ORBAT Creator General FAQ

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  2. 8 years ago
    Edited 8 years ago by SpyderBlack723

    They are randomized. Considering a checkbox in the unit creation/edit screen to disable/enable this.

    I'm able to change the head types, but not the language or insignia

    Could you elaborate on why. Are the voices and insignia lists blank. If so, post your rpt. Are you using the latest link from above?

  3. Edited 8 years ago by dev614

    They're blank, yes. I've also just made a completely new faction from scratch to find out that I cannot export the units config. I can export groups, faction (first option), and cfgpatches but when it comes to any unit (all of them or trying to export them individually) or the "full faction" option I get an error code and nothing copied to the clipboard.

    -image-

    I can export any other faction just fine but for some reason I can't export the one I just made. Must be a conflict with a mod I used to make the unit or something, I don't know. That's 3 hours of my life wasted. :(

    EDIT: I just tried removing everything from one of the units I created and seeing if it was a mod that was causing the problem, but I still could not export that individual unit when he had nothing on him. I think I'm just gonna have to cut my losses and start again with the old ORBAT creator.

  4. Edited 8 years ago by SpyderBlack723

    Not sure how to go about helping you. Everything works perfectly fine on my end, and the same for @Nichols so far.

    Try re-downloading.

    (Also a tip, export often when using development builds such as these. These aren't 100% stable and final unless otherwise specified.

  5. Edited 8 years ago by dev614

    I'll try re-downloading and let you know what comes of it. The problem stems from opening a new units' arsenal and saving the changes. I tried creating a new faction, adding a CSAT combat medic into the units, went into the loadout editor, exited without saving any changes, exported - it was fine. When I went back into the loadout editor, (I have ASR installed so the NVGs were placed in the units inventory somewhere after the arsenal loaded up, that's the only change that occured from the units original loadout) I clicked "save changes" and tried to export the unit and got the error.

  6. Tried redownloading it, got the same result. I'm just gonna stick with the stable ORBAT, I followed the same steps to reproduce on the old ORBAT creator and everything's working fine.

  7. Can't replicate. If you haven't already, try following the same steps with only CBA and ALiVE running.

  8. Been running this latest dev version all evening and haven't seen any issues yet. "crosses fingers and hopes nothing bites him in the ass"

  9. Edited 8 years ago by ToTo

    I have the same problem as dev614, with the same error message. The first time, I rebuilt my faction from scratch and could not export the result... Rather frustrating. Latest version changed nothing. I only have CBA, Alive and RHS active...

  10. Edited 8 years ago by SpyderBlack723

    This is why I say

    only CBA and ALiVE running

    Adding RHS breaks it because they have some weirdly configged languages. I can't chase different addons around all day. Working from the ground up saves significant time.

  11. Oh. I understand the limitation, but from a user perspective, there's not much point using the ORBAT creator without addons, especially such a widespread one (but known for its oddities and weird custom scripts, agreed). No critic here, just user-oriented feedback : )
    It does work fine without RHS.

  12. Is the RHS problem related to any specific item or unit(s)? My Taliban ORBAT faction uses a mix between RHS/Project OPFOR/Eric J and it works fine with the old version.

  13. Old version did not contain ability to modify language.

  14. @ToTo Oh. I understand the limitation, but from a user perspective, there's not much point using the ORBAT creator without addons, especially such a widespread one (but known for its oddities and weird custom scripts, agreed). No critic here, just user-oriented feedback : )
    It does work fine without RHS.

    These are test versions. Hence when problems arise, I need a baseline to work with. I can't keep up when everybody is running 10+ different mods.

  15. Edited 8 years ago by Imbazil

    I simply want to change the tank/apc groups of 2 factions to include only one vehicle, instead of 3 and figured this is the way to go?

    Seems to be easy enough in theory. I loaded the takistani army from CUP, found the groups and removed the other squad members, hit export and copied it into my description.ext file. so far so good right?

    Now when I do the same with "rhs_faction_usarmy_d" they don't have any entries under the regular white categories but instead in custom named ones colored red by ORBAT. I guess the addon creator is to blame for messing something up but seeing as the faction actually work in the regular Alive modules would there be another way of simply reducing the squad size/override of the desired groups? or does it work if I edit the ones in red? (it says not compatible with alive so i guess not)

  16. Those factions actually don't work with ALiVE, none of the RHS factions do because they tend to not use community standards for their content. We have provided a hacked solution for their functioning in ALiVE so you do not need to convert the groups to the compatible categories. Just edit the group as normal (but don't change group classnames).

  17. Ah i see, I'm gonna send some feedback their way then. Thank you for the reply and for already fixing the "issue"!

    a side question, when i specify groups in the description file, will those groups add themselves / override the vanilla group pool, or do I have to include all groups that I did not modify as well if I want them to spawn?

  18. Edited 8 years ago by SpyderBlack723

    You have to define ALL of the groups, modified or not. Basically, just make the changes you want, then use the Full Faction export option. Then rip out everything in that file except what is in between

    class CfgGroups {
    ...
    };

    And toss that in your description.ext (or a file it calls).

  19. Edited 8 years ago by ToTo

    With the latest workshop release I get this when trying to pack :
    https://i.imgur.com/WWiwamP.png
    The quad bike is the vanilla FIA one... And he can't read config.cpp?!? Wut?

  20. Edited 8 years ago by Nichols

    On a different note...Spyder; I was wondering earlier today if there was a plan to simplify the output of factions or the ability to save your work in order to resume it without having to reload all the previous stuff. Similarly to how we can save a mission file and reload it to work in it without starting over from scratch. I have gotten very good at reloading and typing faction names and classnames in the last few days but honestly don't have as much time now due to work and would love to get some game time in soon.

    Thanks for the hard work and feedback on some of my other issues.

  21. @ToTo With the latest workshop release I get this when trying to pack :
    https://i.imgur.com/WWiwamP.png
    The quad bike is the vanilla FIA one... And he can't read config.cpp?!? Wut?

    I had a similar error the other day but we were able to change it by removing that turret line from the config.cpp. Also you may find that the extended event handlers will create another problem as well.

  22. 8 years ago
    Edited 8 years ago by SpyderBlack723

    @ToTo With the latest workshop release I get this when trying to pack :
    https://i.imgur.com/WWiwamP.png
    The quad bike is the vanilla FIA one... And he can't read config.cpp?!? Wut?

    This will be fixed in an upcoming hotfix. Stay tuned.

    @Nichols On a different note...Spyder; I was wondering earlier today if there was a plan to simplify the output of factions or the ability to save your work in order to resume it without having to reload all the previous stuff. Similarly to how we can save a mission file and reload it to work in it without starting over from scratch. I have gotten very good at reloading and typing faction names and classnames in the last few days but honestly don't have as much time now due to work and would love to get some game time in soon.

    Thanks for the hard work and feedback on some of my other issues.

    Well normally you would just put your config inside an addon, load that addon and continue working. Obviously errors in the current build can prevent a proper export under certain conditions so that's not always possible. I can't import an exported config because parsing that in SQF would be suicide, but an SQF datastructured output that can be imported (but won't be usable in any other way) in the future is possible. It takes time though and right now there is other stuff to focus on (and time is hard to come by).

  23. @SpyderBlack723 You have to define ALL of the groups, modified or not. Basically, just make the changes you want, then use the Full Faction export option. Then rip out everything in that file except what is in between

    class CfgGroups {
    ...
    };

    And toss that in your description.ext (or a file it calls).

    Thank you for all the help! =)

  24. Absolutely loving this so far! One thing though is that when I edited the vehicles and added different units to them through the unit editor, I keep getting

    Undefined base class "Turrets" errors?

  25. Hotfix soon

  26. @SpyderBlack723 Hotfix soon

    Is it related to that undefined class "turrets" error? Just wondering if I should wait for the hotfix or start seeing if I can fix it :P

  27. Edited 8 years ago by SpyderBlack723

    Yes it was in response to your question. I've fixed a few other small things as well. If you spent a long time accumulating an output then link me to it and I'll manually fix it for you in the meantime.

  28. Edited 8 years ago by Nichols

    OK quick outline then question.

    Using the VME PLA units I changed them around to fit the needs of a mission I am working on. They are exported and have been packed into a .pbo and are in an addon that is called in my arma3sync file list when I am working on my mission. However the units that I have made are not visible at all. Basically I trimmed them down to just a small sample of the original and only used the "woodland" and "Special Forces" group. I was going to start editing in another mod with vehicles but since the others are not visible in the editor or in the Orbat menu I am stumped now.

    Any idea why the faction would not be seen?

    Any help you guys can give would be greatly appreciated.

  29. When you went back and re-edited the units, dd you import them from the config?

  30. For anyone who wants to use UNSUNG with ALiVE here my compat mod.

    USMC 1967 (UNSUNG_W_USMC_65) (3rd Battalion 4th Marines for the primary force, 3rd Force Recon Company for the SF force, supported by the 25th ID for ground vehicles, and the Navy for CAS aircraft (All marine used aircraft))

    PAVN 1967 (UNSUNG_E_PAVN_67) (40th VC Battalion, 1st regiment main force, 4th VC Battalion, 12th Regiment Recon Force, VC Village Geurillas primarily for ground troops with some 8th Battalion 66th Regiment NVA and 4th Battalion 21st Regiment Recon and Dac Cong for their SF)

    Civilians (UNSUNG_C)

    UNSUNG ALiVE

  31. @Opendome When you went back and re-edited the units, dd you import them from the config?

    They are packed into a pbo and are loaded in my mod order. They should show up just like the other mods when i go into the editor regardless of importing via config.

  32. Go back and enable one at a time. For each faction, use the CfgPatches export option, and use that exported data to overwrite the text in the existing CfgPatches files in the same folder as your autogen.hpp. Also make sure that the folder holding the autogen.hpp has a unique name.

  33. Edited 8 years ago by Nichols

    Will do....going to be a little while before that happens but will let you know how it turns out.

    OK I was talking with a buddy and he said to use this for each unit:

    scope = 2;
    scopeCurator = 2;

    The Orbat Creator spit this code snippet out for each unit:

    scope = 2;
    scopeArsenal = 2;

    Could that be why the units are not visible in the editor for when I am working on my mission?

  34. scope Arsenal shoukd be scope curator, something probably just autocorrected in N++ there, will fix that.

    But no, that won't fix as scope defines their visibility, and 2 is the highest form of visibility. It's likely your mods are just overwriting eachother which the above steps will fix. You can verify this by using the in game config viewer to check if the unit classes are loaded in the game.

  35. New version of my UNSUNG ALiVE Compat!

    UNSUNG ALiVE

  36. Edited 8 years ago by Nichols

    Guys we just found what was wrong with my faction not showing up in the editor. It was brought to my attention that the ORBAT creator did not spit out a }; in the CfgPatches portion. It was exported as this:

    class CfgPatches {
    class SHG_PLA {
    units[] = {
    weapons[] = {};
    requiredVersion = 1.62;
    requiredAddons[] = {
    "A3_Characters_F",
    "A3_VME_PLA_Men"
    };
    author = "Nichols";
    authors[] = { "Nichols" };

    But now it works because I have it as this:

    class CfgPatches {
    class SHG_PLA {
    units[] = {};
    weapons[] = {};
    requiredVersion = 1.62;
    requiredAddons[] = {
    "A3_Characters_F",
    "A3_VME_PLA_Men"
    };
    author = "Nichols";
    authors[] = { "Nichols" };

  37. https://drive.google.com/drive/folders/0B5R8WkcGUL8pT3BJdklhclN0V28

    I added a 75th Rangers faction for anyone who would like one.

    Uses 75th Rangers by Hawaiian, SMA, RHS US Forces, and Military Gear Pack

  38. Hi mates !

    Do you know why when i use my faction in solo all is good but when we are on multi every weapons disapear for this faction ?

  39. @miogushi Hi mates !

    Do you know why when i use my faction in solo all is good but when we are on multi every weapons disapear for this faction ?

    I talked with spyder about this, hes going to look into a fix ;)

  40. oh ! i m not alone :), so i ll just wait.

    Thank you

  41. Edited 8 years ago by SpyderBlack723

    I'll have some time this weekend to look at it ^

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