ORBAT Creator General FAQ

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  2. 7 years ago
    Edited 7 years ago by SpyderBlack723

    The point is to not use alter the exported CfgPatches data. You'll need to scrub the required addon from your mission file.

  3. Edited 7 years ago by HeroesandvillainsOS

    Sorry I'm not sure I understand. The testMod_test line was in my cfg patches file from before, and at the moment is needed to remain there for everything to work (which it does).

    I take it you're saying I need to edit my current cfg patches file and also remove the testMod_test requirement from my mission.sqm. Would that be correct?

    It works right now. Can I leave it as is? Would you mind taking a peak at that file in the first post and editing if I absolutely should make this change (I'll edit my mission.sqm's assuming I Just need to delete a line from my binarized addons section of my mission file).

    I mean, I guess I could generate a fresh cfg patches file and delete the binarized addons section of my mission.sqm's myself (I haven't even looked to see if testMod_test is in my mission.sqm but I'm assuming it is). I just want to make sure I understand what you're telling me to do. The ORBAT faction works right now with the way I have it up above.

  4. Export CfgPatches. Don't modify the exported data.

  5. Edited 7 years ago by HeroesandvillainsOS

    I figured it out. I needed to do as you said and remove the "test mod" from my mission.sqm. Anyone using this faction will need to do this too in their existing missions (delete the binarized addons section in the mission.sqm leaving just the {}; and then open the mission in the editor, place an object, delete it and save the mission).

    Ok, the link in the top post to HV_Taliban is again updated with all the corrections in place.

  6. OK I guess what I need is someone that is willing to sit there and walk me through the whole process. I will be glad to get into a TS and listen while I stream on Steam if someone is willing to help me out; so I can make some notes. Or at the very least someone to do a detailed video that explains what they are doing instead of just dancing a cursor around the screen and then clicking on what I think are random items.

    Sorry for the rant I just discovered that the Pook SAM pack vehicles don't want to cooperate with ORBAT at all and the VME PLA Faction is not ALiVE compatible either...or maybe I am an idiot.

  7. Edited 7 years ago by SpyderBlack723

    New version for people to break: New Test Version: https://www.dropbox.com/s/6u3sqrsdyub85mj/ALIVE_ORBAT_CREATOR_TESTBUILD.RAR?dl=0
    (Link above updated as well)

    Main Features:

    Identity Customization: Language, Ethnicity, Insignia
    More bugfixes
    Known Issues:
    With some languages (Only Chinese so far tested), the AI will speak it but the player will speak the language of the unit they inherit from. This may just be a limitation of the game (ie. unfinished language)?

    FAQ:
    Q: Why are the faces and language list in an "ugly" format
    A: This part of the config isn't mean to be exposed like this tool does. These names are the class names of the different languages and ethnicity.

    Q: Are faces and voices randomized within each selection
    A: Yes, you can click the same face option over and over to view the different faces that units with this option may spawn with

    Q: How come their is no preview for voices?
    A: The code is in place to allow for this, but Arma refuses to play sounds, not sure why.

    Main features:

    • Fixed eventhandler inheritance
    • Specifying vehicle occupants by turret position
    • Hiding of "importer" classes (necessary for above features)

    The changes put together for the above were necessary, but slightly (that's putting it lightly) hackish. So please test it and report ANY oddities that may crop up that didn't before. The changelist is small (although incomplete), but it includes some major changes. Danke!

    Friendly reminder, only use this build for testing the ORBAT Creator, everything else is potentially unstable and/or incomplete.

  8. Edited 7 years ago by HeroesandvillainsOS

    Will I need to remake my faction again? Please say no. I like it how it is. :)

    Are factions made with the last test version expected to be compatible with the next ALiVE release?

  9. No, but you can improve them.

    They will always be compatible with the next release because it is just generating a config that is used by the game.

  10. Edited 7 years ago by SpyderBlack723

    New Test Version: New Test Version: https://www.dropbox.com/s/6u3sqrsdyub85mj/ALIVE_ORBAT_CREATOR_TESTBUILD.RAR?dl=0
    (Link above updated as well)

    Main Features:

    Identity Customization: Language, Ethnicity, Insignia
    More bugfixes
    Known Issues:
    With some languages (Only Chinese so far tested), the AI will speak it but the player will speak the language of the unit they inherit from. This may just be a limitation of the game (ie. unfinished language)?

    FAQ:
    Q: Why are the faces and language list in an "ugly" format
    A: This part of the config isn't mean to be exposed like this tool does. These names are the class names of the different languages and ethnicity.

    Q: Are faces and voices randomized within each selection
    A: Yes, you can click the same face option over and over to view the different faces that units with this option may spawn with

    Q: How come their is no preview for voices?
    A: The code is in place to allow for this, but Arma refuses to play sounds, not sure why.
    (Link above updated as well)

    Main Features:

    • Identity Customization: Language, Ethnicity, Insignia
    • More bugfixes

    Known Issues:
    With some languages (Only Chinese so far tested), the AI will speak it but the player will speak the language of the unit they inherit from. This may just be a limitation of the game (ie. unfinished language)?

    FAQ:
    Q: Why are the faces and language list in an "ugly" format
    A: This part of the config isn't mean to be exposed like this tool does. These names are the class names of the different languages and ethnicity.

    Q: Are faces and voices randomized within each selection
    A: Yes, you can click the same face option over and over to view the different faces that units with this option may spawn with

    Q: How come their is no preview for voices?
    A: The code is in place to allow for this, but Arma refuses to play sounds, not sure why.

  11. Edited 7 years ago by SpyderBlack723

    Found some issues with the above build, wouldn't recommend using, will post a stable one soon.

  12. Is there any way to specify "faces" and the language used for a faction?

  13. Edited 7 years ago by SpyderBlack723

    That's what the above build does

    Identity Customization: Language, Ethnicity, Insignia

    Wait for the more stable version of it though, currently building now.

  14. Edited 7 years ago by SpyderBlack723

    Stable Test Version:
    https://www.dropbox.com/s/6u3sqrsdyub85mj/ALIVE_ORBAT_CREATOR_TESTBUILD.RAR?dl=0

  15. Will take a look at this one again in a bit...you got my message in github last night?

  16. That depends on what your username is on Github.

  17. @SpyderBlack723 on

    I think its coachwn

  18. 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.

  19. Edited 7 years ago by Nichols

    Latest version giving errors when trying to copy to build units. Will post on Github and here.

    Tried copying Massi's PLA
    http://images.akamai.steamusercontent.com/ugc/396708796890197079/CC4791CC4E3E9ACE461ADC26F90AEB2E5719BB1B/

    Tried copying BLU_F stock as well
    http://images.akamai.steamusercontent.com/ugc/396708796890195935/AF992DB660DAEDBDBF41691C8B665A84C206E2AD/

  20. Works like a champ.

  21. I'm able to change the head types, but not the language or insignia. On another note, is there any way to disable the eyewear that's inherited from whatever unit you base your created unit off of? The vanilla sunglasses are so ugly, or else I would just deal with it but fuck...

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