ORBAT Creator General FAQ

  1. 8 years ago
    Edited 8 years ago by SpyderBlack723

    Well.. congratulations?

    You've managed to break it!

    Don't know how or what you did that I somehow didn't catch in my hours and hours of testing.

    If it works then I guess we can just leave it there, but somehow the exportation process botched the ordering of the unit declarations.

  2. Edited 8 years ago by SpyderBlack723

    I won't have much time in the coming days, but I can try to get a glimpse.

    I appreciate you thinking it was your tool, but probably not man.

    I tried very hard to make it unbreakable, so if you broke it, I failed :\

  3. Evening @SpyderBlack723

    When you get a few can you take a look at mine and heroes conversation in this thread from a few days back? I'm curious about some of the actual answers to the things we were throwing around. specifically vanilla mp campaign persistence. Thx!

  4. 7 years ago
    Edited 7 years ago by SpyderBlack723

    It's already in the dl I posted days ago.

  5. @JD_Wang So last night I was trying to make a decent (in my eyes) Taliban OPFOR faction just from CUP, and then make civilians to go along with them.

    I exported the Taliban faction, then built the civilian faction, exported that, made them both into PBO's as normal, but the thing is whenever I startup the editor I only see 1 or the other, never both. It's like 1 stops the other from loading.

    This is probably a very simple issue for someone that knows things about configs and creating factions, but I am not that person. Can anyone tell me what's going wrong and what I can do to solve it (or at least point me in the right direction)

    Thanks

    You need to change the name on the CfgPatches from "testmod" to the name of each mod.

    Since you have both in there..both of which are considered..."testmod"....you only see one.

    Change that and you're golden. FYI...if you use the newest ORBAT Spyder posted..he added the ability to export CfgPatches automatically

  6. Edited 7 years ago by SpyderBlack723

    Then Yes. I've put in at least 6-8 hours each day for the last 3 days into this so please test the latest version as things have improved a lot. Everything should work just fine.

  7. Edited 7 years ago by dev614

    They're blank, yes. I've also just made a completely new faction from scratch to find out that I cannot export the units config. I can export groups, faction (first option), and cfgpatches but when it comes to any unit (all of them or trying to export them individually) or the "full faction" option I get an error code and nothing copied to the clipboard.

    -image-

    I can export any other faction just fine but for some reason I can't export the one I just made. Must be a conflict with a mod I used to make the unit or something, I don't know. That's 3 hours of my life wasted. :(

    EDIT: I just tried removing everything from one of the units I created and seeing if it was a mod that was causing the problem, but I still could not export that individual unit when he had nothing on him. I think I'm just gonna have to cut my losses and start again with the old ORBAT creator.

  8. Edited 7 years ago by ToTo

    I have the same problem as dev614, with the same error message. The first time, I rebuilt my faction from scratch and could not export the result... Rather frustrating. Latest version changed nothing. I only have CBA, Alive and RHS active...

  9. Edited 7 years ago by Nichols

    On a different note...Spyder; I was wondering earlier today if there was a plan to simplify the output of factions or the ability to save your work in order to resume it without having to reload all the previous stuff. Similarly to how we can save a mission file and reload it to work in it without starting over from scratch. I have gotten very good at reloading and typing faction names and classnames in the last few days but honestly don't have as much time now due to work and would love to get some game time in soon.

    Thanks for the hard work and feedback on some of my other issues.

  10. Edited 7 years ago by SpyderBlack723

    @ToTo With the latest workshop release I get this when trying to pack :
    https://i.imgur.com/WWiwamP.png
    The quad bike is the vanilla FIA one... And he can't read config.cpp?!? Wut?

    This will be fixed in an upcoming hotfix. Stay tuned.

    @Nichols On a different note...Spyder; I was wondering earlier today if there was a plan to simplify the output of factions or the ability to save your work in order to resume it without having to reload all the previous stuff. Similarly to how we can save a mission file and reload it to work in it without starting over from scratch. I have gotten very good at reloading and typing faction names and classnames in the last few days but honestly don't have as much time now due to work and would love to get some game time in soon.

    Thanks for the hard work and feedback on some of my other issues.

    Well normally you would just put your config inside an addon, load that addon and continue working. Obviously errors in the current build can prevent a proper export under certain conditions so that's not always possible. I can't import an exported config because parsing that in SQF would be suicide, but an SQF datastructured output that can be imported (but won't be usable in any other way) in the future is possible. It takes time though and right now there is other stuff to focus on (and time is hard to come by).

  11. @imbazil. Restructuring RHS units literally takes 5 minutes now. Watch the videos Spyder posted. Simply highlight all of the "red" groups (RHS groups that dont work) hit edit then switch them to proper categories (infantry, motorized, etc.) That's it. Then just export the config, run it with RHS and the units will be configured for ALiVE. No need to change names, etc.

    If you want to add other units, simply add them to the unit editor (new --> name unit --> import unit from whatever mod you use) then create a group for your new unit, export.

    I'll post some of my newest orbats in the orbatron today. I have Russian Marines (VMF) fixed for ALiVE, as well as the RHS US Socom units.

  12. Edited 7 years ago by SpyderBlack723

    Quick Note:

    I've setup an automated build and upload system that I'll run whenever I make any changes. These should be considered developmental builds that may not be entirely stable (so don't spend 4 hours on a faction just to have it break on export, go slow and build up).

    You may access these builds via this folder: https://www.dropbox.com/sh/sjqlreh2tzcu6y8/AABXiTS0rZu6Who4P3om3e1Ya?dl=0

    (Also added to main post)

    All build names are appended with the date they were created.
    ex. November 30, 2016 --> 11302016

    Maximum of 10 builds will be stored at one time.

    I've also created a Slack channel for ORBAT Creator related discussions and sharing. Notifications of new builds will also be posted to this channel. If you wish to join, please start a private (between just you and me) forums thread and post your email inside.

  13. @SpyderBlack723 Tried reloading and exporting my 15th PLA faction again using the newest ALiVE version and the updated version of Arma 3...still no joy at all. Units are spawning without any extra gear and as you know from the earlier stuff the faction has magazines, grenades, etc... in their loadouts. The funny aspect of this is as I mentioned I can spawn in a unit via Zeus and they have all the stuff they are supposed to have on them. This only happens with ALiVE spawned units.

  14. @SpyderBlack723 Was tour faction generated with the most recent version of ALiVE?

    Yep went back and redid the newest version and still had the same issue with no gear showing on it.

  15. Edited 7 years ago by Nichols

    @SpyderBlack723 You heard anything about the issue we posted up on the feedback tracker regarding the setunitloadout command? After the faction was rebuilt I am still having that same issue unless I spawn them all in via Zeus and then everyone is able to find extra gear on the dead AI when they kill them. If you need the newest faction it is on the Steam Workshop . To my knowledge no one else has mentioned this as a problem when using the faction outside of ALiVE.

  16. 6 years ago

    @Devs:

    I ran into a massive problem when trying to use the new "write to file" option. Had to quit the game before being completely done with editing an older ORBAT faction I had made into a .pbo:

    1) Started game with all the mods that went into the old ORBAT faction plus the new mods from which I wanted to pull additional units

    2) opened a mission with the ORBAT module placed, started it and went into ORBAT GUI

    3) Chose to "Edit Faction"

    4) Made a few edits, then selected "Full Faction to file"

    5) Quitted the game

    6) Came back to the game, only to see it fail on startup with the following message: "include file bw_afg_hist\script_component.hpp not found"

    The name of my old ORBAT faction's .pbo is bw_afg_hist.pbo - but it IS ofc still present in the addons subfolder of the very same @BW_AFG_HIST folder I had used to load it up for editing it.

    Where can I find this script_component.hpp file or where can I create it? Without it, I can no longer load the game with the old ORBAT modfolder active! Always get the above mentioned error!

    THX in advance for any advice

    tourist