ORBAT Creator General FAQ

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  2. 8 years ago

    https://drive.google.com/drive/folders/0B5R8WkcGUL8pT3BJdklhclN0V28

    FYI, you may want to link this orbatron download link on the first post as this thread is getting pretty big.

    I added a fully functioning British Army Desert Order of Battle.

    Units work in Zeus.

    Mods needed to run the faction:

    3CB (all 4 packs)
    CUP (units/weapons/vehicles)
    Burnes Foxhound
    Burnes Panther
    Burnes Husky
    Beazly's MAN Truck Retextures

  3. FYI, you may want to link this orbatron download link on the first post as this thread is getting pretty big

    Don't tell me what to do.

    For anyone interested: https://github.com/ALiVEOS/ALiVE.OS/issues/103

  4. Edited 8 years ago by Opendome

    This is such a great tool! Im a bit confused, after you export it to the clipboard is there a specific filename it should be saved as and how do you utilize it afterwards?

    Also what is it referring to for Motorized Infantry (MTP) and Support Infantry? (eg how and when are they used)

    Thanks!

  5. Where is the autogen.hpp file supposed to be located?

    http://alivemod.com/wiki/index.php/Generate_Config

    It's referred to in here. I can't for the love of me find it.

  6. @Onearmy Where is the autogen.hpp file supposed to be located?

    http://alivemod.com/wiki/index.php/Generate_Config

    It's referred to in here. I can't for the love of me find it.

    You make it.

    Simply create a new text document, paste in the data you just exported for your faction...then save the text document as autogen.hpp. That's it.

    Then you'll put that file into your new faction mod folder with your $prefix$ and CfgPatches, and config.cpp files and pack it up as a pbo. Voila....you have your new mod.

  7. https://github.com/ALiVEOS/ALiVE.OS/blob/master/utils/tools/%40ModAutogen.rar

  8. Edited 8 years ago by ski2060

    Ok... weird. My units are not showing up in Zeus again.
    They show fine in Eden, both for Vanilla and RHS variants. But neither area available once I start up a scenario in Eden.

    I have my classnames in the CfgPatches file, and it was working in the release before the last RC.

    here's a link to my Faction if someone can look at it and tell me what I'm doing wrong?
    https://drive.google.com/open?id=0B4CmmU0JFMEkUXotQTJZaTd1NFk

    RHS version uses RHS AFRF only.

  9. Edited 8 years ago by SpyderBlack723

    @Opendome This is such a great tool! Im a bit confused, after you export it to the clipboard is there a specific filename it should be saved as and how do you utilize it afterwards?

    Also what is it referring to for Motorized Infantry (MTP) and Support Infantry? (eg how and when are they used)

    Thanks!

    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)

    2. A function to randomize gear (headgear/facewea primarily, but why stop there?). Like say, make a list of possible items for a particular dude.

    Worth mentioning that if you inherit from a unit that has randomized headgear, the headgear from your new unit will be randomized as well. Same with any other gear type.

  10. I just uploaded a newer British Desert and British MTP faction to the shared drive, and I have now added a Tropical style faction to the British.

    https://drive.google.com/open?id=0B8iD_7EZwkBhcVVEdFdvTWZlOFk

    Units are wearing Tropical camo and have woodland/tropical vehicles.

    I have also added Naval units to this faction so that you can have gunboat patrols around Tanoa.

    Mods needed to run the British Tropical Faction
    3CB (all 4 packs, Units/Equipment/Weapons/Vehicles
    CUP (Units/Vehicles/Weapons)
    Beazly's MAN Truck Retextures
    Burnes Foxhound
    Burnes Husky

    The faction is visible and working in Zeus.

  11. Nice work AUT

  12. @SpyderBlack723 Worth mentioning that if you inherit from a unit that has randomized headgear, the headgear from your new unit will be randomized as well. Same with any other gear type.

    Yeah, I know. But still...

  13. It's just a workaround, adding this functionality unfortunately takes quite a bit of work and uglification (scientific word) of the process.

  14. Alright slackers,

    I've got 4 factions in the shared drive and no one else has one.

    Daddy needs Some new factions to shoot at.

  15. Edited 8 years ago by HeroesandvillainsOS

    Haha my Taliban one is coming. I'd say it's done actually but I noticed Eric J uses ballistic protection values of about 40% on the civilian uniforms. Strange. So I had to go in and change the vests/backpacks so the dudes didn't take 7 shots to kill like CSAT.

    I've fixed that but I still have to wonder why he gave armor protection to the civilian clothing. Very odd choice. Almost no other uniform in the game has ballistic protection like this (they usually rely on their vests and backpacks to keep the safe).

    Interestingly, CAF Aggressors, before the armor values broke the mod when BIS updated that system like a year ago, actually had armor values for the uniforms too of the same 40% value. I wonder if Eric J was inspired by that? It's just, the "modern" still worked on mods such as Massi Takistani's, CUP Takistani's and Project OPFOR all give them 0% for everything. So they're currently one shot one kill factions.

    40% vest protection usually takes at least 2-3 shots to the chest to kill, even from relatively short distances (under 100 meters) and good caliber ammo.

    Long story short I'm still debating on asking Eric J if he can fix it or if I should appreciate the additional challenge of trying to a better shooter. Head shots still kill these guys instantly. Once I'm decided on that I'll release my Taliban faction and post it on the Google Drive and then you won't feel so lonely. :)

  16. Ask him, if CUP had the same "issue" then it was likely an artifact of porting A2 content.

  17. Edited 8 years ago by HeroesandvillainsOS

    CUP "Taliban" does not. 0% uniform, vest and backpacks. At least at the moment it's like that. That's why I feel like it must have been a conscience choice on his part. That, or it could also have been something the CUP team changed at some point during development process too so it's definitely possible the values are inherited from Arma 2.

    I'll have to pick Eric J's brain on it and see what he thinks.

  18. So I'm on a faction making tear and had ideas on what to make.

    If anyone is already working on one of these, please let me know so I don't do double work.

    • CUP based African factions (African Army, rebels, etc.)
    • Chinese Pirates/Irregular Smugglers, etc. (not Syndikat based, but Chinese based)
    • CUP based Private Contractors
    • RHS based Private Contractors
  19. FYI, I updated my lightweight Taliban Faction. The Fighters carry NI Arms AKs of varying types, RPK automatic machine guns, and old school springfield rifles.

    https://drive.google.com/drive/folders/0B8iD_7EZwkBhZmVFTHN4dC13Wkk?usp=sharing

    Mods needed
    Eric J's Taliban
    NI Arms Core
    NI Arms AK pack
    NI Arms Springfield Rifle pack

  20. @AUTigerGrad would you mind looking over my Pirates stuff and seeing what the hell I'm doing wrong with my CfgPatches?

    I've tried formatting it exactly like your stuff with my unit names etc. and I still can't get it to show in Zeus.
    I had units showing in Zeus ONCE, with the RC build, but with release they don't show for me for some damn reason.

    They work fine in Alive, spawn in, can be placed with the editor etc...

  21. Send me the latest files and I'll take a look.

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