BlackQwar 10 Posted January 30, 2014 Hello gents, I would like to consult with you why my texture is not working? It says "Cannot load texture highroller.paa" :-/ it has proper scale 256x256 and it works perfectlly with insignia. No problem at all. class Highroller { side = "West"; size = "fireteam"; type = "hq"; insignia = "highroller.paa" commander = "Andrews"; commanderRank = "Colonel"; text = "HIGHROLLER"; textShort = "Task Force Operations Command and Control Element"; subordinates[] = {gambler, talon, excalibur, vegas}; texture = "highroller.paa" description = "HIGHROLLER is the focal point for the synchronisation of Task Force activities within operations. This group is made up of 3 staff TFCO, TFXO, CSM."; }; Secondly I would like to ask you, do you know way how to change orbat module ingame map position during missiom? It would be great to use it as player markers. :) Thanks Share this post Link to post Share on other sites
stayfrosty24 10 Posted February 1, 2014 (edited) Hello gents,I would like to consult with you why my texture is not working? It says "Cannot load texture highroller.paa" :-/ it has proper scale 256x256 and it works perfectlly with insignia. No problem at all. Thanks Hi BlackQwar, I had the same problem. I don't know if you have fixed this already but you have to insert the whole path from the .paa file. it worked for me ! For Example: texture = "C:\Users\<YourProfile>\Documents\Arma 3\missions\<missionname>\img\highroller.paa"; color[] = {0,0,0,1}; The only problem i have that i still can't seem to fix is that my texture is transparent? I find it very strange because when i try the B_aegis_texture_ca.paa file it turns black ingame and my own file turns transparent. Does anyone know the solution to fix this problem? Thanks Edited February 1, 2014 by StayFrosty24 Share this post Link to post Share on other sites
BlackQwar 10 Posted February 1, 2014 Hi StayFrosty24, thanks for that with the path. It works wonderfully :) At first I was a bit afraid if it would work when you pbo the mission and delete the dir. containing the source images but it works. Magic if you ask me :D To you transparency issue, try to set color[] = {1,1,1,1}; to the texture. If that does not work there is problem that transparency is set in image. In that case you would need to change the image itself. Cheers. Share this post Link to post Share on other sites
laxemann 1673 Posted February 1, 2014 Hm, not really solved since this will only work on your PC, not in MP due to the fact that the paths are different... Share this post Link to post Share on other sites
stayfrosty24 10 Posted February 1, 2014 BlackQwar, Wich programs and file extension do you use for making .paa files? Because i use photoshop and save it as .png and then convert it to .paa with TexView2. I also read some threads that people save it as .tga and then convert it but that doens't work for me. As for the transparency issue i'm gonna try that i'll let you know if it worked. Thanks Share this post Link to post Share on other sites
BlackQwar 10 Posted February 1, 2014 I will test it. However you can always make an addon if you want it use in your community. Share this post Link to post Share on other sites
evans d [16aa] 12 Posted February 1, 2014 BlackQwar, as per your PM to me: I've done some limited experimentation with the attachTo command and, while it does change the position of the module at the start it then doesn't update the position as the mission continues. As a very quick fix that I haven't tried myself, you might be able to do something in a script wherein you use the setPos command and have the script continually refreshing itself to update the position as the game plays. I haven't tried this myself, as I said, but it might be worth a go. To your problem with your texture not displaying, you might try using a different texture to your insignia. It's very unlikely to work, but it might do something. I'm no coding God (I give that title to Kylania (and I hope to God I spelled his name correctly)) so I'm not entirely certain where the problem lies. The ORBAT fuction is saying that it should be defined as a complete path, so you might try that to see if that works as a short term fix. To everyone else, it's great to see the community joining together like this to help each other out. I'm sorry I haven't been as active as I could have been on this thread lately, but lots of real work and grind have stopped my fun times. I've got a bit of leave coming up, though, so I'm going to try and do a second, updated, tutorial for the ORBAT module in the next 3-5 days. And yes, this one will have the strings available in a download or something rather than me forgetting to add them to the description of the video like a lemon. Bashkire. Share this post Link to post Share on other sites
stayfrosty24 10 Posted February 2, 2014 (edited) BlackQwar, as per your PM to me:I've done some limited experimentation with the attachTo command and, while it does change the position of the module at the start it then doesn't update the position as the mission continues. As a very quick fix that I haven't tried myself, you might be able to do something in a script wherein you use the setPos command and have the script continually refreshing itself to update the position as the game plays. I haven't tried this myself, as I said, but it might be worth a go. Bashkire. Hi Bashkire, I know that armaidiot has an tutorial on marker attachment that refreshes every 0,5 sec. You can find it Vergelijkbaar'>here on youtube. I'm gonna give this a try and let you know. Cheers. EDIT: I found out how to attach the module to a unit. It's very simple, just sync the module with the group teamleader. Edited February 5, 2014 by StayFrosty24 Share this post Link to post Share on other sites
evans d [16aa] 12 Posted February 5, 2014 Fantastic, StayFrosty! I'm about to record the updated tutorial so I'll be sure to include this! Share this post Link to post Share on other sites
xx_fr0st-w0lf_xx 10 Posted February 11, 2014 (edited) Hey, I was able to get my orbat working with child classes however i'm having problems making child classes for the child classes. //ORBAT class CfgORBAT { class 7com { id = 7; idType = 0; side = "West"; size = "Company"; type = "Infantry"; commander = "Conrod"; commanderRank = "Major"; text = "%1 %2 %3"; textShort = "%1 %3"; class 3plat { id = 3; idType = 0; side = "West"; size = "Platoon"; type = "Infantry"; commander = "Thomas"; commanderRank = "Lieutenant"; text = "%1 %2 %3"; textShort = "%1 %3"; class 1sec { id = 1; idType = 0; side = "West"; size = "Section"; type = "Infantry"; commander = "Gordino"; commanderRank = "Lieutenant"; text = "%1 %1 %3"; textShort = "%1 %3"; }; }; class 5plat { id = 5; idType = 0; side = "West"; size = "Platoon"; type = "Infantry"; commander = "Philips"; commanderRank = "Lieutenant"; text = "%1 %2 %3"; textShort = "%1 %3"; }; }; class 2com { id = 2; idType = 0; side = "Resistance"; size = "Company"; type = "Infantry"; commander = "Asbesthos"; commanderRank = "Major"; text = "%1 %2 %3"; textShort = "%1 %3"; class 4plat { id = 4; idType = 0; side = "Resistance"; size = "Platoon"; type = "Infantry"; commander = "Helio"; commanderRank = "Lieutenant"; text = "%1 %2 %3"; textShort = "%1 %3"; }; class 8plat { id = 8; idType = 0; side = "Resistance"; size = "Platoon"; type = "Infantry"; commander = "Atrius"; commanderRank = "Lieutenant"; text = "%1 %2 %3"; textShort = "%1 %3"; }; }; }; The 1sec is not appearing on my map regardless how I set up my path in the Orbat module. Any help would be appreciated. Edit: My second problem is that 2com is nt apearing on the map despite having put the same paths as 7com just changed the number. I really need your help now :( Edited February 11, 2014 by xX_Fr0st-W0lf_Xx Share this post Link to post Share on other sites
laxemann 1673 Posted February 11, 2014 Hey Wolf, do you get any error messages in the editor preview? (Bottom left side) Share this post Link to post Share on other sites
xx_fr0st-w0lf_xx 10 Posted February 11, 2014 Hey Wolf,do you get any error messages in the editor preview? (Bottom left side) Wow. When I did it 5 minutes ago I did get an error, however I decided to remove the problem orbat groups and focus on other parts of my mission. After you mentioned the error I recreated exactly what I had before and everything works perfectly. O.o Well thanks anyway :) (Not the first time this happened in this topic) Share this post Link to post Share on other sites
evans d [16aa] 12 Posted February 12, 2014 Well gentlemen, it would seem that the PC Gods hate me. I told you I'd get this video uploaded several days ago. Since then, I've lost a grandmother, my PC is derping around, and for some reason my own code isn't working (which is a tad alarming as it's me that's making the tutorial!). I'm really sorry gents, but what with things going nuts around here it seems that update 2.0 of this tutorial is on standby. On the upside... Have some strings that I should have posted AGES ago! Available values of side attribute: West East Resistance Civilian Unknown Available values of size attribute: FireTeam Squad Section Platoon Company Troop Battalion Squadron Regiment Brigade BCT IBCT HBCT Division Corps Army ArmyGroup Available values of type attribute: Unknown Infantry MotorizedInfantry MechanizedInfantry Armored Recon Cavalry Airborne Helicopter CombatAviation AttackRecon GeneralSupport Assault AviationSupport Fighter UAV Medical Artillery Mortar HQ Support Maintenance Service Maritime Avialable values of rank attribute: Private Corporal Sergeant Lieutenant Captain Major Colonel Love, Bashie. Share this post Link to post Share on other sites
Rallehop 10 Posted January 26, 2015 (edited) Can you please specify how to use this? i don't know where to put those lines for the unit to appear as destroyed? I cannot find out where to place the code. Edited January 26, 2015 by Rallehop Need to be more specific Share this post Link to post Share on other sites
LaFayette8870 10 Posted January 31, 2015 (edited) Hi all, Hm, not really solved since this will only work on your PC, not in MP due to the fact that the paths are different... Did you find the solution to get round this problem ? Thanks ;) And Rallehop I don't know what you are speaking about, sorry ^^" Is it about the Laxemann's post ? Hey guys, me again,has anyone found out how to mark an ORBAT-Group as "dead" or defeated just like in the campaign? Probably custom images...? Edit: After one hour of whirling myself through the missionflow.fsm of the first campaign mission, I found out the solution! Quite simple: it's a function and it's called BIS_fnc_ORBATAddGroupOverlay Usage: [YOUR ORBAT PATH,"mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay; Example: [missionconfigfile >> "CfgORBAT" >> "3Squ","mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay; Take care, guys. Edited February 1, 2015 by LaFayette8870 Share this post Link to post Share on other sites
pierremgi 4866 Posted February 15, 2016 Hi, I don't understand with my poor English, what is it for? Displaying icons? I followed the explanation and i have icons on my map, but no units! So, where is the link between ORBAT and units on map???? Thanks Share this post Link to post Share on other sites
Mr. Green 9 Posted April 15, 2016 Hey guys, me again, has anyone found out how to mark an ORBAT-Group as "dead" or defeated just like in the campaign? Probably custom images...? Edit: After one hour of whirling myself through the missionflow.fsm of the first campaign mission, I found out the solution! :) Quite simple: it's a function and it's called BIS_fnc_ORBATAddGroupOverlay Usage: [YOUR ORBAT PATH,"mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay; Example: [missionconfigfile >> "CfgORBAT" >> "3Squ","mil_destroy", [1,0,0,1], 1.2,1.2,45] call BIS_fnc_ORBATAddGroupOverlay; Take care, guys. I can't quite figure this one out. I keep getting the error message that I'm missing a semicolon ; Any help would be appreciated. Share this post Link to post Share on other sites
Kaleu 24 Posted July 16, 2016 Hello I am new here in the forum and I wanted to help you. Anyway I wanted to know what is wrong with my code Here he is class CfgORBAT{ class general { id = 0; idType = 0; side = "West"; commander = "Richard Fernandez Nunes"; commanderRank = "General"; text = "14° Brigada de Infantaria Motorizada"; textShort = "14ª Bda Inf Mtz"; subordinates[] = {QG}; texture = "\a3\missions_f_epa\data\img\orbat\B_Aegis_texture_ca.paa"; description = "1° Em comando"; };class ef1{id = 1;idType = 0;type = "MotorizedInfantry";side = "West";size = "FireTeam";commander = "Elias";commanderRank = "Corporal";text = "1° Equipe de Fogo";textShort = "1° EF)";description = "1° Equipe de Fogo";};class ef2{id = 2;idType = 0;side = "West";size = "FireTeam";type = "MotorizedInfantry";commander = "Caio";commanderRank = "Corporal";text = "2° Equipe de Fogo";textShort = "2° EF";description = "2° Equipe de Fogo";};class ef3{id = 3;idType = 0;side = "West";size = "FireTeam";type = "MotorizedInfantry";commander = "Josue";commanderRank = "Corporal";text = "3° Equipe de Fogo";textShort = "3 EF";description = "3° Equipe de Fogo";};};};}; Share this post Link to post Share on other sites
kylania 568 Posted July 16, 2016 Hello I am new here in the forum and I wanted to help you. Anyway I wanted to know what is wrong with my code Here he is You are missing a }; to close your class general. Add it in just above class QG. You also then have 2 extra }; at the end of that file. Always try to properly indent your code to make this easier to see: class CfgORBAT { class general { id = 0; idType = 0; side = "West"; commander = "Richard Fernandez Nunes"; commanderRank = "General"; text = "14° Brigada de Infantaria Motorizada"; textShort = "14ª Bda Inf Mtz"; subordinates[] = {QG}; texture = "\a3\missions_f_epa\data\img\orbat\B_Aegis_texture_ca.paa"; description = "1° Em comando"; }; class QG { id = 4; idType = 0; type = "HQ"; side = "West"; size = "Battalion"; commander = "Ernesto"; commanderRank = "Sergeant"; text = "Quartel Genral"; textShort = "QG"; subordinates[] = {ef1, ef2, ef3}; //color[] = {0,0,0,1}; description = "2° Em comando"; }; class ef1 { id = 1; idType = 0; type = "MotorizedInfantry"; side = "West"; size = "FireTeam"; commander = "Elias"; commanderRank = "Corporal"; text = "1° Equipe de Fogo"; textShort = "1° EF)"; description = "1° Equipe de Fogo"; }; class ef2 { id = 2; idType = 0; side = "West"; size = "FireTeam"; type = "MotorizedInfantry"; commander = "Caio"; commanderRank = "Corporal"; text = "2° Equipe de Fogo"; textShort = "2° EF"; description = "2° Equipe de Fogo"; }; class ef3 { id = 3; idType = 0; side = "West"; size = "FireTeam"; type = "MotorizedInfantry"; commander = "Josue"; commanderRank = "Corporal"; text = "3° Equipe de Fogo"; textShort = "3 EF"; description = "3° Equipe de Fogo"; }; }; 1 Share this post Link to post Share on other sites
Kaleu 24 Posted July 16, 2016 Thank you man, you saved my morning (are 05:00 in the morning in Brazil kkk). Share this post Link to post Share on other sites
Lloydski 0 Posted August 1, 2016 Hi StayFrosty24, thanks for that with the path. It works wonderfully :) At first I was a bit afraid if it would work when you pbo the mission and delete the dir. containing the source images but it works. Magic if you ask me :D To you transparency issue, try to set color[] = {1,1,1,1}; to the texture. If that does not work there is problem that transparency is set in image. In that case you would need to change the image itself. Cheers. Hi folks, I started dabbling in the ORBAT viewer today and I'm running into the same problem mentioned above. My .paa is 256x256 with no transparency (saved in ps as a .tga and then converted using texview2 to .paa) but I still get stuck with a grey solid block (which is at least the right shape). I have tried multiple variations of color[] = {x,x,x,x} to no avail. If anybody managed to fix this please let me know how. UPDATE: I've narrowed it down to the image file itself. I tested this by using a different image using exactly the same method and it worked perfectly. However, I cannot fathom why it is not working with one image and not the other. Help regarding this would be greatly appreciated. Description.ext class CfgORBAT { class NJSOC { id = 1; idType = 0; side = "west"; size = "Platoon"; texture = "C:\Users\Tom\Documents\Arma 3 - Other Profiles\Lt%2e%20T%2e%20Flashheart\mpmissions\orbattest.Altis\njsoc.paa"; color[] = {0,0,0,1}; text = "NJSOC Task Force"; textShort = "NJSOC"; class SABRE { id = 1; idType = 0; side = "west"; size = "Section"; type = "Infantry"; commander = "T. Flashheart" commanderRank = "LIEUTENANT" text = "Recovery Team Sabre, CTRG"; textShort = "SABRE"; }; }; }; Share this post Link to post Share on other sites
theend3r 83 Posted August 1, 2016 Hi folks, I started dabbling in the ORBAT viewer today and I'm running into the same problem mentioned above. My .paa is 256x256 with no transparency (saved in ps as a .tga and then converted using texview2 to .paa) but I still get stuck with a grey solid block (which is at least the right shape). I have tried multiple variations of color[] = {x,x,x,x} to no avail. If anybody managed to fix this please let me know how. UPDATE: I've narrowed it down to the image file itself. I tested this by using a different image using exactly the same method and it worked perfectly. However, I cannot fathom why it is not working with one image and not the other. Help regarding this would be greatly appreciated. Description.ext class CfgORBAT { class NJSOC { id = 1; idType = 0; side = "west"; size = "Platoon"; texture = "C:\Users\Tom\Documents\Arma 3 - Other Profiles\Lt%2e%20T%2e%20Flashheart\mpmissions\orbattest.Altis\njsoc.paa"; color[] = {0,0,0,1}; text = "NJSOC Task Force"; textShort = "NJSOC"; class SABRE { id = 1; idType = 0; side = "west"; size = "Section"; type = "Infantry"; commander = "T. Flashheart" commanderRank = "LIEUTENANT" text = "Recovery Team Sabre, CTRG"; textShort = "SABRE"; }; }; }; I wasted few days doing this some time back so let me at least put it to good use. You need to use preProcessor commands to make it work (especially if you want to publish it, static file path doesn't work): class HQ { id = 80; idType = 0; size = "Regiment"; side = "West"; type = "HQ"; insignia = __EVAL((__FILE__ select [0, count __FILE__ - 15]) + "NATO"); texture = __EVAL((__FILE__ select [0, count __FILE__ - 15]) + "NATOsmall"); color[] = {1,1,1,1}; commander = "Armstrong"; text = "%1 Special Reconnaissance %3"; textShort = "%1 SR %3"; subordinates[] = {Recon, mech, arty, air}; description = "some description"; }; Also, no need for the .paa Share this post Link to post Share on other sites
Lloydski 0 Posted August 6, 2016 Thanks for the info. I've run into a new problem. On my test mission the ORBAT worked perfectly, but now I've implemented it into my actual mission the units show up on the map but I can't click on them to bring up the full OOB. Any suggestions? Share this post Link to post Share on other sites
jstibbsy 54 Posted August 6, 2016 Have you got everything the same as you had it in your test mission.If so and it doesn't work I would backup your real mission then merge the test mission into the real mission and then move the description.ext file into the real mission folder.Other wise I have no idea. Could be an Apex problem.Edit:If it's MP, I'm pretty sure ORBAT's don't work. Share this post Link to post Share on other sites
Lloydski 0 Posted August 7, 2016 Have you got everything the same as you had it in your test mission. If so and it doesn't work I would backup your real mission then merge the test mission into the real mission and then move the description.ext file into the real mission folder. Other wise I have no idea. Could be an Apex problem. Edit: If it's MP, I'm pretty sure ORBAT's don't work. It was all working in MP previously. I think it may be mod related as if I'm quick at the start of the mission once it's loaded I can click on them but after about 10 seconds it's no longer possible. Share this post Link to post Share on other sites