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!
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!
@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.
@dividedbyzero So you have fixed the issue? If not make sure your config classes are named differently as well.
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.
Make sure you are..
The ORBAT Creator shows groups, some CUP factions don't have any groups configured, which is why they appear empty in the faction editor.
@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?
Are you talking strictly about CUP Taki civs? Or your own ORBAT civs? CUP Taki civs don't exist! If you're trying to spawn them and they're not spawning, that's your problem.
AUTigerGrad ORBAT'd some: http://steamcommunity.com/sharedfiles/filedetails/?id=814770933
If they are still not spawning, you're probably filtering the civ placement module too high or using a TAOR without civ buildings.
If they are still not spawning, you're probably filtering the civ placement module too high or using a TAOR without civ buildings.
To confirm this, enable debug on the module and see if any markers are placed over civilian areas.
Am I missing something or does the class role not get copied over when I create a new unit in the unit editor?
Like snipers, explosive specialists and medics don't get their respective role icons even tho they have more or less the same gear from the original faction I copied it from.
I've created a custom faction by copying the RHS US army and modifying it a bit. I think those work, this seems to be only when I create a new unit.
Can it be edited in manually somewhere?
@Nablatidis Am I missing something or does the class role not get copied over when I create a new unit in the unit editor?
Like snipers, explosive specialists and medics don't get their respective role icons even tho they have more or less the same gear from the original faction I copied it from.I've created a custom faction by copying the RHS US army and modifying it a bit. I think those work, this seems to be only when I create a new unit.
Can it be edited in manually somewhere?
You have to name them appropriately in the ORBAT Editor itself. While you are copying over their loadouts it will not give them the same naming convention; at least in my experience; if you are changing the overall name of the entire group. It will utilize the group name and give them different designations. Without going into Arma 3 and loading up the editor I can't give you a more descriptive area other than it is in the unit creation function within ORBAT.
sup im in real need of help im not technicaly minded (anti epileptic drugs make impossible to concentrate)
ive saved the stuff from the orbat now how do i make it an actual ingame faction that i can use for a mission ive been making for my team
i dont know do i have to do it via workshop or anything i cant make sense of what to do now
this is what i have so far
@raytd sup im in real need of help im not technicaly minded (anti epileptic drugs make impossible to concentrate)
ive saved the stuff from the orbat now how do i make it an actual ingame faction that i can use for a mission ive been making for my team
i dont know do i have to do it via workshop or anything i cant make sense of what to do now
this is what i have so far
Everything you need is either on or linked on this page:
Can someone explain to me the Supported Group types and how ALiVE implements them? Specifically, Im referring to Motorized Infantry(MTP) and Support Infantry.
How do these differ from just Motorized Infantry and Infantry?
EDIT: Nvm found my answer from Spyder awhile back.
Motorized_MTP is just some random BIS decision. NATO uses Motorized and CSAT uses Motorized_MTP, just pick one or the other and fill it out. Support Infantry are called in for reinforcements (logcom)
I made a few factions with ORBATRON and it works great most of the time but there are instances where the same units will spawn in without clothes or with clothes from the base units (eg use a vanilla BLUFOR unit as an import and editing it completely).
Should I increase the sleep 0.2?
I have the same issue, I put all instances of 0.2 sleep at 0.0 and the issue disappeared.
So I've been having an issue with a custom faction I created. When placing units in the Editor, they appear as they should, but when I Preview/Play the mission, all of the units helmets and backpacks change. I dug through the cfg stuff that ORBAT exports thinking there might be an issue with assigned gear, but I couldn't find anything. If I re-import the units into ORBAT to try and tweak them, their helmets and backpacks are changed. The weapons, uniforms, and gear that I assigned the units all stays how it's supposed to be, it's just the helmets that change, and 90% of the time, it assignes the exact same helmet to all the units.
I have next to no coding experience so I'm at a complete loss as to what might be causing this, especially because the units all appear how they are supposed to when I place them in the editor but only change when I enter the game.
Noticed that units with underbarrel grenade launchers always load the grenade launcher upon first spawn. Annoying. So, when I make ORBAT units, I reverted back to a previous ALiVE version and when making missions I go to the latest version. A bit teadious.
when I had the same problems with my ORBAT factions, I found out it's because I forgot to export the cfg Patches data and paste this into the respective file in my pre-PBO folder.
In there, you need autogen.hpp, configPatches.hpp and config.cpp and if you press "Export Full Faction" in ORBAT, you'll receive only the data for autogen.hpp, but are still missing the data you NEED to paste into configPatches.hpp!
So if you have isssues with a PBO version of your ORBAT faction, try this and report back if it did help you! :-)