Arma 3: ORBAT Viewer

From Bohemia Interactive Community
(Redirected from ORBAT Viewer)
Jump to navigation Jump to search

A3 ORBATViewer.jpg


CfgORBAT can be defined in configFile or missionConfigFile.

class CfgORBAT
	class 7thInfantry
		id = 7;		// Unit ID
		idType = 0;	// Unit ID type
		side = "West"; // Unit side from CfgChainOfCommand >> Sides
		size = "Division"; // Unit size from CfgChainOfCommand >> Sizes. Displays relevant icon above the Type icon
		type = "HQ"; // Unit type from CfgChainOfCommand >> Types
		insignia = "\ca\missions_f\data\orbat\7thInfantry_ca.paa"; // Unit insignia, displayed in ORBAT background and in tooltip
		colorInsignia[] = {0,0,1,1}; // Insignia image color (white default), can be either RGBA array, or class from CfgMarkerColors
		commander = "Armstrong"; // Name of unit commander. Can be either direct name, or class from CfgWorlds >> GenericNames (random name from the list is then selected)
		commanderRank = "GENERAL"; // Rank of unit commander (by default selected based on unit size)
		tags[] = {BIS,USArmy,Kerry,Hutchison,Larkin}; // Group tags. When opening ORBAT viewer, user can define what tags will be accepted.
		text = "%1 Combat Technology Research %3"; // Custom text and short text, can still use some arguments when defined:
		// %1 - ID (e.g. "7th")
		// %2 - Type (e.g. "Infantry")
		// %3 - Size (e.g. "Division")
		textShort = "%1 CTR %3";
		texture = "\ca\missions_f\data\orbat\customTexture_ca.paa"; // Custom texture, will replace icon set by 'type' param.
		color[] = {0,0,1,1}; // Custom color, will replace color set by 'side' param. Can be either RGBA array, or class from CfgMarkerColors (e.g. color = "ColorWEST";)
		description= "All of your text would go here."; // A brief description of the group or unit.
		assets[] = {{B_Heli_Transport_03_F,5},{B_Heli_Light_01_F,3},{B_Heli_Light_01_armed_F,4},B_Heli_Transport_01_camo_F}; // Will display pictures of all available assets to the unit commander:
	 	// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
		subordinates[] = {2ndBCT}; // Subordinates, searched on the same level as this class.
		// When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.
		class 1stBCT
			id = 1;
			type = "Armored";
			size = "BCT";
			side = "West";
			commander = "NATOMen";
			tags[] = {"BLUFOR", "USArmy","Kerry"};
	class 2ndBCT

Valid Attributes

Show text

ORBAT Group Module

A3 ORBATGroup Module.jpg


The group you want to be display on the map.


missionConfigFile >> "CfgORBAT" >> "unitClassName" >> "subordinateUnitClassName"

CfgORBAT Ceiling

The highest superior unit to display in the ORBAT Viewer while this group is selected. If blank, the CfgORBAT Path unit is displayed as the ceiling.


missionConfigFile >> "CfgORBAT" >> "unitClassName"


Groups containing at least on of these tags will be added

Max. Tiers

Defines how many tiers are are shown.

Working Example

  • Place a fire team in Eden Editor
  • Place the ORBAT Group module
  • Syncronize the module with the group leader
  • Open the module and fill in the following:
    • CfgORBAT Path: configfile >> "CfgORBAT" >> "BIS" >> "B_1_A_1_2"
    • CfgORBATCeiling: configfile >> "CfgORBAT" >> "BIS" >> "B_1"
  • Leave Max. Tiers and Tags empty
  • Enter the preview mode and open the map

Texture in missonConfigFile

As texture is treated as a new texture (rather than an image, as icon is), Arma needs a direct path to it. Example:

C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis

However, as CfgORBAT is defined in Description.ext, we cannot use SQF scripting like missionConfigFile; we can still define a variable in Description.ext using PreProcessor Commands to our mission's folder. In this case, MISSIONLOCATION.

__EXEC (MISSIONLOCATION = __FILE__ select [0, count __FILE__ - 15])

In our CfgORBAT, be it in a separate .hpp file or your description.ext, we can now define the path to our texture with the following:

texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");