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Oh boy, here we go.
CBA event system
CBA_fnc_createNamespace
instead of hashesCBA_fnc_createNamespace
instead of two local game logics (2x lesscreateVehicleLocal "logic"
) per machineadd
CBA_fnc_targetEvent
CBA_fnc_globalEvent
in use, but can specify machines that recieve events by passing objects, groups and arrays of objects and groups as third paramter.add
CBA_fnc_serverEvent
CBA_fnc_globalEvent
, but will only execute event on server machineadd return value to
CBA_fnc_localEvent
.deprecate:
CBA_fnc_addClientToServerEventhandler
,CBA_fnc_clientToServerEvent
,CBA_fnc_removeClientToServerEvent
CBA_fnc_serverEvent
CBA_fnc_addReceiverOnlyEventhandler
,CBA_fnc_receiverOnlyEvent
,CBA_fnc_removeReceiverOnlyEvent
CBA_fnc_targetEvent
CBA_fnc_addLocalEventHandler
,CBA_fnc_whereLocalEvent
,CBA_fnc_removeLocalEventHandler
CBA_fnc_targetEvent
CBA display handler
CBA_fnc_addDisplayHandler
DisplayLoad
XEH)createTrigger
(present even in MP!) solution that would reassign all key handlers when no keys were pressed for 5 secondsCBA keyhandler
CBA_fnc_createNamespace
or arrays^ these should drastically reduce the amount of overhead for the CBA keybinding module
CBA_fnc_addKeyHandler
with the same hashkey twice would result in the last added event to be executed twice.CBA_fnc_addKeyHandlerFromConfig
would prevent a mission from loading when the added event used the simple config syntax without modifiersMisc.
didJIP
correctly reports https://community.bistudio.com/wiki/didJIPmissionVersion
command on postInit (detects 3den vs 2d mission)CBA_isHeadlessClient
, loged on postInitRscDisplayCurator
. usesDisplayLoad
XEH insteadCBA_MISSION_START
eventCBA_playerSpawn
event. Would report if the player respawned, but unreliable due toteamSwitch
andselectPlayer
. It was also a never ending waitUntil loop on headless clients since 1.56.waitUntil {!isNull findDisplay 46}
. very annoying.