ORBAT Creator: British Tropical and British Desert Factions.

  1. 8 years ago
    Edited 8 years ago by AUTigerGrad

    https://www.dropbox.com/sh/u8xdfd1eeu69xw3/AABtlJrJYdQa0JcWWmwVC9CMa?dl=0

    I did this in about 30 min last night.

    British Royal Marines-Tropical Faction

    I used the 3CB packs as the main base. Infantry, Jackals, Coyotes, Apaches, Merlins, and Wildcats.

    Then I added Beazly's MAN Truck Retextures to add MAN trucks to the faction.

    Then I added Burnes Foxhound and Burnes Husky.

    Finally I added the Harriers, C-130s, Chinooks, Warrior IFVs, Bulldog APCs, and Wolfhound vehicles to the faction from CUP.

    The whole thing works beautifully! Created a mission on Tanoa, entered the faction name and voila.....a fully fleshed out British Force spawned in perfectly.

    Kudos fellas!

    I see myself becoming quite addicted to this feature.

    *UPDATE*
    https://www.dropbox.com/sh/q06zr2t4rqgmbvl/AACQBSqdWxfnHATsgED7Qi3la?dl=0

    Ok, here is another ORBAT I created.

    Faction: British Army Desert Variant

    Faction name: British_Desert

    Mods Used:
    3CB Equipment
    3CB Units
    3CB Weapons
    3CB Vehicles
    CUP
    Burnes Foxhound
    Burnes Panther
    Burnes Husky
    Beazley's MAN Truck Retextures

    3CB Infantry/Vehicles augmented by CUP Warriors, Bulldogs, Mastiffs, Wolfhounds, Ridgebacks, Harrier Fighters, Chinooks, Land Rovers as well as Burnes Foxhounds, Panthers, and Huskys.
    Also have motorized Troop units and Supply Vehicles using Beazley's MAN Trucks.

    Works beautifully with ALiVE. All Desert Variants of course and Desert camo infantry.

  2. Very nice. I have been resisting the urge to toy around with the dev build.... your post may have broken my will to fight it any longer.

  3. Yeah, it's addicting once you get the hang of it.

    For factions like the Brits....who have some great stuff spread out over 3-4 mods...it's really a big addition to be able to add missing pieces to the puzzle so to speak.

    Biggest benefit is not having to do any scripting/configs at all. Very very easy to use.

    I'll be using it to add naval groups to RHS, etc.

  4. @Riley Very nice. I have been resisting the urge to toy around with the dev build.... your post may have broken my will to fight it any longer.

    Resistance is futon!

    Thoughts on some kind of central repository for custom orbats (github)?

  5. GitHub or a permanent sticky on here.

    Could list the faction, faction name, and mods needed to run the custom faction?

  6. Edited 8 years ago by HeroesandvillainsOS

    @AUTigerGrad Nice. I look forward to checking it out. I also look forward to *cough cough* whatever Taliban faction or Middle Eastern civs you'll inevitably make. :)

    @ALiVE Devs

    Is there any protocol or rules users will need to follow when releasing custom faction mods? Obviously aside from crediting original authors and whatnot. I wasn't under the impression this tool was a mod creator. I can see if someone was careless enough that it could ruffle original creators feathers a bit (i.e. Leight's OPFOR).

  7. Edited 8 years ago by AUTigerGrad

    Good question Heroes, but I wouldn't think it to be an issue due to....

    1. We!re not "stealing assets" or making permanent changes to a mod.

    2. You still have to run the mods used in the config in their true, original state....so again, no issue there.

    3. It's simply making a config to use more mods in conjunction.

    I plan on listing the mods used, new faction name, and giving a kudos to all the modders used regardless. But again, we're not making physical permanent changes to anything.

  8. @SavageCDN Resistance is futon!

    Thoughts on some kind of central repository for custom orbats (github)?

    Futon? Have you been drinking on the job again?

  9. Edited 8 years ago by SpyderBlack723

    As AU noted, the mods that contain the unit's you used still need to be ran, so you should be fine. Including credits is recommended as always. It is also mandatory you append "Spyder is the best" to all of your release posts.

    Central repo sounds cool, Github would probably work decently well for the job. Will think more about it later.

    Edit: Only when directly editing an existing unit without creating a new unit that inherits from it, you need to obtain permission from the unit's original creator before releasing publicly. However, it's not recommended to do this anyway and it has few advantages so I wouldn't worry about it.
    TL;DR: Always create a new unit and set it's unit type to the unit you wish to change instead of importing the unit from config and editing it directly (unless it's a unit you created)

    @Riley - dev build is pretty set in stone atm, so what you see on there is what you'll likely see when it releases so if you're itching to test it, go ahead.

    Edit 2. Making civilian units actually isn't possible because I hide those factions, since I likely won't have time to change and test this before the next release, I'll write instructions on how to make this possible (it'll be easy, mainly just a mass replacement of a certain word, 2s operation)

  10. @SpyderBlack723 Futon? Have you been drinking on the job again?

    Yes :(

    "Spyder is the best"

  11. Is 1.1.1.1607201 the latest dev build? If not can someone link me the download?

  12. Github >> ALiVE.OS >> Releases >> Latest

    https://github.com/ALiVEOS/ALiVE.OS/releases

  13. Sorry I just saw you link it on BIS forums. I should have just looked there. :(

  14. What is this magical creation that you speak of in the OP?

  15. It's a new module for the next release

  16. Yeah I started searching for it...I really like what I have seen so far in the editor. It will make my life SO MUCH EASIER!!!

  17. Edited 8 years ago by AUTigerGrad

    FYI, I added a second British ORBAT on first post with Desert vehicle variants, as well as desert camo infantry. Looks great on Takistan and working wonderfully with ALiVE.

    Is there a way to make all units show up in Zeus under that faction or will units only show under their original mod?

  18. I was wondering how to get new ORBAT stuff to show up on Zeus also.

  19. @ski2060 I was wondering how to get new ORBAT stuff to show up on Zeus also.

    What do you mean? The groups do not show in Zeus?

  20. Nope. I haven't seen anything show in Zeus during previews with just the Orbat mod loaded.
    Maybe I'm just missing something like having to have Alive loaded also?
    I was under the impression that these ORBATS could be used outside of Alive environments?

  21. 8 years ago

    Yes, they can. Do they show in the editor? If not, then it is not loading properly.

  22. Yeah they're showing in the editor but not in Zeus. The original units show in Zeus from their originating factions.

  23. Will check it out later, there should be no reason why this occurs since any unchanged values are inherited from the unit that they mimic. So if a rifleman is usable by Zeus, and you create a new unit with unit type of that rifleman, it should be view able in Zeus.

  24. Let me clarify,

    Some groups show up in Zeus, but not all.

    I can see all of my groups in the editor, but maybe 30% of those are still visible in Zeus.

    One other thing...in unit editor when I import units from an existing config (3cb, Cup, or whatever)....do I need to change each unit's classname or can I leave them with their original classname?

    Reason I ask is although the group's do show in the editor, individual units don't always show in the editor under the new faction. I.e. I can't put down an individual 3cb rifleman, but I CAN put down a grouped section containing that rifleman,

    Did I miss something?

  25. @SpyderBlack723 grab my desert ORBAT and test it. I probably missed a step

  26. Edited 8 years ago by Docbuck

    New to this.

    I added some alive compatible groups to rhs gref. Some required changing the equipment, so I have to pack this up and can't use description.ext

    That's where I'm stuck.

    According to this article I need to find some addon/test/autogen.hpp and paste the generated configs. But I don't know what or where that is. Pls assist.

  27. Pretty sure Ski2060 broke it down in this thread:

    http://alivemod.com/forum/2395-orbat-faction-creation-turning-it-into-a-pbo

  28. Edited 8 years ago by Docbuck

    Yes, and I appreciate you sending me the link. But again. That says I'm supposed to find ```test/addon/autogen.hpp```. My release, that I just got here this morning, has no such file path.

    edit: I checked the source version as well, and do not see such a file path or file there, either.

  29. Not sure. I haven't used it yet but plan to take a crack at a Taliban faction within the next day or two. That's the correct release so hopefully someone else can lend you a hand here.

  30. I checked this release as well, which appears to be the first release in which an ORBAT is mentioned. As a final attempt to make sure I'm not an idiot, I did a repo search for mention of an autogen.hpp. I do not see it anywhere. @SpyderBlack723 if you are on this morning, I could use your advice sir. Thx.

  31. The autogen file is inside the @testmod.rar folder on the ALiVE github page.

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

  33. Edited 8 years ago by SpyderBlack723

    @AUTigerGrad Only change the classnames if they are your units.

    Really the only reason to import units from config is to edit an existing faction that YOU created, not somebody else's (yes it's possible to edit somebody elses but unless you know what you're doing it's not recommended).

    To create a new faction from an existing set of units, simply create a new faction, then go to the unit editor and create units with the unit types set to the those that you wish to edit -- hopefully that makes sense.

    This will likely fix your visibility issue as well. Edit: Just checked myself, all groups and units show properly in the editor.

    Ideally a video tutorial would be a good thing to showcase smart conventions, but time and resources make that difficult.

    Edit:

    If you create a unit whose unit type is of a unit that is not visible in the editor, your new unit will also probably not be visible in the editor. I will fix this.

  34. See it. I was not looking hard enough, apparently. Thank you guys.

  35. Edited 8 years ago by HeroesandvillainsOS

    @SpyderBlack723 I'm a bit confused by your post above.

    If I just want to redress a current faction and keep the integrity of everything else, should I be using the create a new faction option and then going into the unit editor and tinkering from there, or should I be starting from the unit editor (and then when that's finished, moving to groups editor and then faction editor)?

    You said above that editing an existing faction is not for people that don't know what they're doing (me). So I should be making these units from scratch then, yes?

  36. Edited 8 years ago by SpyderBlack723

    @HeroesandvillainsOS I do have to apologize as I forgot the current version in that release is different than the one I have locally. In order to copy factions you simply select the faction you wish to copy in the faction editor, import it's unit's and then change the faction's display and classname. While this will temporarily remove the original faction, it will reappear when you restart the mission (but don't do that because you'll lose the one you have just created). You then go through the imported units and change their classnames (and display names if you wish). Once that is done, simply edit the gear of each unit to fit your needs and export.

    Snippet from the wiki if it helps:

    Copying an existing addon: Select the Faction to inherit from and in the Unit Editor, click Import Units from Config. Then change the name/classname/side in the Faction editor and save. This is the recommended way of creating a new Faction template to work from.

    In the future, there is a simple copy faction button that makes this more clear.

  37. Yup, I forgot to change the classnames of the imported units. That's what happened.

  38. General purpose FAQ thread: http://alivemod.com/forum/2406-orbat-creator-general-faq/0#p15214

 

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