Difference between revisions of "Fequently Asked Questions"
(Created page with "====Does this comply with addon licences?==== A custom configuration of unit loadouts and group structures does not constitute a material change to the content of a mod. The ...") |
|||
Line 20: | Line 20: | ||
Running Faction and Group configs at the mission level via description.ext requires @ALiVE. | Running Faction and Group configs at the mission level via description.ext requires @ALiVE. | ||
A faction/group/unit config packed into a pbo and run as an addon does not require @ALiVE. | A faction/group/unit config packed into a pbo and run as an addon does not require @ALiVE. | ||
+ | |||
+ | |||
+ | [[Category: Factions]] |
Revision as of 13:13, 11 August 2016
Contents
Does this comply with addon licences?
A custom configuration of unit loadouts and group structures does not constitute a material change to the content of a mod. The original addon pbo is untouched and must be run as a dependency for any custom config. If in doubt, contact the modding team responsible for the addon in question and check their licence terms. What is Unit Inheritance? In the Unit Editor, when you create a new unit you must inherit from an existing one. The new unit inherits the Side and Faction, and will start with the same equipment as the original. You can then change the equipment of the new unit and in turn, use that as a template for any further units you want to create. In this way you can quickly build several custom units using similar equipment. Equipment changes to the original parent unit will not carry forward automatically. However, any changes to Side or Faction will automatically update all of that faction’s units and any groups of which they are a member.
Can I permanently change an existing addon?
Completely overwriting existing addon units (such as CSAT units) is not possible. The ORBAT Creator does not make any changes to the addon pbo itself. It is simply creating a reference to the addon and overlaying a different configuration.
You can create variations of existing units by loading them in the Unit Editor, changing the loadout and packing the config code into an addon, which you can run every time you start your game. Any groups containing these units will automatically be updated to include the new variation.
This is known as a unit level override and is generally not recommended as it is very unsafe and prone to breaking and bugs. It is better to create a complete copy of the faction, call it something unique and then make changes to your new custom faction.
Using ORBAT Creator with ALiVE
New or customised Group Configs for a faction will be used by ALiVE Mil_Placement modules.
CQB and Civ Pop modules use individual units, which will include both your customised units and the ones in the original addon pbo if the faction name is the same. To force CQB and Civ Pop to use a specific set of units, you must create a custom faction, pack it into a pbo and run it as an addon. You can then put the new faction classname in the force faction box in the respective ALiVE modules.
Can I use ORBAT Creator without ALiVE?
The ORBAT Creator tool itself requires @ALiVE. Running Faction and Group configs at the mission level via description.ext requires @ALiVE. A faction/group/unit config packed into a pbo and run as an addon does not require @ALiVE.