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).
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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 #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.