Difference between revisions of "ORBAT Tool"

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=FAQ & How To=
 
=FAQ & How To=
 
[[Fequently Asked Questions|FAQ]]
 
[[Fequently Asked Questions|FAQ]]
 +
 
[[Use Cases|Use Case Examples]]
 
[[Use Cases|Use Case Examples]]
 
#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.
 
 
 
=Use Case Examples=
 
#Copy an entire faction, including all units and groups, to use as a template for my new faction.
 
First, open the Group Editor, select the faction to be copied and Import Units from Config.
 
Next, open the Faction Editor, select the faction to be copied and edit details.
 
Change the name/classname/side/flag and save.
 
Now edit your new faction as desired.
 
Note: You will lose access to original faction for the duration of the session. Restart the mission to gain access to the original faction again.
 
 
#Create a new loadout for a unit that spawns in my mission (e.g. ALiVE CQB Spawns).
 
Open the Unit Editor and select the desired faction (e.g. CSAT - OPF_F).
 
If this is an existing addon, you may need to Import Units from Config.
 
Edit the loadout of units as desired.
 
Select the edited units and click Generate Config.
 
Paste the output into the addon autogen tool and pack as an addon pbo.
 
WARNING: unit level overrides are not recommended.  It is safer to make a copy of the whole faction and change the loadouts in the new custom faction.
 
 
#Create a new group configuration for a group spawned into my mission (e.g. by ALiVE Mil_Placement).
 
Open the Group Editor and select the desired faction (e.g. CSAT - OPF_F).
 
Create a new group and give it a name, category type and clasname.
 
Drag and drop units from the list on the left into the central group box.
 
Select the new group on the right and click Generate Config.
 
Paste the results into description.ext in your mission folder.
 
 
#Remove all the Anti Air units from all CSAT groups and units in my mission.
 
Open the Group Editor and select CSAT - OPF_F faction.
 
Go through each group and remove any AA units and vehicles.
 
Select all groups on the right and click Generate Config.
 
Paste the results into description.ext in your mission folder.
 
 
#Create a mixed group with units from CSAT, NATO and FIA just for shits and giggles.
 
Using the unit editor, select the faction you wish to change, click new and select a unit type from a different faction.
 
Open the group editor and pick the faction and group you want to mess with.
 
From the list on the left, select any unit and vehicle from the list and drag them to the group box in the centre.  The Side is determined by the Faction, not the Unit.
 
Generate the config and paste the results into description.ext
 
How very cosmopolitan.
 
 
#Create a whole new faction with my own selection of unit loadouts and groups.
 
Follow the guide above!
 
For added fun times, try using the random loadout button in the armoury.
 
 
#Replace all the units in CSAT groups with hedgehogs.
 
Wildlife units are not supported by ALiVE ORBAT Creator.
 
Hedgehogs are an endangered species in Britain.
 
Please give generously to the Save the Hedgehog foundation.
 
 
#Replace all helicopters in NATO Air groups with my favourite addon helicopter.
 
Open the unit editor amd add a new vehicle with your favourite addon helicopter.
 
Open the NATO Air groups in the Group Editor.
 
Remove the vanilla units from the Group.
 
Add your favourite addon helicopter from the list of units.
 
Export the config and paste in description.ext (or pack as an addon if you wish).
 
 
#I’ve just created a new faction and there are no units for me to select in the create unit menu?
 
New factions do not have any units defined so you need to inherit from an existing addon.
 
Select an existing addon unit (e.g. BLU_F - NATO Rifleman) and edit the details.
 
Change the name/classname and save.
 
You can now use this as the template for all other units in your faction.
 
 
#My favorite faction is incompatible with ALiVE, can I fix this with the Orbat Creator?
 
Yes!  You can create a faction override for all or part of the faction, which includes groups compatible with ALiVE.
 
In the Faction Editor, check the group tree to see if the ALiVE Detecteron™ has detected any incompatible groups.
 
 
Open any incompatible groups in the Group Editor and change their details so they are categorised correctly.
 
 
If no groups exist in a category, you can build a new group using existing units from the list on the left.
 
When you are satisfied that the group tree in the Faction Editor is looking good, go to the Group Editor and Generate Config code.  This code can either be pasted into the description.ext of your mission or packed as a pbo to run as an addon override.
 

Revision as of 12:44, 11 August 2016

ALiVE Order of Battle Creator is an in game tool that enables users to change the loadout of individual units, create and edit group configurations or build entirely new factions from scratch without having to learn the complexities of ArmA config editing.

Getting Started

As a minimum you need to start the ArmA3 with @ALiVE and @CBA. Open the editor on any map and place a playable unit and the ALiVE ORBAT Creator module. Preview the game and the tool will start automatically. The ORBAT Creator will detect any unit mods loaded. If you close the tool by pressing the escape key, you can reopen the interface via the ALiVE interaction menu by selecting “ORBAT Creator”.

Key Concepts

  1. Existing Factions - Factions packed in a pbo (e.g. OPF_F, BLU_F as well as mods such as CUP Units). The structure of their units and groups can be overridden using a config but they cannot be permanently changed.
  2. Faction Config - includes the details of the name and side of the faction. Faction config changes can be applied at the mission level.
  3. Group Config - contains details of unit and vehicle classnames. Group configs can be defined at the mission level.
  4. Unit Config - Unit configs include details of all the equipment loaded on units and vehicles. Unit Configs must be packed and run as an addon. They cannot be applied at the mission level.
  5. Override - changes the makeup of an existing faction without actually replacing the faction itself. For example, overriding CSAT groups to remove all the AA units.
  6. Inherit - using an existing unit or faction as a template for a new variation.
  7. Saving Custom Configs - ORBAT Creator cannot save data to disk, it can only export configs to the clipboard. Be sure to Generate Configs and paste the results into a text editor before closing the mission session or you will lose your work.
  8. Loading Custom Configs - currently it is only possible to import existing factions that have been packed into a pbo and loaded as an addon at game start.
  9. Mission Level Config - Faction and Group changes that do not include custom unit loadouts can be applied in a mission by pasting the config into description.ext. Players joining the mission only need the mods used to make the custom config.
  10. Game Level Config - Configs that are packed into a pbo and run as as an addon in the command line at game start (-mods=@CBA;@ALiVE;@mynewfaction). Any players joining the server will need a copy of mynewfaction.pbo
Onebit note.png Note: As a rule we strongly recommend creating a new faction and customising it rather than overriding existing factions. It is very easy to create an inherited copy of an entire faction and it leads to fewer issues using it in the editor, not to mention if you want to share your faction config with other users.

Interface

The interface has 4 main elements accessed via the buttons in the top right. Each editor can be used standalone or altogether to create an entirely unique faction with different units and groups.

  1. Faction Editor is for creating new factions and checking that all the faction’s groups are compatible with ALiVE.
  2. Unit Editor is used for creating new custom units and vehicles and editing their equipment loadout.
  3. Group Editor is for creating and editing group compositions.
  4. Generate Config does not open a separate screen. It exports the config for the current editor to clipboard. The Generate Faction Config button is special in that it will export a config for the whole Faction, including any custom Groups and Units.
Onebit note.png Note: The ORBAT Creator cannot save data to disk, it can only export to clipboard. Be sure to export your work and save it as a text file before closing the mission or you will lose your changes.

FAQ & How To

FAQ

Use Case Examples