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[REQUEST] ORBAT Tutorial

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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

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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 by StayFrosty24

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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.

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Hm, not really solved since this will only work on your PC, not in MP due to the fact that the paths are different...

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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

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I will test it. However you can always make an addon if you want it use in your community.

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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.

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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 by StayFrosty24

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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 by xX_Fr0st-W0lf_Xx

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Hey Wolf,

do you get any error messages in the editor preview? (Bottom left side)

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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)

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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.

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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 by Rallehop
Need to be more specific

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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 by LaFayette8870

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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

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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.

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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";
};
};
};
};

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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";
	};

};
  • Like 1

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Thank you man, you saved my morning (are 05:00 in the morning in Brazil kkk).

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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.

 

Xdd4WfO.png

 

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";
};
};
};

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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.

 

Xdd4WfO.png

 

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

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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?

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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.

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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.

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