ORBAT Creator General FAQ

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  2. 8 years ago
    Edited 8 years ago by SpyderBlack723

    In Arma, many backpacks come pre-packed with items, if you spawn the backpack, it automatically has the pre-packed items in it. You also cannot add items specifically to a unit's backpack, they fill the vest and uniform only. So, to match your unit's arsenal loadout 1:1 to the in-game result, the gear is all manually added on spawn.

    Your units should have no problem reloading their weapon on spawn.

    I can try to put a hack in to force all AI to reload empty weapons on spawn, but it should work automatically granted you provide them with valid ammo.

  3. They reload when spawned, so it's really not a big problem.

  4. Opendome is apparently working on creating proper group configs for UNSUNG factions.. just FYI so that others don't duplicate the work.

  5. So, I think Heroes was having the same issue before and I thought I managed to direct him correctly.
    I am having issues importing a ZSU 23-2 from RHS into my Pirates faction.
    I want to bring in an empty version of the RHS_ZU23_MSV AA turret and man it with a pirate from my Faction.

    I have no problems with importing Kords, but with the ZU it will spawn with One Pirate (that I placed in the Crew) and one RHS MSV Russian crewmember.

    How do I get that turret into my faction without the Russian Crewmember?

  6. Edited 8 years ago by HeroesandvillainsOS

    @ski2060

    Import the turret so it's on your unit list (write in your new classname, side, faction for it etc). Go into the unit config area and select the turret from the left hand unit list. Select edit preferences. Click on the image on the top left of the human head outline. Select the unit you want manning the turret.

    But you told me how to do that (right?) and it works for me. Is that not working for you? After following these steps it *should* have the unit type you selected man both slots.

  7. It was working with other units, but that ZU23 was spawning with 1 Pirate and 1 Russian... very weird.

  8. I mean I'm sure you already looked for this but did you delete every other ZU23 unit from your unit list? Perhaps you have a duplicate that's inheriting the original guy manning it?

  9. I deleted them all. The problem is it appears to be a 2 person crew, while you can only put one crewmember in with the ORBAT. So it's only replacing one of the 2 crewmembers and not deleting the other.

  10. My experience so far with it shows that - so let's say a unit is setup with 2 slots - the unit you select will fill both slots. So yeah, twins. :)

    Whats happening when you use something other than the ZU23?

  11. Friznit

    21 Sep 2016 Administrator

    ArmA only supports one classname for vehicle crew.

  12. So how am I getting a Pirate Crewmember that I place via the ORBAT, AND a Russian MSV crewmember in a ZU23 at the same time?

    In other news... my Vanilla Pirates work in Zeus now. Got the CfgPatches working for that. Now I need to get it working for the RHS Pirates.

    @HeroesandvillainsOS  Whats happening when you use something other than the ZU23?

    It worked perfectly for both Kord HMG variants, and a Mk 6 Mortar, but those are only single crew weapons.

    I'll try to import some Artillery and see if I can crew them with Pirates.

  13. Can one of you guys that successfully got your faction Zeus compatible help me out with how to do that?

  14. To get your unit working in Zeus....

    1. Open your Cfgpatches hpp file with notepad.
    2. Where it says "units = {};"..... place the classnames of all of your units inside of those parentheses

    Example:
    class CfgPatches {
    class TalibanNoRHS {
    units[] = {
    "O_TbanNORHS_Taliban_Sniper_1_01";
    "O_TbanNORHS_Taliban_Fighter_2_01";
    "O_TbanNORHS_Taliban_Fighter_1_01";
    "O_TbanNORHS_Taliban_Fighter_3_01";
    "O_TbanNORHS_Taliban_Fighter_4_01";
    };

    That's it. Just make sure you get all classnames of infantry, vehicles, placed weapons, etc. in there and you're good to go.

  15. Ok boys and girls,

    Finally got all of my classnames entered for my first British Order of Battle.

    https://drive.google.com/open?id=0B8iD_7EZwkBhZmpBQXR4RU12TEU

    3CB MTP Infantry with all 3CB Brit Vehicles/Aircraft
    Wolfhounds, Mastiffs, Ridgebacks, Warriors, Bulldogs, Landrovers, Chinook from CUP (with 3CB crew)
    Foxhounds, Huskys from Burnes (with 3CB crew)
    MAN Truck Transports and Ammo Trucks from Beazly (with 3CB crew)

    Works FULLY in Zeus!

    Next up will be British Desert Order of Battle with all of the above in Desert Variants plus Burnes Panther Command Vehicle as well.

    Enjoy.

  16. So, just classnames for UNITS, not groups, correct? I only need to have single unit classnames, and not what I entered in when making Groups composed from those Units?

  17. Yes, see this post for more details

  18. @Docbuck @HeroesandvillainsOS 
    After that I'm working on better civilian groups and factions, and some specialized stuff like VIPs and hostages and what not, that can be used with alive. I mean to ask spyder about combining alive with vanilla missions that spawn stuff in on a trigger... Idea is to combine ALiVE's dynamic nature with the capability to also have intricately scripted missions to take part in, something SQF and Eden are actually really good at. But I'm not there yet.

    If you happen to know of a mod with up aramor SUV's and vip cars, that'd be great lol. Can't find anything.

    CUP has a black SUV in one of their takistan related factions I believe.

    Vanilla Arma 3 save feature is perfect for persisting triggers, but poor for persisting ALiVE. ALiVE persistence is perfect for persisting ALiVE, but nearly useless for persisting stuff like triggers. So, afraid there's not much changed here.

  19. Edited 8 years ago by HeroesandvillainsOS

    @ski2060 So, just classnames for UNITS, not groups, correct? I only need to have single unit classnames, and not what I entered in when making Groups composed from those Units?

    Only one of the four motorized groups I made are showing up in Zeus (all of the infantry groups are spawning though). Not really sure why. I have all the classnames in the list for infantry/vehicles/static weapons/etc. I wouldn't put it past me to have missed a capital letter or something so I'll look closer but on the surface, I don't see anything wrong.

    Is anyone else having issues with motorized groups and Zeus?

  20. Edited 8 years ago by AUTigerGrad

    Guys,

    Here is a very easy way to figure out why a group isn't spawning.

    Go into Zeus

    Go to the original faction that the unit came from and spawn in the group.

    Once spawned, look in the drop down menu on the left and highlight the group you just spawned in.

    It will highlight all units inside of that group.

    Any unit in that group that is grayed out is a missing classname in your custom faction. Simply add that units classname from YOUR custom faction (not the original). To your config patches class, repack pbo, you should be good.

    It's usually something small like forgetting to add a crew, pilot, etc.

  21. Edited 8 years ago by HeroesandvillainsOS

    Thanks AuTigerGrad. I'm a little confused on that. How can I spawn in the group from my ORBAT faction in Zeus if it's not available in Zeus? What you posted reads as if you're telling us to spawn in the group from the original source faction but if so, I fail to see how that would be helpful because it would spawn units with classnames our ORBAT faction wouldn't consist of.

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