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@ViperMaul
Created March 9, 2019 19:13
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CBA_A3 v3.10.0.190309
CBA v3.10.0 adds a multitude of optimizations that will speed up the loading times of missions, especially when using script heavy mods like ACE3.
The Eden Editor and Zeus Inventory menus will no longer freeze the game when opened for the first time when big content mods like CUP or RHS are used.
There is a new button to hide the base game missions from the mission browser.
A new function CBA_fnc_notify is introduced that allows scripters to show ACE style notifications. Players can change the positions of these notifications in the Layout Editor.
Non MX-SW variants of the MX can no longer use 100 round magazines. This was mistakenly changed from the base game when introducing the magazine wells (JAM).
CHANGE LOG SUMMARY:
ADDED: Some Japanese translations (#1088) classicarma
ADDED: CBA_fnc_notify (Port of ACE style hint notifications) (#1036) commy2
ADDED: Optional argument for default of hash created by CBA_fnc_serializeNamespace (#1044) xetra11
ADDED: CBA_fnc_selectRandomArray (#1049) neilzar
ADDED: keepAspectRatio parameter to Layout Editor (#1059) commy2
ADDED: P90, UMP40/45/9 & Beretta M9 magwells (#1061, #1091) 3Mydlo3 PabstMirror
ADDED: Button to hide stock missions in the CREATE GAME menu (#1066, #1086) commy2
ADDED: Event for confirming changes in Layout Editor ( #1070, #1075) commy2
ADDED: JAM magwells for SMAW and MAAWS launchers (#1071, #1072) Dahlgren
ADDED: More JAM magwells (#1076, #1078) Drofseh
ADDED: Script names to some functions for debugging (#1079) PabstMirror
CHANGED: Maps are sorted alphabetically in CREATE GAME menu (#1045, #1067) commy2
CHANGED: 100rnd mags no longer added to non MX SW variants (#1050, #1058) TheMasterofBlubb
CHANGED: Shortened some functions configs (#1068) PabstMirror
CHANGED: Refactored help component (#1073, #1094, #1095) commy2
CHANGED: Updated DIK Codes header file paths (#1090) jonpas
FIXED: Potential race condition breaking CBA_missionTime in multiplayer (#1047) commy2
FIXED: IS_ADMIN and IS_ADMIN_LOGGED not usable in strings and config (#1048, #1074) commy2
FIXED: cba_main component loaded after cba_jam (#1062) commy2
FIXED: Game crash when using cba_settings_fnc_set with out of bounds priority (#1092) commy2
FIXED: CBA_fnc_getMuzzles function header (#1093) Dystopian
OPTIMIZED: Forced unit addon activation (#1051, #1081) dedmen
OPTIMIZED: Addon XEH preInit and postInit cached at game start (#1052, #1055, #1056) dedmen
OPTIMIZED: XEH incompatible classes cached at game start (#1053, #1057) dedmen PabstMirror
OPTIMIZED: FlexiMenu functions cached at game start (#1054, #1064, #1083, #1087) dedmen
OPTIMIZED: Removed unused local variable from CBA_fnc_isTurnedOut (#1014, #1060) commy2
OPTIMIZED: Removed BI function headers from release build (#1065) PabstMirror
OPTIMIZED: Skip checking turret path if not in vehicle (#1080) PabstMirror
OPTIMIZED: Eden and Zeus item lists are preloaded and optimized (#1084) commy2
KNOWN ISSUES:
Invisible Targets are visible on the map and have nametags when those settings are enabled in the difficulty options.
Invisible Targets are not engaged by AI when they're placed inside another object's geometry. They have to be placed on an object's surface.
Change log for CBA v3.10.0
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