ORBAT Viewer – Arma 3
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[] = {{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
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
Tags
Tags are used by BIS_fnc_ORBATOpen. The function will search and classes with given tags.
↑ Back to spoiler's topORBAT Group Module
CfgORBAT Path
The group you want to be display on the map.
Example:
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:
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 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");
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