Index
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A
CBA_fnc_actionArgument
 ADD
CBA_fnc_addBackpackCargo
CBA_fnc_addBinocularMagazine
CBA_fnc_addBISEventHandler
CBA_fnc_addClassEventHandler
CBA_fnc_addDisplayHandler
CBA_fnc_addEventHandler
CBA_fnc_addEventHandlerArgs
CBA_fnc_addItem
CBA_fnc_addItemCargo
CBA_fnc_addItemContextMenuOption
CBA_fnc_addKeybind
CBA_fnc_addKeybindToFleximenu
CBA_fnc_addKeyHandler
CBA_fnc_addKeyHandlerFromConfig
CBA_fnc_addMagazine
CBA_fnc_addMagazineCargo
CBA_fnc_addMarkerEventHandler
CBA_fnc_addPauseMenuOption
CBA_fnc_addPerFrameHandler
CBA_fnc_addPlayerAction
CBA_fnc_addPlayerEventHandler
CBA_fnc_addSetting
CBA_fnc_addUnitTrackProjectiles
CBA_fnc_addWaypoint
CBA_fnc_addWeapon
CBA_fnc_addWeaponCargo
CBA_fnc_addWeaponWithoutItems
CBA_fnc_allNamespaces
 ARG_#
 ARR_#
 ARRAY
 ASSERT_DEFINED
 ASSERT_FALSE
 ASSERT_OP
 ASSERT_TRUE
 Assertions
B
CBA_fnc_binocularMagazine
CBA_fnc_buildingPositions
C
CBA_fnc_canAddItem
CBA_fnc_canUseWeapon
CBA_fnc_capitalize
 CBA_accessory_fnc_switchAttachment
 CBA_diagnostic_fnc_initTargetDebugConsole
 CBA_events_fnc_playerEvent
 CBA_optics_fnc_setOpticMagnification
 CBA_optics_fnc_setOpticMagnificationHelper
 CBA_optics_fnc_setOpticMagnificationHelperZeroing
 CBA_statemachine_fnc_addEventTransition
 CBA_statemachine_fnc_addState
 CBA_statemachine_fnc_addTransition
 CBA_statemachine_fnc_clockwork
 CBA_statemachine_fnc_create
 CBA_statemachine_fnc_createFromConfig
 CBA_statemachine_fnc_delete
 CBA_statemachine_fnc_dumpPerformanceCounters
 CBA_statemachine_fnc_getCurrentState
 CBA_statemachine_fnc_manualTransition
 CBA_statemachine_fnc_toString
 CBA_statemachine_fnc_updateList
CBA_fnc_changeKeyHandler
CBA_fnc_clearWaypoints
CBA_fnc_compatibleItems
CBA_fnc_compatibleMagazines
CBA_fnc_compileEventHandlers
CBA_fnc_compileFinal
CBA_fnc_compileFunction
CBA_fnc_compileMusic
CBA_fnc_consumeItem
CBA_fnc_createMarker
CBA_fnc_createNamespace
CBA_fnc_createPerFrameHandlerObject
CBA_fnc_createTrigger
CBA_fnc_currentMagazineIndex
CBA_fnc_currentUnit
D
CBA_fnc_debug
 DEBUG_MODE_FULL
 DEBUG_MODE_MINIMAL
 DEBUG_MODE_NORMAL
 DEBUG_MODE_x
 Debugging
 DEC
CBA_fnc_decodeURL
 DEFAULT_PARAM
CBA_fnc_deleteEntity
CBA_fnc_deleteNamespace
CBA_fnc_deletePerFrameHandlerObject
 DEPRECATE
 DEPRECATE_SYS
 DEPRECATED
CBA_fnc_deserializeNamespace
CBA_fnc_directCall
CBA_fnc_dropItem
CBA_fnc_dropMagazine
CBA_fnc_dropWeapon
E
CBA_fnc_encodeJSON
 ERROR
 ERROR_MSG
 ERROR_WITH_TITLE
CBA_fnc_execNextFrame
 EXPLODE_1(ARRAY,A,B)
 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
 FILE_EXISTS
CBA_fnc_filter
 FILTER
CBA_fnc_find
CBA_fnc_findEntity
CBA_fnc_findMax
CBA_fnc_findMin
CBA_fnc_findMusic
CBA_fnc_findNil
CBA_fnc_findNull
CBA_fnc_findTypeName
CBA_fnc_findTypeOf
CBA_fnc_firedDisposable
CBA_fnc_floatToString
 fnc_waypointGarrison
 Format
 FORMAT_#(STR,ARG1)
CBA_fnc_formatElapsedTime
CBA_fnc_formatNumber
Used to call the code parsed in the addaction argument.
Add a value to a variable.
Add backpack(s) to vehicle cargo.
Adds a magazine to the units rangefinder.
Adds an event handler with arguments.
Add an eventhandler to a class and all children.
Adds an action to the main display.
Registers an event handler for a specific CBA event.
Registers an event handler for a specific CBA event with arguments.
Add an item to a unit.
Add item(s) to vehicle cargo.
Adds context menu option to inventory display.
Adds or updates the keybind handler for a specified mod action, and associates a function with that keybind being pressed.
Adds or updates the keybind handler for a defined Fleximenu and creates that Fleximenu.
Adds an action to a keybind.
Adds an action to a keybind from config.
Add magazine to a vehicle/unit.
Add magazine(s) to a vehicle’s cargo.
Adds an event handler that executes code when a marker is created or deleted.
Adds a menu option to the ESC menu “Options” tab.
Add a handler that will execute every frame, or every x number of seconds.
Adds persistent action to the player.
Adds a player event handler.
Creates a new setting for that session.
Adds projectile tracking to a given unit or vehicle.
A function used to add a waypoint to a group.
Add a weapon to a unit.
Add weapon(s) to vehicle cargo.
Adds weapon to unit without attachments and without taking a magazine.
Reports namespaces created with CBA_fnc_createNamespace.
Select from list of array arguments
Create list from arguments.
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.
Returns the magazine of the units rangefinder.
Reports positions of the building including nearby custom building positions.
Checks if unit has enough free space in inventory to store item.
Checks if the unit can currently use a weapon.
Upper case the first letter of the string, lower case the rest.
Switches weapon accessories for the player.
Adds additional watch statements that are run on a remote target and have their values returned to the client.
Poll player event states and possibly raise events on state change.
Set magnification of the current optic of the unit.
Helper function used in config to set the magnification of a zooming optic.
Helper function used in config to remember the zeroing of a zooming optic.
Creates a transition between two states.
Adds a state to a state machine.
Creates a transition between two states.
Clockwork which runs all state machines.
Creates a state machine.
Creates a state machine from a config class.
Deletes a state machine.
Dumps the performance counters for each statemachine Requires `STATEMACHINE_PERFORMANCE_COUNTERS` in script_component.hpp Note that diag_tickTime has very limited precision; results may become more accurate with longer test runtime.
Manually triggers a transition.
Manually triggers a transition.
Creates a readable string representation of a state machine.
Manually updates the list of a state machine.
Changes the key of a key handler.
A function used to correctly clear all waypoints from a group.
Return all compatible weapon attachments.
Retrieves a list of magazines that are compatible with a weapon.
Compiles all Extended EventHandlers in given config.
Defines a function in mission namespace and prevents it from being overwritten.
Compiles a function into mission namespace and into ui namespace for caching purposes.
A function used to gather a list of all music classes
Removes item from inventory.
Creates a marker all at once.
Creates a namespace.
Creates a PFH object, that will execute code every frame, or every x number of seconds.
Create a trigger all at once.
Finds out the magazine ID of the currently loaded magazine of given unit.
Returns the controlled unit.
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.
Reverse URL encoded text to readable text.
A function used to delete entities
Deletes a namespace created with CBA_fnc_createNamespace.
Deletes a PFH object that was previously created via CBA_fnc_createPerFrameHandlerObject
Allow deprecation of a function, in the current component, that has been renamed.
Allow deprecation of a function that has been renamed.
Use param/params commands added in Arma 3 1.48
Creates namespace containing all variables stored in a CBA hash.
Executes a piece of code in unscheduled environment.
Drops an item.
Drops a magazine.
Drops a weapon (including binocular).
Serializes input to a JSON string.
Record a critical error in the RPT log.
Record a critical error in the RPT log and display on screen error message.
Record a critical error in the RPT log.
Executes a code once in non sched environment on the next frame.
Split a 1-element array into separate variable.
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.
Check if a file exists
Filter each element of an array via a function.
Filters an array based on given code, then assigns the resulting array to the original Parameters: ARRAY - Array to be filtered CODE - Condition to pick elements Example:
Finds a string within another string.
A function used to find out the first entity of parsed type in a nearEntitys call
Find largest numeric value with index in an array.
Find smallest numeric value with index in an array.
A function used to return songs with given type and tags
A function that returns the index of the first empty (nil) entry in an array.
A function that returns the index of the first null entry in an array.
Returns the index of the first entry of the given type in an array.
Returns the index of the first entry of a given type in an array.
Handles firing a disposable weapon.
Scripted waypoint that makes group garrision nearby buildings and static weapons.
Useful for working around , in macro 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.
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