ORBAT Viewer – Arma 3

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m (Some wiki formatting)
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{{TOC|side}}
{{TOC|side}}
[[File:A3_ORBATViewer.jpg|800px]]
[[File:A3_ORBATViewer.jpg|800px]]
 
== Config ==
=== Config ===


CfgORBAT can be defined in [[configFile]] or [[missionConfigFile]].
CfgORBAT can be defined in [[configFile]] or [[missionConfigFile]].
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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 = "\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
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)
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")
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texture = "\ca\missions_f\data\orbat\customTexture_ca.paa"; // Custom texture, will replace icon set by 'type' param.
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";)
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.
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:
assets[] = { // Will display pictures of all available assets to the unit commander:
{ B_Heli_Transport_03_F, 5 },
{ "B_Heli_Transport_03_F", 5 },
{ B_Heli_Light_01_F, 3 },
{ "B_Heli_Light_01_F", 3 },
{ B_Heli_Light_01_armed_F, 4 },
{ "B_Heli_Light_01_armed_F", 4 },
B_Heli_Transport_01_camo_F
"B_Heli_Transport_01_camo_F"
};
};
// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
// 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.
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.
// When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.
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side = "West";
side = "West";
commander = "NATOMen";
commander = "NATOMen";
tags[] = {"BLUFOR", "USArmy","Kerry"};
tags[] = { "BLUFOR", "USArmy", "Kerry" };
};
};
};
};
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</syntaxhighlight>
</syntaxhighlight>


=== Valid Attributes ===


==== ID Type ====
== Attributes ==
 
=== 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|
{{Columns|4|
* Army
* Army
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{{Feature|informative|{{hl|Size1}}..{{hl|Size11}} will not display a size-icon indicator, such as Ø.}}
{{Feature|informative|{{hl|Size1}}..{{hl|Size11}} will not display a size-icon indicator, such as Ø.}}


==== Type ====
=== Type ===
 
{{Columns|4|
{{Columns|4|
* Airborne
* Airborne
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}}
}}


==== Rank ====
=== Rank ===
 
{{Columns|2|
{{Columns|2|
* Private
* Private
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}}
}}


==== 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.


=== ORBAT Group Module ===


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


==== 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 [[Eden Editor]]
* Place the '''ORBAT Group''' module
* Place the '''ORBAT Group''' module
* Syncronize the module with the group leader
* Syncronize 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:
== 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
  C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis


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<syntaxhighlight lang="cpp">texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");</syntaxhighlight>
<syntaxhighlight lang="cpp">texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");</syntaxhighlight>


==== Functions ====
{{Feature|informative|See also [[getMissionPath]].}}
 
 
== Functions ==
 
Listed in {{Link|:Category:Function Group: Strategic|"Strategic" gunction 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}}

Revision as of 17:01, 18 April 2023

A3 ORBATViewer.jpg

Config

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[] = {												// 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[] = { "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
	{
	};
};


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
  • Syncronize 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


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

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");
See also getMissionPath.


Functions

Listed in "Strategic" gunction group:


See Also