Index
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A
CBA_fnc_actionArgument
 ADD
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
 ARRAY
 ASSERT_DEFINED
 ASSERT_FALSE
 ASSERT_OP
 ASSERT_TRUE
 Assertions
B
CBA_fnc_benchmarkFunction
C
CBA_fnc_capitalize
CBA_fnc_changeKeyHandler
CBA_fnc_createCenter
CBA_fnc_createMarker
CBA_fnc_createTrigger
D
CBA_fnc_debug
 DEBUG_MODE_FULL
 DEBUG_MODE_MINIMAL
 DEBUG_MODE_NORMAL
 DEBUG_MODE_x
 Debugging
 DEC
 DEFAULT_PARAM
CBA_fnc_defaultParam
CBA_fnc_deleteEntity
 DEPRECATE
 DEPRECATE_SYS
CBA_fnc_determineMuzzles
CBA_fnc_dropMagazine
CBA_fnc_dropWeapon
E
CBA_fnc_error
 ERROR
 ERROR_WITH_TITLE
 EXPLODE_2(ARRAY,A,B)
 EXPLODE_3(ARRAY,A,B,C)
 EXPLODE_4(ARRAY,A,B,C,D)
 EXPLODE_5(ARRAY,A,B,C,D,E)
 EXPLODE_6(ARRAY,A,B,C,D,E,F)
 EXPLODE_7(ARRAY,A,B,C,D,E,F,G)
 EXPLODE_8(ARRAY,A,B,C,D,E,F,G,H)
 EXPLODE_9(ARRAY,A,B,C,D,E,F,G,H,I)
 EXPLODE_n
F
CBA_fnc_filter
CBA_fnc_find
CBA_fnc_findEntity
CBA_fnc_formatElapsedTime
CBA_fnc_formatNumber
G
 General
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
 GVAR
 GVARMAIN
H
 H, A
CBA_fnc_hashCreate
CBA_fnc_hashEachPair
CBA_fnc_hashGet
CBA_fnc_hashHasKey
CBA_fnc_hashSet
CBA_fnc_headDir
Used to call the code parsed in the addaction argument.
Add a value to a variable.
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.
Array to read from [Array]
Asserts that a VARIABLE is defined.
Asserts that a CONDITION is false.
Asserts that (A OPERATOR B) is true.
Asserts that a CONDITION is true.
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
Full debugging output.
Only ERROR() and ERROR_WITH_TITLE() enabled.
All debugging except TRACE_n() and LOG() (Default setting if none specified).
Managing debugging based on debug level.
Decrease a number by one.
Getting a default function parameter.
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
Allow deprecation of a function, in the current component, that has been renamed.
Allow deprecation of a function that has been renamed.
Gets the list of possible muzzles for a weapon.
Drop a magazine.
Drops a weapon.
Logs an error message to the RPT log.
Record a timestamped, critical error in the RPT log.
Record a timestamped, critical error in the RPT log.
Split a 2-element array into separate variables.
Split a 3-element array into separate variables.
Split a 4-element array into separate variables.
Split a 5-element array into separate variables.
Split a 6-element array into separate variables.
Split a 7-element array into separate variables.
Split a 8-element array into separate variables.
Split a 9-element array into separate variables.
Splitting an ARRAY into a number of variables (A, B, C, etc).
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
Get full variable identifier for a global variable owned by this component.
Get full variable identifier for a global variable owned by this addon.
Variable names to log values of [Any]
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.
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