ORBAT Creator General FAQ

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  2. 7 years ago

    So I keep having a strange issue haha, with both RHS, Unsung, and Project Opfor factions I create spawn in and always drop a backpack?

  3. Edited 7 years ago by AUTigerGrad

    @Opendome I have had the same issue for quite a while. I've had it with standard factions too so I'm not sure its an ORBAT issue.

  4. You guys using TFAR?

  5. yup and I've got it set to disable give commander a Long Range Radio and its still dropping backpacks. It's also dropping backpacks for units that don't even have a radio...just a duplicate backpack.

  6. But the problem is caused by TFAR, right?

  7. Yeah that is a TFAR bug we have been attempting to fix off and on since TFAR was introduced. It does it to my PLA faction as well. You can see backpacks that get dropped by the AI all over their spawn areas from when they come out of being virtualized and then pop back into it.

  8. Dammit lol

  9. @SpyderBlack723 just wanted to ask a quick question about the setunitLoadout issue in ORBAT Creator. Asking because the AI only have 1 magazine in the weapon and they are running out of ammo before the fire fights get going.

  10. The loadout is added server side (and setUnitLoadout doesn't work globally .. though it's supposed to), which means clients cannot see their full inventory, but they do have access to it.

  11. Edited 7 years ago by Nichols

    @SpyderBlack723 I have done a ton of testing on this from the first time I found this happening and never have I seen the AI have more than 1 magazine that they have access to.

    I have remote controlled several hundred AI troops once I noticed this issue and none of them have more than 1 magazine in their gear; hence the fact that they can't reload any weapons. It makes fire fights really lop sided against them. I have watched them without remotely taking over control of the AI and seen them shoot their one magazine and then run around taking cover, checking dead buddies for extra ammo (we use VCOM for AI control on a tactical level), tossing smoke, frags or placing mines if they have them; but never being able to fire another shot. However if I Zeus in a unit they are able to shoot and reload without any issues.

    BUT when I open the units up in the editor they have the appropriate ammo as it was done via the ORBAT creator.

    I will be glad to record this (unable to stream it due to crappy upload from AT&T) and post it up for someone to view it and see what I am talking about.

  12. Am I right in saying if I just want to change an armoured group from 3 tanks to 1 tank and a squad of men, I can just export that change to the description.ext ?
    Basically as long as I don't change weapons etc right?

  13. Yes, if you are just editing the groups, you can edit the original faction as it comes when loading the ORBAT Creator. You can then export the faction's groups and paste them in your description.ext and it should read the faction from there.

  14. Perfect. I like my insurgents have the odd tank, but a group of 3 is overkill. 1 + a squad makes much more sense to me.

  15. Greetings!

    Whenever I try to make a faction that is using RHS vehicles I get a TurretMaxRotSpeed-something error, and the vehicle only has a driver as crew (all slots are filled in ORBAT).

    Any ideas of what I'm doing wrong?

    Cheers!

  16. Edited 7 years ago by dividedbyzero

    @Easy
    That seems to be a problem with RHS vehicles unfortunately.

    @SpyderBlack723 I'm having a bit of a weird problem. I have 2 different factions created with ORBAT Creator and packed into .pbo but if I activate them both in the launcher mod manager, only one shows up, but if I activate only one and leave the other deactivated, it shows up in the editor fine.

    EDIT: I packed my .pbos with identical file structures lmao that's why.

  17. @dividedbyzero So you have fixed the issue? If not make sure your config classes are named differently as well.

  18. Deleted 7 years ago by HeroesandvillainsOS
  19. Edited 7 years ago by Aurelius Ambrosius

    hey guys I am having an issue with most CUP Factions. ALiVE will recognize all the factions but it wont recognize most if not all the Units and Classes. So I went in to ORBAT thinking an update or something messed the compatibly but there was nothing under incompatibly tab. So I decide to check the compatibly tab and most of the CUP show all there units but a few show none at all, like it an empty faction but I have checked in game and all assets are there. Does anybody know what's going on here? When I make an ALiVE mission with any of the CUP Factions it tells me to make sure the faction is supported.

  20. Make sure you are..

    • Only using one faction in each placement module
    • Not including spaces before or after the faction names

    The ORBAT Creator shows groups, some CUP factions don't have any groups configured, which is why they appear empty in the faction editor.

  21. @SpyderBlack723 Make sure you are..

    • Only using one faction in each placement module
    • Not including spaces before or after the faction names

    The ORBAT Creator shows groups, some CUP factions don't have any groups configured, which is why they appear empty in the faction editor.

    Ok thanks! also on my current mission I am building, I am not using any AI Commander modules just IED , CQB, and CIV modules. on my last one I just did like this on the new Malden and I used Sydkit on the CQB and standard CIV on the CIV modules and it worked just fine but on the one I am currently building on Zagrbad I am trying to use CUP_O_TK_MILITIA - "Takistani Militia" on the CQB and CUP_C_TK - "Civilians (Takistan)" on the CIV module. On CIV side it tells that there is nowhere in my TAOR (and it covers the whole main city) to place them but it will place any Stock Arma faction no problem and on the CQB side it tells me to make sure CUP_O_TK_MILITIA is a defined Faction i.e. men, cars, planes etc. etc. Am I doing something wrong hear too or what?

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