Key Concepts

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  • 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.
  • Faction Config - includes the details of the name and side of the faction. Faction config changes can be applied at the mission level.
  • Group Config - contains details of unit and vehicle classnames. Group configs can be defined at the mission level.
  • 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.
  • 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.
  • Inherit - using an existing unit or faction as a template for a new variation.
  • 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.
  • 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.
  • 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.
  • 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