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I have tested my above written idea on how to get the Reddiem vehicles into an ORBAT faction - with mixed results...
The good news are that I actually managed to get two different Reddiem vehicles into my faction. First I copied all autogen.hpp entries of a similar vehicle from another mod (BWMOD) which is known to be working and then I changed all classnames in the copied entry to the Reddiem vehicles. I did NOT delete the known working vehicles!
Finally I added them to some of the inf or mechanized inf groups as those group's vehicles. Now I have tested it in editor and indeed have working groups with the manually added vehicles while the other group that have BWMOD vehicles still work.
So, where's the problem?
Well, now I can't add ANY other vehicle to the ORBAT FAction when trying to edit it. Whatever vehicle I try to add, I always get an error message claiming that the base class 'turrets' weren't defined upon launching ARMA with a .pbo that
1) is based on the autogen.hpp containing the manually added Reddiem Vehicles
2) has afterwards been edited in the way that other vehicles like e.g. the CUP USMC motorbike are added to the faction
As soon as I delete the new entries resulting from the usual copy-pasting of the code into autogen.hpp and cfgpatches.hpp and repack the very same pbo, it works again and the error message is NOT thrown!
Also the Reddiem Marder IFV now incorporated in my ORBAT faction uses it's turret just fine if manned with AI. The Reddiem Fuchs MG cannot be used by AI, so that is to be expected. But the error message claims that the Marder turret had it's base class not defined - although THAT vehicle works perfectly with AI gunners after being added to my ORBAT faction!
Here are my files if anyone can spare the time to look at them; no need to load all the addons; just check if you can find a config error that prevents me fromadding any further vehicles after I added the Reddiem vehicles named "Marder" and "Fuchs"
THX for your fast response! I have found out that ORBAT also created a folder named "bw_afg_hist" (without the quotes ofc) in my ARMA root dirrectory. In this folder the file "script_component.hpp" does exist, but isn't detected for some reason. Simply renaming this "bw_afg_hist" folder to something else also stopped the error from popping up & I can now use the old @BW_AFG_HIST folder again.
Will do my faction in one go today with the recommended autogen method then.
BTW, is there a way I can add mod vehicles that don't have a side or a crew like the Reddiem Bundeswehr APC's/IFV's?
Like, copying the code from a working APC entry and then change the classname to that of the Reddiem vehicle after exporting the faction which before exporting has other working APC or IFV classes (e.g. the BWMOD Puma & some vehicles from the BW Retex mods can be ORBATTED)?
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
when I had the same problems with my ORBAT factions, I found out it's because I forgot to export the cfg Patches data and paste this into the respective file in my pre-PBO folder.
In there, you need autogen.hpp, configPatches.hpp and config.cpp and if you press "Export Full Faction" in ORBAT, you'll receive only the data for autogen.hpp, but are still missing the data you NEED to paste into configPatches.hpp!
So if you have isssues with a PBO version of your ORBAT faction, try this and report back if it did help you! :-)
14th of October now and I have the exact same problem as Opendome, but with an entirely different modset as base for my faction.
I want to build a custom faction out of the OPTRE units and have no problems with the infantrymen. After I have created new units by letting them inherit the base class from a BIS NATO soldier, I apply my custom loadouts. Then export Full Faction, make a PBO - all good, these infantry groups appear with that gear ingame and spawn correctly if called by ALiVE Modules.
The vehicles in my groups, however, although the original OPTRE units by themselves work absolutely fine, show the errors which Opendome describes above. Only the driver slot can be occupied at all; the rest is inaccessible. If I place one of these vehicles in editor and drag units onto it, the symbols shows that the slot "driver" is occupied and then what unit is in that slot - but for the gunner slot and all other slots, the word "gunner" does NOT appear at all; instead it reads just "" and then the classname of the unit I have dragged in.
Hope you can help with this problem; ORBAT is such an awesome tool!
Hello to all Persistence Lovers here!
Dunno if it's intentional, but I found out that if you
Your feat of arms get properly recorded even if you play a mission that uses local saving while you are thusly logged in to the WR!!!
It all comes down to individual setups. I run large modsets as well on IFA3 Maps and Esseker atm after installing LOW DLC, but not once did I experience a CTD. Your best bet really is to provide some .rpt's - the guys here in the ALiVE forum are a super helpful bunch if you show them more exactly where it hurts... ;-)
Can confirm it works perfectly and as desired in the above suggested way. All the individual AIS difficulty settings made by mission designer are considered correctly for all BLUFOR units Editor placed or spawned (tested it with IFA3 playing on Wehrmacht side as medic with First Aid/Revive being only possible at certain Field Hospitals).
THX for collecting the info here in the thread; AIS is by far my favourite Revive System!
THX Brawler for pointing out this mod. Might check it out as an alternative - modules are something I always like very much; never been much of a scripter and only do it if I absolutely have no "easy" alternative in .pbo form, LOL ;-)
But for now I'm very happy with AIS or A3Wounding System by Psychobastard. Yes, it's a script, but I'd say it was worth the effort to build it in my INIT.sqf:
- It works in SP and MP
- It also allows AI in SP and MP to revive players and each other
- And the lil' buggers finally do it by themselves independently OR if you order them!
You can ofc put yourself on top of the "casualty priority list" by pressing "H" for help... then they rush to help you first in SP and MP. You can determine in the script's settings if all units of your side should be part of the revive system, all playables or just the actual player slots occupied by a human player.
It is, on the other hand, more detailed than the BIS system - but still much easier to use than ACE Wounding system. And, well, if you want a good wounding system with configurable level of realism, but don't like ACE because you want to avoid having to play around with all the other settings needed to tailor ACE to your liking, this script is for you!
First things First:
BIG THX to the ALiVE devs for the SP save system!!!
Like TNScout, I couldn't get the regular WarRoom saving and loading to work reliably with my modded missions. Used to have it working fine, but somewhere around the build 1.30 it started to fail always for me. Now, the very same missions that in some cases I didn't even manage to load for starting a session with traditional WarRoom setup, they work so smooth!
And I checked this AI Teammate script snippet today and it worked fine. Only thing I'm not sure is what happens when one of them dies. I had the impression that he respawned on one of the respawn zones I had defined for players. Didn't find him, though...
Or is the (playable slot) AI buddy dead & gone for good when killed?
Nevertheless, I got great game going with WW2 Eastern Front, playing as combat medic - so FUCKING intense with all the immersion mods like immerse, AIS Wounding, bloodlust and whatnot!