Function Index
$#! · 0-9 · A · B · C · D · E · F · G · H · I · J · K · L · M · N · O · P · Q · R · S · T · U · V · W · X · Y · Z
A
CBA_fnc_actionArgument
CBA_fnc_addDisplayHandler
CBA_fnc_addEventHandler
CBA_fnc_addKeyHandler
CBA_fnc_addKeyHandlerFromConfig
CBA_fnc_addMagazine
CBA_fnc_addMagazineCargo
CBA_fnc_addMagazineVerified
CBA_fnc_addPerFrameHandler
CBA_fnc_addPlayerAction
CBA_fnc_addWaypoint
CBA_fnc_addWeapon
CBA_fnc_addWeaponCargo
B
CBA_fnc_benchmarkFunction
C
CBA_fnc_capitalize
CBA_fnc_changeKeyHandler
CBA_fnc_createCenter
CBA_fnc_createMarker
CBA_fnc_createTrigger
D
CBA_fnc_debug
CBA_fnc_defaultParam
CBA_fnc_deleteEntity
CBA_fnc_determineMuzzles
CBA_fnc_dropMagazine
CBA_fnc_dropWeapon
E
CBA_fnc_error
F
CBA_fnc_filter
CBA_fnc_find
CBA_fnc_findEntity
CBA_fnc_formatElapsedTime
CBA_fnc_formatNumber
G
CBA_fnc_getAlive
CBA_fnc_getAnimType
CBA_fnc_getArg
CBA_fnc_getArrayDiff
CBA_fnc_getArrayElements
CBA_fnc_getAspectRatio
CBA_fnc_getConfigEntry
CBA_fnc_getDistance
CBA_fnc_getFirer
CBA_fnc_getFov
CBA_fnc_getGroup
CBA_fnc_getGroupIndex
CBA_fnc_getMarkerPersistent
CBA_fnc_getNearest
CBA_fnc_getNearestBuilding
CBA_fnc_getPistol
CBA_fnc_getPos
CBA_fnc_getSharedGroup
CBA_fnc_getTerrainProfile
CBA_fnc_getTurret
CBA_fnc_getUISize
CBA_fnc_getUnitAnim
CBA_fnc_getUnitDeathAnim
CBA_fnc_getVolume
CBA_fnc_globalEvent
CBA_fnc_globalExecute
CBA_fnc_globalSay
CBA_fnc_globalSay3d
H
CBA_fnc_hashCreate
CBA_fnc_hashEachPair
CBA_fnc_hashGet
CBA_fnc_hashHasKey
CBA_fnc_hashSet
CBA_fnc_headDir
I
CBA_fnc_inArea
CBA_fnc_inheritsFrom
CBA_fnc_inject
CBA_fnc_isAlive
CBA_fnc_isHash
CBA_fnc_isTurnedOut
CBA_fnc_isUnitGetOutAnim
J
CBA_fnc_join
L
CBA_fnc_leftTrim
CBA_fnc_localEvent
CBA_fnc_log
M
CBA_fnc_mapDirTo
CBA_fnc_mapGridToPos
CBA_fnc_mapRelPos
N
CBA_fnc_nearPlayer
CBA_fnc_northingReversed
O
CBA_fnc_objectRandom
P
CBA_fnc_parseYAML
CBA_fnc_peek
CBA_fnc_players
CBA_fnc_polar2vect
R
CBA_fnc_randPos
CBA_fnc_readKeyFromConfig
CBA_fnc_realHeight
CBA_fnc_remoteEvent
CBA_fnc_removeDisplayHandler
CBA_fnc_removeEventHandler
CBA_fnc_removeKeyHandler
CBA_fnc_removeMagazine
CBA_fnc_removePerFrameHandler
CBA_fnc_removePlayerAction
CBA_fnc_removeWeapon
CBA_fnc_replace
CBA_fnc_rightTrim
S
CBA_fnc_scaleVect
CBA_fnc_scaleVectTo
CBA_fnc_searchNearby
CBA_fnc_selectWeapon
CBA_fnc_setHeight
CBA_fnc_setMarkerPersistent
CBA_fnc_setPos
CBA_fnc_shuffle
CBA_fnc_simplifyAngle
CBA_fnc_simplifyAngle180
CBA_fnc_sortNestedArray
CBA_fnc_split
CBA_fnc_strLen
CBA_fnc_switchPlayer
T
CBA_fnc_taskAttack
CBA_fnc_taskDefend
CBA_fnc_taskPatrol
CBA_fnc_test
CBA_fnc_trim
V
CBA_fnc_vect2Polar
CBA_fnc_vectAdd
CBA_fnc_vectCross
CBA_fnc_vectCross2D
CBA_fnc_vectDir
CBA_fnc_vectDot
CBA_fnc_vectElev
CBA_fnc_vectMagn
CBA_fnc_vectMagn2D
CBA_fnc_vectRotate2D
CBA_fnc_vectSubtract
Used to call the code parsed in the addaction argument.
Adds an action to a displayHandler
Registers an event handler for a specific CBA event.
Adds an action to a keyhandler
Adds an action to a keyhandler, read from config
Add magazine to a vehicle/unit.
Add magazine to a vehicle cargo.
Add a magazine, but verify that it was successful without over-burdening the recipient.
Add a handler that will execute every frame, or every x number of seconds
Adds persistent action to player (which will also be available in vehicles and after respawn or teamswitch).
A function used to add a waypoint to a group.
Add a weapon to a unit.
Add weapon(s) to vehicle cargo.
Benchmarks a function to see how long it will take to execute.
Upper case the first letter of the string, lower case the rest.
Changes an action to a keyhandler
Selects center if it already exists, creates it if it doesn’t yet.
Creates a marker all at once.
Create a trigger all at once.
General Purpose Debug Message Writer
Gets a value from parameters list (usually _this) with a default.
A function used to delete entities Parameters: Array, Object, Group or Marker Example: [car1,car2,car3] call CBA_fnc_deleteEntity Returns: Nothing Author: Rommel
Gets the list of possible muzzles for a weapon.
Drop a magazine.
Drops a weapon.
Logs an error message to the RPT log.
Filter each element of an array via a function.
Finds a string within another string.
A function used to find out the first entity of parsed type in a nearEntitys call Parameters:
Formats time in seconds according to a format.
Formats a number to a minimum integer width and to a specific number of decimal places (including padding with 0s and correct rounding).
A function used to find out who is alive in an array or a group.
Used to determine which weapon unit is currently holding and return proper animation type.
Get default named argument from list.
A function used to return the differences between two arrays.
A function used to return the element counts in an array.
Used to determine the Aspect ratio of the screen.
Gets a configuration entry.
A function used to find out the distance between two positions.
A function used to find out which unit exactly fired (Replacement for gunner, on multi-turret vehicles).
Get current camera’s field of view in radians and zoom.
A function used to find out the group of an object.
Finds out the actual ID number of a person within his group as assigned by the game and used in the squad leader’s command menu, not just the order within the units of his group (this order can change due to players joining and leaving the game, deaths or promotions).
Checks if a global marker is persistent for JIP players.
A function used to find out the nearest entity parsed in an array to a position.
A function used to find out the nearest building and appropriate building positions available.
Returns name of pistol in unit’s inventory, if any.
A function used to get the position of an entity.
Returns existing group on side, or newly created group when not existent.
A function used to find the terrain profile between two positions
A function used to find out which config turret is turretpath.
Used to determine the UI size of the screen.
Get information about a unit’s stance and speed.
Get death animation for a unit.
Return the volume of an object
Raises a CBA event on all machines, including the local one.
Executes code on given destinations
Says sound on all client computer
Says sound on all client computer in 3d
Check if a Hash has a value defined for a key.
Iterate through all keys and values in a Hash.
Gets a value for a given key from a Hash.
Check if a Hash has a value defined for a key.
Sets a value for a given key in a Hash.
Get the direction of a unit’s head.
A function used to determine if a position is within a zone.
Checks whether a config entry inherits, directly or indirectly, from another one.
Accumulates a value by passing elements of an array “through” a function.
A function used to find out if the group or object is alive.
Check if a value is a Hash data structure.
Checks whether a unit is turned out in a vehicle or not.
Checks whether a unit is turned out in a vehicle or not.
Joins an array of values into a single string, joining each fragment around a separator string.
Trims white-space (space, tab, newline) from the left end of a string.
Raises a CBA event only on the local machine.
Logs a message to the RPT log.
Gets the direction between two map grid references.
Converts a 2, 4, 6, 8, or 10 digit grid reference into a Position.
Find a position relative to a known position on the map.
Check whether these are any players within a certain distance of a unit.
Checks if the maps northing is reversed (like Chernarus & Utes, or any map pre-OA)
Creates a “random” number 0-9 based on an object’s velocity
Parses a YAML file into a nested array/Hash structure.
Peek at variable on the server To receive the variable content back, you will have to [“cba_diagnostics_receive_peak”, {_this call myFunction}] call CBA_fnc_addEventHandler;
Get a list of current player objects.
Creates a vector based on a inputted magnitude, direction and elevation
A function used to randomize a position around a given center Parameters: Marker, Object, Location, Group or Position, Radius Example: _position = [position, radius] call CBA_fnc_randPos Returns: Position - [X,Y,Z] Author: Rommel
Reads key setting from config
Real z coordinate of an object, for placing stuff on roofs, etc.
Raises a CBA event on all machines EXCEPT the local one.
Removes an action to a displayHandler
Removes an event handler previously registered with CBA_fnc_addEventHandler.
Removes an action to a keyhandler
Remove a magazine.
Remove a handler that you have added using CBA_fnc_addPerFrameHandler
Removes player action previously added with CBA_fnc_addPlayerAction.
Remove a weapon.
Replaces substrings within a string.
Trims white-space (space, tab, newline) from the right end of a string.
scales a specified vector by a specified factor.
scales a vector so that its new Magnitude is equivalent to a specified value.
A function for a group to search a nearby building.
Selects weapon, if the player has the weapon, including correctly selecting a muzzle, if any.
A function used to set the height of an object Parameters: _object - Object or Location _height - Height in metres _type - Optional parameter, 0 is getpos, 1 is getpos ASL, 2 is getposATL (Default: 1) Example: [this, 10] call CBA_fnc_setHeight Returns: Nothing Author: Rommel
Sets or unsets JIP persistency on a global marker.
A function used to set the position of an entity.
Shuffles an array’s contents into random order, returning a new array.
Returns an equivalent angle to the specified angle in the range 0 to 360.
Returns an equivalent angle to the specified angle in the range -180 to 180.
Used to sort a nested array from lowest to highest using quick sort based on the specified column, which must have numerical data.
Splits a string into substrings using a separator.
Counts the number of characters in a string.
Switch player to another unit.
A function for a group to attack a parsed location.
A function for a group to defend a parsed location.
A function for a group to randomly patrol a parsed radius and location.
Runs unit tests for an addon or component.
Trims white-space (space, tab, newline) from the both ends of a string.
Returns the sum of two vectors.
Returns the cross product vector of two vectors.
Returns the cross product vector of two 2D vectors.
Returns the angle of a vector with the given i and k coordinates in the range 0 to 360.
Returns the dot product of two vectors.
Returns the angle of elevation of a 3D vector with the given i, j and k coordinates in the range -90 to 90.
Returns the magnitude of a 3D vector with the given i, j and k coordinates.
Returns the magnitude of a vector with the given i and k coordinates or the magnitude of the i and k components of a 3D vector.
Rotates a 2D vector around a given center, for rotating of a vector from its origin, use BIS_fnc_rotateVector2D
Returns the difference of two vectors.
Close