ORBAT Viewer – Arma 3

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=== Config ===
=== Config ===
CfgORBAT can be defined in [[configFile]] or [[missionConfigFile]].
  class CfgORBAT
  class CfgORBAT
  {
  {
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=== Valid Attributes ===
=== Valid Attributes ===
'''ID Type''':
==== ID Type ====
 
<spoiler>
<spoiler>
*0 - Ordinal number, e.g. "7th" (default)
*0 - Ordinal number, e.g. "7th" (default)
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'''Side''':
==== Side ====
 
<spoiler>
<spoiler>
* West
* West
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</spoiler>
</spoiler>


'''Size''':
==== Size ====
 
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<spoiler>
* Army
* Army
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</spoiler>
</spoiler>


'''Type''':
==== Type ====
 
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<spoiler>
* Airborne
* Airborne
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</spoiler>
</spoiler>


'''Rank''':
==== Rank ====
{{Feature arma3|Units cannot be a '''General''' rank. However, it is a valid ORBAT attribute. Uses a Star as the rank-icon.}}
 
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<spoiler>
* Private
* Private
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</spoiler>
</spoiler>


=== Module Parameters ===
==== 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|left|500px]]
 
==== CfgORBAT Path ====
==== CfgORBAT Path ====
The group you want this module to display.
The group you want to be display on the map.


'''Example:'''
'''Example:'''
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==== 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.


'''Example:'''
'''Example:'''
{{Inline code|[[missionConfigFile]] >> "CfgORBAT" >> "unitClassName"}}
{{Inline code|[[missionConfigFile]] >> "CfgORBAT" >> "unitClassName"}}


==== Tags ====
=== Tags ===
Tags are used by [[BIS_fnc_ORBATOpen]]. The function will search and classes with given 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:
**CfgORBAT Path: configfile >> "CfgORBAT" >> "BIS" >> "B_1_A_1_2"
**CfgORBATCeiling: configfile >> "CfgORBAT" >> "BIS" >> "B_1"
* Leave '''Max. Tiers''' and '''Tags''' empty
* Enter the preview mode and open the map
 
 
 
 
 


==== Texture ====
==== 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,  
As '''texture''' is treated as a ''new'' texture (rather than an image, as icon is), Arma needs a direct path to it. Example,  
<code>C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis</code>
<code>C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis</code>
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=== Other ===
=== Other ===
*[http://killzonekid.com/arma-scripting-tutorials-mission-root/ Mission Root Tutorial]
*[http://killzonekid.com/arma-scripting-tutorials-mission-root/ Mission Root Tutorial]
*[https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page=3 Various information about ORBAT Viewer]


[[Category:Arma 3: Editing]]
[[Category:Arma 3: Editing]]

Revision as of 11:39, 27 May 2018

Template:SideTOC 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
                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

Tags

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

ORBAT Group Module

A3 ORBATGroup Module.jpg

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:
    • CfgORBAT Path: configfile >> "CfgORBAT" >> "BIS" >> "B_1_A_1_2"
    • CfgORBATCeiling: configfile >> "CfgORBAT" >> "BIS" >> "B_1"
  • 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. 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

Other