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.

  22. 8 years ago
    Edited 8 years ago by HeroesandvillainsOS

    If even one unit is misspelled or not included in the cfgpatches, the entire group that unit is in will not show up in Zeus. That would be the very first thing I'd check (I made that mistake myself! Lol) Maybe an important asset such as the team leader is just misspelled in the cfgpatches file or something?

  23. Edited 8 years ago by SpyderBlack723

    Here is a WIP version of the ORBAT Creator using the latest code from my local copy.

    https://www.dropbox.com/s/ygkiyxl0fgmsqkq/ORBAT_Creator_WIP.zip?dl=0

    Releasing early because it includes many improvements to functionality and workflow.

    Notable features that I can remember:

    • Copy faction button for a one-stop-shop for copying a faction without creating errors
    • Civilian factions can now be created/handled.
    • Additional export options -- CfgPatches, Single unit / All units, Single group / All groups
    • Cleaner, more expansive UI
    • Probably some other stuff

    Do not use this version unless you are utilizing the ORBAT Creator.

  24. Edited 8 years ago by SpyderBlack723

    Noticed an error in exporting CfgPatches, will hotfix.

    Edit: Link updated

  25. So, Spyder. Little confused by the Unit creator in the new ORBAT. Overall it looks better from the UI aspects, but the Units tab is very non-intuitive.
    Maybe you can give a quick rundown on which section is your import from, and which is for the new unit?
    I see the Ownership section, and I /assume/ that is for the new faction you are working on.

  26. Everything is exactly the same, it's just ordered vertically as opposed to left to right.

  27. Edited 8 years ago by ToTo

    Hi and thanks for the awesome tool you gave us! Although I still have some trouble with it.
    I'm trying to make a french army faction combining assets from the R3F mods, RHS and FFAA. Created a new faction, a new unit from the R3F mod which I used as a template for the others, imported a few vehicles and created groups, everything works fine including pbo packing.
    Except that back in the editor, every unit has its uniform empty. Everything else is saved, but not the uniform content.
    Another weird thing that may be related I noticed, using the Dynamic Recon Ops scenarios, the faction is available but every unit revert to its inherited class unit's uniform. I tried with a unit inheriting a vanilla NATO one just to be sure, and it did revert to the NATO MTP coverall (again every other piece of gear is what it should be)
    So is it me, the mods or did I catch something here?

  28. I would try with only ALiVE and CBA enabled. Nobody has reported similar issues.

  29. Edited 8 years ago by ToTo

    Thanks for the help! You're right, there seems to be some kind of problem with the R3F uniforms, as the reported bugs did not happen with a unit inherited from NATO and equiped with RHS gear (I should have tried that first). I'll mess around to find a fix...

    EDIT: ok so in the autogen.hpp for my french faction, the 'uniformClass =' is entirely missing for every unit... No idea why. I guess I'll have to manually add it. The uniform content is in the code tho, but it has nowhere to go (yet).

    EDIT 2: uniformClass manual correction worked for the uniform reversion problem in the DRO mission, but the uniforms are still empty. I give up for today. Heres's my autogen.hpp if anyone wants to check: https://www.dropbox.com/s/ryexbvr16jp3g9y/autogen.hpp?dl=0

  30. Edited 8 years ago by hugodm9

    I'm getting the same problem as ToTo, using VSM uniforms. Another problem is some units are spawning with their weapons empty, most of the time they will reload on spawn. But for example, a missile specialist only reloads the launcher.

  31. @hugodm9 The weapon loading has been adressed in the latest dev version Spyder linked (I think?), Although I noticed that when I reload the faction in the ORBAT editor, every unit is now short of 1 magazine of each type. Oh and I get duplicate items in a RHS backpack too now (6 smokes of each type instead of two)...

  32. Edited 8 years ago by hugodm9

    @ToTo Hey buddy, i'm still getting the same problem with weapons reload in the dev version.
    On spawn, units only reload one of their weapons.

  33. Edited 8 years ago by HeroesandvillainsOS

    I've had some PM's from people asking me about ORBAT and reloading as well. Seems to be a common frustration. I'm not noticing any issues with my units (they reload on spawn) but I can see how it may be a problem when RPG's, launchers, pistols and other items are involved.

    @SpyderBlack723 perhaps you can put in that hacky failsafe you mentioned a few weeks ago in a future update?

  34. Edited 8 years ago by SpyderBlack723

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

  35. After some more tests in the wip version, i can say that they are only reloading one weapon and ignoring all the rest. The only way to spawn with all weapons reloaded is to not change their weapons in the editor, just the uniform, vest and backpack. For example, if you pick a rifleman and only change the uniform, everything works fine. But if you change the weapon, the unit spawn empty and only reloads the primary one. I know my english is bad, but i'm trying to help XD

  36. Wondering if the ammo is being added before the weapon in da codez?

  37. Edited 8 years ago by SpyderBlack723

    It is not, Arma AI are just incapable of handling two things at once. I'll try adding back the config method of magazines and weapons and then run the code after that and see if it works alright, though I assume that'll lead to the same result.

  38. Edited 8 years ago by SpyderBlack723

    I've successfully exported a unit with two weapons (AR and Launcher), both fully loaded on spawn without animation.

    Will hopefully release a new build this weekend.
    On to the next one.

  39. @hugodm9 I'm getting the same problem as ToTo, using VSM uniforms. Another problem is some units are spawning with their weapons empty, most of the time they will reload on spawn. But for example, a missile specialist only reloads the launcher.

    Referencing my last post, I've changed the uniform code slightly so it might be worth trying again with my next build.

  40. @SpyderBlack723 Thank you! :) i will try, and if you need some help testing i can do it. I've got plenty of time this month! :)

  41. Sorry, didn't have time for a build, but did find a few more issues that I can square away soon hopefully.

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