ORBAT Viewer – Arma 3

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[[File:A3_ORBATViewer.jpg|800px]]
[[File:A3_ORBATViewer.jpg|800px]]


=== Config ===
The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing {{Controls|H}} will toggle the visibility of the UI.
 
 
== Config ==


CfgORBAT can be defined in [[configFile]] or [[missionConfigFile]].
CfgORBAT can be defined in [[configFile]] or [[missionConfigFile]].
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class 7thInfantry
class 7thInfantry
{
{
id = 7; // Unit ID
id = 7; // Unit ID
idType = 0; // Unit ID type
idType = 2; // Unit ID type
side = "West"; // Unit side from CfgChainOfCommand >> Sides
side = "West"; // Unit side from CfgChainOfCommand >> Sides
size = "Division"; // Unit size from CfgChainOfCommand >> Sizes. Displays relevant icon above the Type icon
size = "Division"; // Unit size from CfgChainOfCommand >> Sizes. Displays relevant icon above the Type icon
type = "HQ"; // Unit type from CfgChainOfCommand >> Types
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
insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_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
colorInsignia[] = { 0, 0, 0, 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)
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)
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.
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:
text = "%1 Combat Technology Research %3"; // Custom text and short text, can still use some arguments when defined:
// %1 - ID (e.g. "7th")
// %1 - ID (e.g. "7th")
// %2 - Type (e.g. "Infantry")
// %2 - Type (e.g. "Infantry")
// %3 - Size (e.g. "Division")
// %3 - Size (e.g. "Division")
textShort = "%1 CTR %3";
textShort = "%1 CTR %3";
texture = "\ca\missions_f\data\orbat\customTexture_ca.paa"; // Custom texture, will replace icon set by 'type' param.
texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_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";)
color = "ColorWest"; // Custom texture color for texture displayed on the map and in the ORBAT viewer, 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.
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:
assets[] = { // 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
{ "B_Heli_Transport_03_F", 5 },
subordinates[] = {2ndBCT}; // Subordinates, searched on the same level as this class.
{ "B_Heli_Light_01_F", 3 },
 
{ "B_Heli_Light_01_armed_F", 4 },
"B_Heli_Transport_01_camo_F"
};
 
// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
//subordinates[] = { "1stBCT", "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.
// When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.
class 1stBCT
class 1stBCT
{
{
id = 1;
id = 1;
type = "Armored";
idType = 2;
size = "BCT";
type = "Helicopter";
size = "Squadron";
side = "West";
side = "West";
commander = "R3vo";
commanderRank = "Lieutenant";
description = "All of your text would go here.";
texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa";
insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa";
assets[] =
{
{ "B_Heli_Transport_03_F", 5 }
};
};
class 2ndBCT: 1stBCT
{
id = 2;
size = "Division";
commander = "NATOMen";
commander = "NATOMen";
tags[] = {"BLUFOR", "USArmy","Kerry"};
assets[] =
  };
{
};
{ "B_Heli_Transport_03_F", 2 }
class 2ndBCT
};
{
};
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>


=== Valid Attributes ===
== Attributes ==
 
=== ID Type ===


<spoiler>__NOTOC__
==== ID Type ====
* 0 - Ordinal number, e.g. "7th" (default)
* 0 - Ordinal number, e.g. "7th" (default)
* 1 - Roman numeral, e.g. "VII"
* 1 - Roman numeral, e.g. "VII"
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* 3 - Color, e.g. "Red"
* 3 - Color, e.g. "Red"


==== Side ====
=== Side ===
 
* West
* West
* East
* East
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* Unknown
* Unknown


==== Size ====
=== Size ===
 
{{Columns|4|
* Army
* Army
* ArmyGroup
* ArmyGroup
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* Squadron
* Squadron
* Troop
* Troop
* Size1..11 (Ex, Size1 [Will not display an size-icon indicator, such as Ø])
* Size1..11
}}
{{Feature|informative|{{hl|Size1}}..{{hl|Size11}} will not display a size-icon indicator, such as Ø.}}
 
=== Type ===


==== Type ====
{{Columns|4|
* Airborne
* Airborne
* Armored
* Armored
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* UAV
* UAV
* Unknown
* Unknown
}}
=== Rank ===


==== Rank ====
{{Columns|2|
* Private
* Private
* Corporal
* Corporal
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* Colonel
* Colonel
* General
* General
}}
=== Tags ===


==== Tags ====
Tags are used by [[BIS_fnc_ORBATOpen]]. The function will search and classes with given tags.
Tags are used by [[BIS_fnc_ORBATOpen]]. The function will search and classes with given tags.
</spoiler>


=== ORBAT Group Module ===
[[File:A3 ORBATGroup Module.jpg|thumb|right|400px]]


==== CfgORBAT Path ====
[[File:A3 ORBATGroup Module.jpg|thumb|400px|The ORBAT Group module]]
== ORBAT Group Module ==
 
=== CfgORBAT Path ===
 
The group you want to be display on the map.
The group you want to be display on the map.


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<sqf>missionConfigFile >> "CfgORBAT" >> "unitClassName" >> "subordinateUnitClassName"</sqf>
<sqf>missionConfigFile >> "CfgORBAT" >> "unitClassName" >> "subordinateUnitClassName"</sqf>


==== CfgORBAT Ceiling ====
=== 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.
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.


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Groups containing at least on of these tags will be added
Groups containing at least on of these tags will be added


==== Max. Tiers ====
=== Max. Tiers ===
 
Defines how many tiers are are shown.
Defines how many tiers are are shown.


==== Working Example ====
=== Working Example ===
* Place a fire team in [[Eden Editor]]
 
* Place a fire team in [[:Category:Eden Editor|Eden Editor]]
* Place the '''ORBAT Group''' module
* Place the '''ORBAT Group''' module
* Syncronize the module with the group leader
* Synchronise the module with the group leader
* Open the module and fill in the following:
* Open the module and fill in the following:
** CfgORBAT Path: <sqf inline>configfile >> "CfgORBAT" >> "BIS" >> "B_1_A_1_2"</sqf>
** CfgORBAT Path: <sqf inline>configFile >> "CfgORBAT" >> "BIS" >> "B_1_A_1_2"</sqf>
** CfgORBATCeiling: <sqf inline>configfile >> "CfgORBAT" >> "BIS" >> "B_1"</sqf>
** CfgORBATCeiling: <sqf inline>configFile >> "CfgORBAT" >> "BIS" >> "B_1"</sqf>
* Leave '''Max. Tiers''' and '''Tags''' empty
* Leave '''Max. Tiers''' and '''Tags''' empty
* Enter the preview mode and open the map
* 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 {{hl|CfgORBAT}} is defined in [[Description.ext]], we cannot use SQF scripting like [[missionConfigFile]];
== Create ORBAT Group during Runtime ==
we can still define a variable in [[Description.ext]] using [[PreProcessor Commands]] to our mission's folder. In this case, {{hl|MISSIONLOCATION}}.
 
<syntaxhighlight lang="cpp">__EXEC (MISSIONLOCATION = __FILE__ select [0, count __FILE__ - 15])</syntaxhighlight>
<sqf>
//Create ORBAT icon
if isServer then
{
"ModuleStrategicMapORBAT_F" createUnit
[
getPosWorld player,
createGroup sideLogic,
toString {
this setVariable ["BIS_fnc_initModules_disableAutoActivation", false, true];
this setVariable [""Path"", ""missionConfigFile >> 'CfgORBAT' >> 'Support'"", true]; // ORBAT class that should be displayed
}
];
};
</sqf>
 


In our CfgORBAT, be it in a separate {{hl|.hpp}} file or your description.ext, we can now define the path to our texture with the following:
== Texture in missionConfigFile ==
<syntaxhighlight lang="cpp">texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");</syntaxhighlight>


==== Functions ====
As '''texture''' is treated as a ''new'' texture (rather than an image, as icon is), the game needs a direct path to it. Example:
"C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa"
"\ca\missions_f\data\orbat\customTexture_ca.paa"
Writing the direct path is not possible in a {{hl|CfgORBAT}} defined in [[Description.ext]] (as the mission changes path on different computers);
in that case the path to the texture can be defined with the following:
<syntaxhighlight lang="cpp">
texture = __EVAL(getMissionPath "someDirectory\SomeImage.paa"); // converts to "C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa"
</syntaxhighlight>
 
{{Feature|informative|See [[getMissionPath]].}}
 
 
== Functions ==
 
Listed in {{Link|Category:Function Group: Strategic|"Strategic" function group}}:
{{Columns|2|
* [[BIS_fnc_ORBATAddGroupOverlay]]
* [[BIS_fnc_ORBATAddGroupOverlay]]
* [[BIS_fnc_ORBATAnimate]]
* [[BIS_fnc_ORBATAnimate]]
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* [[BIS_fnc_ORBATSetGroupParams]]
* [[BIS_fnc_ORBATSetGroupParams]]
* [[BIS_fnc_ORBATTooltip]]
* [[BIS_fnc_ORBATTooltip]]
}}


=== Other ===
== See Also ==


* {{Link|https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page{{=}}3|Various information about ORBAT Viewer}}
* {{Link|https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page{{=}}3|Various information about ORBAT Viewer}}

Latest revision as of 16:54, 3 November 2024

A3 ORBATViewer.jpg

The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing H will toggle the visibility of the UI.


Config

CfgORBAT can be defined in configFile or missionConfigFile.

class CfgORBAT
{
	class 7thInfantry
	{
		id = 7;												// Unit ID
		idType = 2;											// 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 = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa";		// Unit insignia, displayed in ORBAT background and in tooltip
		colorInsignia[] = { 0, 0, 0, 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 = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa";	// Custom texture, will replace icon set by 'type' param.
		color = "ColorWest";									// Custom texture color for texture displayed on the map and in the ORBAT viewer, 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[] = {												// Will display pictures of all available assets to the unit commander:
			{ "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"
		};

		// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
		//subordinates[] = { "1stBCT", "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;
			idType = 2;
			type = "Helicopter";
			size = "Squadron";
			side = "West";
			commander = "R3vo";
			commanderRank = "Lieutenant";
			description = "All of your text would go here.";
			texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa";
			insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa";
			assets[] =
			{
				{ "B_Heli_Transport_03_F", 5 }
			};
		};

		class 2ndBCT: 1stBCT
		{
			id = 2;
			size = "Division";
			commander = "NATOMen";
			assets[] =
			{
				{ "B_Heli_Transport_03_F", 2 }
			};
		};
	};
};

Attributes

ID Type

  • 0 - Ordinal number, e.g. "7th" (default)
  • 1 - Roman numeral, e.g. "VII"
  • 2 - NATO phonetical alphabet word, e.g. "Golf"
  • 3 - Color, e.g. "Red"

Side

  • West
  • East
  • Resistance
  • Civilian
  • Unknown

Size

  • Army
  • ArmyGroup
  • Battalion
  • BCT
  • Brigade
  • Company
  • Corps
  • Division
  • FireTeam
  • HBCT
  • IBCT
  • Platoon
  • Regiment
  • Section
  • Squad
  • Squadron
  • Troop
  • Size1..11
Size1..Size11 will not display a size-icon indicator, such as Ø.

Type

  • Airborne
  • Armored
  • Artillery
  • Assault
  • AttackRecon
  • AviationSupport
  • Cavalry
  • CombatAviation
  • Fighter
  • GeneralSupport
  • Helicopter
  • HQ
  • Infantry
  • Maintenance
  • Maritime
  • MechanizedInfantry
  • Medical
  • Mortar
  • MotorizedInfantry
  • Recon
  • Service
  • Support
  • UAV
  • Unknown

Rank

  • Private
  • Corporal
  • Sergeant
  • Lieutenant
  • Captain
  • Major
  • Colonel
  • General

Tags

Tags are used by BIS_fnc_ORBATOpen. The function will search and classes with given tags.


The ORBAT Group module

ORBAT Group Module

CfgORBAT Path

The group you want to be display on the map.

Example:

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.

Example:

missionConfigFile >> "CfgORBAT" >> "unitClassName"

Tags

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
  • Synchronise the module with the group leader
  • Open the module and fill in the following:
  • Leave Max. Tiers and Tags empty
  • Enter the preview mode and open the map


Create ORBAT Group during Runtime

//Create ORBAT icon if isServer then { "ModuleStrategicMapORBAT_F" createUnit [ getPosWorld player, createGroup sideLogic, toString { this setVariable ["BIS_fnc_initModules_disableAutoActivation", false, true]; this setVariable [""Path"", ""missionConfigFile >> 'CfgORBAT' >> 'Support'"", true]; // ORBAT class that should be displayed } ]; };


Texture in missionConfigFile

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

"C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa"
"\ca\missions_f\data\orbat\customTexture_ca.paa"

Writing the direct path is not possible in a CfgORBAT defined in Description.ext (as the mission changes path on different computers); in that case the path to the texture can be defined with the following:

texture = __EVAL(getMissionPath "someDirectory\SomeImage.paa"); // converts to "C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa"


Functions

Listed in "Strategic" function group:


See Also