ORBAT Viewer – Arma 3
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class 7thInfantry | class 7thInfantry | ||
{ | { | ||
id = 7; {{codecomment|// Unit ID}} | id = 7; {{codecomment|// Unit ID}} | ||
idType = 0; {{codecomment|// Unit ID type}} | idType = 0; {{codecomment|// Unit ID type}} | ||
side = "West"; {{codecomment|// Unit side from CfgChainOfCommand >> Sides}} | side = "West"; {{codecomment|// Unit side from CfgChainOfCommand >> Sides}} | ||
size = "Division"; {{codecomment|// Unit size from CfgChainOfCommand >> Sizes. Displays relevant icon above the Type icon}} | size = "Division"; {{codecomment|// Unit size from CfgChainOfCommand >> Sizes. Displays relevant icon above the Type icon}} | ||
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=== Valid Attributes === | === Valid Attributes === | ||
'''ID Type''' | '''ID Type''': | ||
<spoiler> | |||
*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" | ||
*2 - NATO phonetical alphabet word, e.g. "Golf" | *2 - NATO phonetical alphabet word, e.g. "Golf" | ||
*3 - Color, e.g. "Red" | *3 - Color, e.g. "Red" | ||
</spoiler> | |||
'''Side''': | '''Side''': | ||
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'''Rank''': | '''Rank''': | ||
{{Feature arma3|Units cannot be a '''General''' rank. However, it is a valid ORBAT attribute. Uses a Star as the rank-icon.}} | |||
<spoiler> | <spoiler> | ||
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'''Example:''' | '''Example:''' | ||
{{Inline code|[[missionConfigFile]] >> "CfgORBAT" >> "unitClassName" >> "subordinateUnitClassName"}} | |||
==== CfgORBAT Ceiling ==== | ==== CfgORBAT Ceiling ==== | ||
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'''Example:''' | '''Example:''' | ||
{{Inline code|[[missionConfigFile]] >> "CfgORBAT" >> "unitClassName"}} | |||
==== 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. | ||
==== Texture ==== | ==== Texture ==== | ||
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<code>texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");</code> | <code>texture = __EVAL(MISSIONLOCATION + "someFolder\SomeImage.paa");</code> | ||
==== Functions ==== | ==== Functions ==== | ||
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=== Other === | === Other === | ||
* | *[http://killzonekid.com/arma-scripting-tutorials-mission-root/ Mission Root Tutorial] | ||
[[Category:Arma 3: Editing]] | [[Category:Arma 3: Editing]] |
Revision as of 19:56, 26 May 2018
Config
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 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 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
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 (Ex, Size1 [Will not display an 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
Module Parameters
CfgORBAT Path
The group you want this module to display.
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
Tags are used by BIS_fnc_ORBATOpen. The function will search and classes with given tags.
Texture
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.
But we can define a global 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");
Functions
- BIS_fnc_ORBATAddGroupOverlay
- BIS_fnc_ORBATAnimate
- BIS_fnc_ORBATConfigPreview
- BIS_fnc_ORBATGetGroupParams
- BIS_fnc_ORBATOpen
- BIS_fnc_ORBATRemoveGroupOverlay
- BIS_fnc_ORBATSetGroupFade
- BIS_fnc_ORBATSetGroupParams
- BIS_fnc_ORBATTooltip