come in as invaluable :) Edited July 7, 2009 by DMarkwick Share this post Link to post Share on other sites
squelch 0 Posted July 7, 2009 Congratulations to all that have slaved away at making CBA come to life, and I hope that it forms the basis for many more contributions. I doubt anyone (except for me in controlled tests) ever noticed that the smoke dies off quicker in rain and becomes all steamy. That is all wasted code, happening for all particles on all particle sources :D Damn! It was overlooked by me, and maybe as it is such a natural thing, became subliminal. Certainly not wasted code, and I for one look forward to what you come up with for ArmA2. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 7, 2009 Congratulations to all that have slaved away at making CBA come to life, and I hope that it forms the basis for many more contributions.Damn! It was overlooked by me, and maybe as it is such a natural thing, became subliminal. Certainly not wasted code, and I for one look forward to what you come up with for ArmA2. Thanks for the support :) I had some amount of positive results in ArmA1 when I started playing about with propagating fire. So there is a good possibility of forest fires etc in ArmA2's release ;) Share this post Link to post Share on other sites
vipermaul 246 Posted July 7, 2009 Excellent work Devs!! I am sure the community will appreciate this work greatly. Share this post Link to post Share on other sites
soul_assassin 1750 Posted July 7, 2009 Woot! gone to checkt the isTurnedOut function :D Share this post Link to post Share on other sites
Alex72 1 Posted July 7, 2009 Have no idea how these things work, but it seems to be a good thing. :D Good work guys! Share this post Link to post Share on other sites
Guest Posted July 7, 2009 Thanks for informing us :cool: Release frontpaged at the Armaholic homepage. Community Base addons Share this post Link to post Share on other sites
Robalo 465 Posted July 7, 2009 (edited) Thanks for this. Force Recon units do not XEH init properly. The fix below worked for me: // XEH uses all existing event handlers #define EXTENDED_EVENTHANDLERS init = "if(isnil'SLX_XEH_objects')then{call compile preprocessFile'extended_eventhandlers\InitXEH.sqf'};[_this select 0,'Extended_Init_EventHandlers']call SLX_XEH_init;"; \ fired = "_s=nearestObject[_this select 0,_this select 4]; [_this select 0,_this select 1,_this select 2,_this select 3,_this select 4,_s]call((_this select 0)getVariable'Extended_FiredEH')"; \ animChanged = "_this call((_this select 0)getVariable'Extended_AnimChangedEH')"; \ animDone = "_this call((_this select 0)getVariable'Extended_AnimDoneEH')"; \ dammaged = "_this call((_this select 0)getVariable'Extended_DammagedEH')"; \ engine = "_this call((_this select 0)getVariable'Extended_EngineEH')"; \ firedNear = "_this call((_this select 0)getVariable'Extended_FiredNearEH')"; \ fuel = "_this call((_this select 0)getVariable'Extended_FuelEH')"; \ gear = "_this call((_this select 0)getVariable'Extended_GearEH')"; \ getIn = "_this call((_this select 0)getVariable'Extended_GetInEH')"; \ getOut = "_this call((_this select 0)getVariable'Extended_GetOutEH')"; \ //handleDamage = "_this call((_this select 0)getVariable'Extended_HandleDamageEH')"; \ //handleHealing = "_this call((_this select 0)getVariable'Extended_HandleHealingEH')"; \ hit = "_this call((_this select 0)getVariable'Extended_HitEH')"; \ incomingMissile = "_this call((_this select 0)getVariable'Extended_IncomingMissileEH')"; \ killed = "_this call((_this select 0)getVariable'Extended_KilledEH')"; \ landedTouchDown = "_this call((_this select 0)getVariable'Extended_LandedTouchDownEH')"; \ landedStopped = "_this call((_this select 0)getVariable'Extended_LandedStoppedEH')"; class Extended_Init_EventHandlers { class FR_Miles {Miles_init = "(_this select 0) setidentity ""Miles"";";}; class FR_Cooper {Cooper_init = "(_this select 0) setidentity ""Cooper"";";}; class FR_Sykes {Sykes_init = "(_this select 0) setidentity ""Sykes"";";}; class FR_Ohara {Ohara_init = "(_this select 0) setidentity ""Ohara"";";}; class FR_Rodriguez {Rodriguez_init = "(_this select 0) setidentity ""Rodriguez"";";}; }; class CfgVehicles { class SoldierWB; class FR_Base : SoldierWB { class EventHandlers { EXTENDED_EVENTHANDLERS }; }; class FR_Miles : FR_Base { class EventHandlers : EventHandlers {HandleIdentity = "true"; EXTENDED_EVENTHANDLERS }; }; class FR_GL : FR_Base { class EventHandlers; }; class FR_Cooper : FR_GL { class EventHandlers : EventHandlers {HandleIdentity = "true"; EXTENDED_EVENTHANDLERS }; }; class FR_Marksman : FR_Base { class EventHandlers; }; class FR_Sykes : FR_Marksman { class EventHandlers : EventHandlers {HandleIdentity = "true"; EXTENDED_EVENTHANDLERS }; }; class FR_Corpsman : FR_Base { class EventHandlers; }; class FR_OHara : FR_Corpsman { class EventHandlers : EventHandlers {HandleIdentity = "true"; EXTENDED_EVENTHANDLERS }; }; class FR_AR : FR_Base { class EventHandlers; }; class FR_Rodriguez : FR_AR { class EventHandlers : EventHandlers {HandleIdentity = "true"; EXTENDED_EVENTHANDLERS }; }; }; Edited July 8, 2009 by Robalo_AS edited version - no rpt errors Share this post Link to post Share on other sites
Scrub 0 Posted July 7, 2009 Looks like an amazingly worthy effort! This may very well put scripting back into the realms of possibility for me again. Look forward to posting some of my unoptimized junk that others might find useful, lol. It'll be less junky with THIS.. Thanks CBA team! Share this post Link to post Share on other sites
Spooner 0 Posted July 8, 2009 @Robalo_AS, I've ticketed this at DH and hope to get the fix out ASAP. Share this post Link to post Share on other sites
sickboy 13 Posted July 8, 2009 (edited) XEH slow all other script Resolved! We will release a hotfix after solving BIS campaign Force Recon do not initiate Thanks all for replies and reports! Edited July 8, 2009 by Sickboy Share this post Link to post Share on other sites
dmarkwick 261 Posted July 8, 2009 While adding the initial first release touches to JTD Tracker Dog, I find that game logics can no longer be assigned into vehicle positions. I don't know whether this is a bug or a new limitation to prevent problems somewhere else (As discussed at OFPEC). Is there the possibility that a modified game logic could be derived from the default one, with the old abilities reinstated as a CBA project? As I say the default one might have been fixed to prevent problems somewhere else, but this might not apply to a derivative? Share this post Link to post Share on other sites
sickboy 13 Posted July 8, 2009 While adding the initial first release touches to JTD Tracker Dog, I find that game logics can no longer be assigned into vehicle positions. I don't know whether this is a bug or a new limitation to prevent problems somewhere else (As discussed at OFPEC).Is there the possibility that a modified game logic could be derived from the default one, with the old abilities reinstated as a CBA project? As I say the default one might have been fixed to prevent problems somewhere else, but this might not apply to a derivative? :) Not sure if it is a property to be set, or possibly a result of changed logic usage. "LOGIC" can now only be created by: createVehicleLocal, camCreate and createUnit. Correct would be: http://dev-heaven.net/boards/37/topics/show/949#message-1098 (posted at DH for syntax highlighting and biki links) Are you able to put _logic into vehicle cargo with above code? If not, we could try to find the issue or create our own logic-alike object. Share this post Link to post Share on other sites