ORBAT Viewer – Arma 3

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Revision as of 23:49, 23 May 2018 by Kalthramis (talk | contribs) (Fixed squished Functions section, added in previous)
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A3 ORBATViewer.jpg

Config

class CfgORBAT
{
	class 7thInfantry
	{
		id = 7; // Unit ID
		idType = 0; // Unit ID type
		 // 0 - show as ordinal number, e.g. "7th" (default)
		 // 1 - show as roman numeral, e.g. "VII"
		 // 2 - show as NATO phonetical alphabet word, e.g. "Golf"
                // 3 - show as color, e.g. "Red"
           
		side = "West"; // Unit side from CfgChainOfCommand >> Sides
		size = "Division"; // Unit size from CfgChainOfCommand >> Sizes
		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
	{
	};
};

Possible values of side attribute:

  • West
  • East
  • Resistance
  • Civilian
  • Unknown

Possible values of size attribute:

  • Army
  • ArmyGroup
  • Battalion
  • BCT
  • Brigade
  • Company
  • Corps
  • Division
  • FireTeam
  • HBCT
  • IBCT
  • Platoon
  • Regiment
  • Section
  • Squad
  • Squadron
  • Troop

Possible values of type attribute:

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

Possible values of rank attribute:

  • 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.

Example:

missionconfigfile >> "CfgORBAT" >> "unitClassName"

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");

Thanks to KK's blog for solving the above issue.


Functions

Other