ORBAT Creator General FAQ

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  2. 7 years ago
    Edited 7 years ago by Nablatidis

    @tourist

    I'm having a similar problem. Just came back after months and I used to be able to get it to work, now it doesn't.

    I copied a faction and started editing some of the units, ran out of time so I exported the full faction (not the file option) and pasted in the hpp file. Then copied the config and pasted in the cfg file. Pbod it and fired up the mod to test. It worked fine until I started editing the units that I didn't have time to edit yet. Whenever I edit them and save changes, it just reverts back to original.
    Am I missing something really simple here?

  3. 6 years ago

    I have a problem I’ve been struggling with for a long time, and I have not been able to find a solution. I think we talked about it before, but I can’t fine where, so sorry if I’m bringing up an old topic but I really want to get to the bottom of it.

    So, the problem is whenI’m making a faction with vehicles from other addons, like RHS or Project Opfor, and I use vehicles with turrets.
    I then get an error message saying ”No entry ’bin/CfgVehicles/VEHICLE_CLASS_NAME/Turrets/MainTurret.maxHorizontalRotSpeed’”

    And here I stand without any idea of how to get around this issue. I have one faction that I made with an early (first public release version) of the Orbatron that uses vehicles from above addons without problem, so I ”know” there is a way to use them for the Orbatarang.

    Now... help me. Please! I’m losing my mind here.

  4. Friznit

    31 Dec 2017 Administrator

    That's more likely a problem with the addon than anything that the Orbatron is doing.

  5. Yeah, I’m sure it is. But that would mean no Orbat factions with RHS and or Project Opfor vehicles. Aren’t there any at all around?

    And also, seeing as how it is possible to get around it (I did once, with an early Orbat – but don’t ask me how) i hope it is possible to find a way to hack our way past this.

  6. Edited 6 years ago by Imbazil

    I just tried to create the Unsung faction but when I click on Unsung_E in the orbat editor, then go to unit editor and load from config the game freeze and I usually have to restart the pc.

    I guess this is a issue from unsung? does anyone have a working faction for them already made? (I tried some "fixes" from the workshop but they all gave other errors instead.)

  7. Factions list is here:
    http://alivemod.com/wiki/index.php/Supported_Factions

    Unsung is under Community Mod Factions

  8. Edited 6 years ago by Imbazil

    ah, yes those work from what I can see. The issue for me is that i'd like to make my own so I can decide more in detail what to spawn and mostly reduce the size of the groups. (it's a smaller coop mission)

    if I place groups manually for the commander would those exact groups be the ones that respawn? or would it just take a random inf / mech / armor unit from the defined list and replace my manually placed group?

    edit: managed to "fix" it by typing the description.ext file manually, still no idea why there are so many issues with orbat + alive but since other mods work fine I guess this is something the unsung team must fix from their end.

  9. I made a faction by merely changing the side of an existing one from blufor to opfor and exporting the full faction cfg to description.ext. Then I changed the faction name in the description.ext. This is the method mentioned here :

    Editing an existing addon: select the faction and change the side/flag but leave the name and classname the same. If you make no changes to the units loadouts you can simply apply the faction config at the mission level by pasting it into description.ext. This is a quick and easy way to change the side or name of a faction for a one off mission whilst leaving everything else intact.

    The correct groups spawn in the military module but they keep their original side (blufor in the map) and start shooting each other.

    Also in the wiki it mentions the possibility of creating a group by mixing units from different factions and using the same method (description.ext) but it seems that the only way of doing that is to create new units which is not possible with this method, is there any alternative?

  10. Edited 6 years ago by SpyderBlack723

    In order to change side, you NEED to create a mod. I've been away from A3 for awhile, but I'm 99% sure that you can't change the side naturally without a mod. The wiki entry will need to be updated, thanks.

    description.ext method is only for changing group compositions.

  11. Edited 6 years ago by Aklis

    I've been having trouble with the whole Undefined Base Class thing. I can't even say what causes it, because yesterday I had it working without any problems and today it's screwing up yet again. It seems like the issue is that when you import a unit from another mod, it sometimes forget to tack on "_OCimport_2" at the end of it, like this:

    class B_US_Operator_DEVGRU_01 : B_Soldier_F_OCimport_02 {

    Adding OCimport_02 manually to each of them doesn't work either.

    EDIT: I remade it from scratch, checking that it managed to get the OCimport_02 every time I imported a new unit. It worked, but still no idea what causes it.

    EDIT 2: It seems the issues start cropping up when you import units from the config. I wanted to tweak some stuff, but when I pack it again, I start getting error messages and invisible units and whatnot.

  12. Thanks, that makes sense. I ended up packing a pbo, now works perfectly.

  13. @Devs:

    I ran into a massive problem when trying to use the new "write to file" option. Had to quit the game before being completely done with editing an older ORBAT faction I had made into a .pbo:

    1) Started game with all the mods that went into the old ORBAT faction plus the new mods from which I wanted to pull additional units

    2) opened a mission with the ORBAT module placed, started it and went into ORBAT GUI

    3) Chose to "Edit Faction"

    4) Made a few edits, then selected "Full Faction to file"

    5) Quitted the game

    6) Came back to the game, only to see it fail on startup with the following message: "include file bw_afg_hist\script_component.hpp not found"

    The name of my old ORBAT faction's .pbo is bw_afg_hist.pbo - but it IS ofc still present in the addons subfolder of the very same @BW_AFG_HIST folder I had used to load it up for editing it.

    Where can I find this script_component.hpp file or where can I create it? Without it, I can no longer load the game with the old ORBAT modfolder active! Always get the above mentioned error!

    THX in advance for any advice

    tourist

  14. Edited 6 years ago by HeroesandvillainsOS

    @tourist there’s some discussion of your post over in the dev Slack and yeah it seems like something definitely isn’t right. From the sounds of it this is going to require a fix. Thanks for the report.

    For now they’re saying to export the file manually instead of auto exporting it with write to file until this is addressed.

    Since you overwrote your mod, one suggestion was also this:

    ...he can probably remove the script_components.hpp line from the config.cpp file and/or create an empty script_components.hpp file in the root of the mod folder (next to the config.cpp file).

  15. Tupolov

    11 Mar 2018 Administrator
    Edited 6 years ago by Tupolov

    @tourist

    Faction to File is for advanced users/use cases only, please use the original autogen method for your factions.

    Simple workaround is to remove #include "script_component.hpp" from config.cpp

  16. @HeroesandvillainsOS & @Tupolov:

    THX for your fast response! I have found out that ORBAT also created a folder named "bw_afg_hist" (without the quotes ofc) in my ARMA root dirrectory. In this folder the file "script_component.hpp" does exist, but isn't detected for some reason. Simply renaming this "bw_afg_hist" folder to something else also stopped the error from popping up & I can now use the old @BW_AFG_HIST folder again.

    Will do my faction in one go today with the recommended autogen method then.

    BTW, is there a way I can add mod vehicles that don't have a side or a crew like the Reddiem Bundeswehr APC's/IFV's?

    https://forums.bohemia.net/forums/topic/210296-reddntank-vehicles/

    Like, copying the code from a working APC entry and then change the classname to that of the Reddiem vehicle after exporting the faction which before exporting has other working APC or IFV classes (e.g. the BWMOD Puma & some vehicles from the BW Retex mods can be ORBATTED)?

  17. @all:

    I have tested my above written idea on how to get the Reddiem vehicles into an ORBAT faction - with mixed results...

    The good news are that I actually managed to get two different Reddiem vehicles into my faction. First I copied all autogen.hpp entries of a similar vehicle from another mod (BWMOD) which is known to be working and then I changed all classnames in the copied entry to the Reddiem vehicles. I did NOT delete the known working vehicles!

    Finally I added them to some of the inf or mechanized inf groups as those group's vehicles. Now I have tested it in editor and indeed have working groups with the manually added vehicles while the other group that have BWMOD vehicles still work.

    So, where's the problem?

    Well, now I can't add ANY other vehicle to the ORBAT FAction when trying to edit it. Whatever vehicle I try to add, I always get an error message claiming that the base class 'turrets' weren't defined upon launching ARMA with a .pbo that

    1) is based on the autogen.hpp containing the manually added Reddiem Vehicles

    and

    2) has afterwards been edited in the way that other vehicles like e.g. the CUP USMC motorbike are added to the faction

    As soon as I delete the new entries resulting from the usual copy-pasting of the code into autogen.hpp and cfgpatches.hpp and repack the very same pbo, it works again and the error message is NOT thrown!

    Also the Reddiem Marder IFV now incorporated in my ORBAT faction uses it's turret just fine if manned with AI. The Reddiem Fuchs MG cannot be used by AI, so that is to be expected. But the error message claims that the Marder turret had it's base class not defined - although THAT vehicle works perfectly with AI gunners after being added to my ORBAT faction!

    Here are my files if anyone can spare the time to look at them; no need to load all the addons; just check if you can find a config error that prevents me fromadding any further vehicles after I added the Reddiem vehicles named "Marder" and "Fuchs"

    https://www.dropbox.com/s/z360x9nvk891qry/tourist_orbat_troubles.7z?dl=0

  18. So I'm getting the undefined base class eventhandlers error after trying to create my own faction. After searching on the forum, this seems to be a problem that some people have experienced in the past and I can't find a fix anywhere. Does anyone know how to fix it? Or is there something I'm doing wrong?

  19. Does anyone know how to make random uniforms/headgear for a faction?

  20. Is there an easy way to set up an arsenal for a faction I make?

  21. @SpyderBlack723 so I was playing around with ALiVE ORBAT creator today and I saw a few things that I don't remember from the past...Full Faction Export w/ pictures and those things. I am guessing those are new to the ORBAT creator and do they function the same way when you want to past your faction into the autogen.hpp and get the faction into your pbo?

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