Making a component that uses CBA

Requiring CBA for an addon

In your CfgPatches configuration, ensure that CBA_main is one of the required addons (this will require all the other CBA PBOs, including Extended EventHandlers, for you).
1 requiredAddons[] = {"CBA_main"};

Any addon that just requires Extended_EventHandlers will work also with CBA, since XEH is a sub-component of CBA. However, the other CBA features will not be available to that addon.

Binarizing addons that use CBA

Should you want to binarise an addon that 1 #includes files from CBA_main, binarizing can only be done with Mikero's tools (MakePBO and Rapify; optionally binarize P3Ds, etc. with Bohemia Interactive's standard BINPbo). If you only require CBA_main, without using its macros, then this requirement is unnecessary.

Requiring CBA for a mission

In the editor, place a Game Logics\CBA\Require CBA object anywhere in your mission. The only effect of this is that it will force any player to have CBA running as a mod before they can join the mission. CBA will start itself in any mission anyway, regardless of whether that logic has been placed.

test.sqf (618 Bytes) icecube, Sun, 07 Feb 2010 00:54:11 +0000

test.sqf (618 Bytes) icecube, Sun, 07 Feb 2010 00:57:05 +0000

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