Difference between revisions of "Key Concepts"

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===Terminology===
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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.
 
*'''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.
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*'''Faction Config''' - includes the details of the name and side of the faction. Faction config changes can be applied at the mission level when ALiVE is running (description.ext).
*'''Group Config''' - contains details of unit and vehicle classnames.  Group configs can be defined at the mission level.
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*'''Group Config''' - contains details of unit and vehicle classnames.  Group configs can be defined at the mission level when ALiVE is running (description.ext).
 
*'''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.
 
*'''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.
 
*'''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.
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{{note}}
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===Mission Level vs Addon PBO===
* 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.
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Group and Faction configs that do not include changes to unit loadouts can be pasted into a mission's description.ext and spawned in game using ALiVE or other spawn scripts.  This is useful because clients do not need to download the addon pbo.  This requires @ALiVE to work.
* 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.
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If you make any changes to unit loadouts, the faction must be packed into a pbo and run as an addon.  An addon autogen tool is included in the ALiVE folder. Simply unzip the @testmod.rar and paste the Orbat Tool code into autogen.hpp.  All clients in multiplayer will need the addon.pbo but future missions with this custom faction do not require @ALiVE to be running.
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===Faction Overrides===
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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.
 +
 
 +
 
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===Saving===
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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. You can import factions into the Orbat Tool to carry on working on them later.
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[[Category: Factions]]

Latest revision as of 04:55, 6 September 2016

Terminology

  • 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 when ALiVE is running (description.ext).
  • Group Config - contains details of unit and vehicle classnames. Group configs can be defined at the mission level when ALiVE is running (description.ext).
  • 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


Mission Level vs Addon PBO

Group and Faction configs that do not include changes to unit loadouts can be pasted into a mission's description.ext and spawned in game using ALiVE or other spawn scripts. This is useful because clients do not need to download the addon pbo. This requires @ALiVE to work.

If you make any changes to unit loadouts, the faction must be packed into a pbo and run as an addon. An addon autogen tool is included in the ALiVE folder. Simply unzip the @testmod.rar and paste the Orbat Tool code into autogen.hpp. All clients in multiplayer will need the addon.pbo but future missions with this custom faction do not require @ALiVE to be running.


Faction Overrides

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.


Saving

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. You can import factions into the Orbat Tool to carry on working on them later.