ORBAT Viewer – Arma 3
(Added example how to create an ORBAT icon during runtime) |
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{{TOC|side}} | {{TOC|side}} | ||
[[File:A3_ORBATViewer.jpg|800px]] | [[File:A3_ORBATViewer.jpg|800px]] | ||
The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing {{Controls|H}} will toggle the visibility of the UI. | |||
== Config == | == Config == | ||
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{ | { | ||
id = 7; // Unit ID | id = 7; // Unit ID | ||
idType = | idType = 2; // Unit ID type | ||
side = "West"; // Unit side from CfgChainOfCommand >> Sides | side = "West"; // Unit side from CfgChainOfCommand >> Sides | ||
size = "Division"; // Unit size from CfgChainOfCommand >> Sizes | size = "Division"; // Unit size from CfgChainOfCommand >> Sizes; displays relevant icon above the Type icon | ||
type = "HQ"; // Unit type from CfgChainOfCommand >> Types | type = "HQ"; // Unit type from CfgChainOfCommand >> Types | ||
insignia = "\ | insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa"; // Unit insignia, displayed in ORBAT background and in tooltip | ||
colorInsignia[] = { 0, 0, | colorInsignia[] = { 0, 0, 0, 1 }; // Insignia image color (white default), can be either RGBA array, or class from CfgMarkerColors | ||
commander = "Armstrong"; // Name of unit commander | 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) | 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 | 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: | text = "%1 Combat Technology Research %3"; // Custom text and short text, can still use some arguments when defined: | ||
// %1 - ID (e.g. "7th") | // %1 - ID (e.g. "7th") | ||
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// %3 - Size (e.g. "Division") | // %3 - Size (e.g. "Division") | ||
textShort = "%1 CTR %3"; | textShort = "%1 CTR %3"; | ||
texture = "\ | texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa"; // Custom texture, will replace icon set by 'type' param. | ||
color | color = "ColorWest"; // Custom texture color for texture displayed on the map and in the ORBAT viewer, | ||
description = "All of your text would go here."; | // will replace color set by 'side' param | ||
assets[] = { | // 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[] = { // Will display pictures of all available assets to the unit commander: | |||
{ "B_Heli_Transport_03_F", 5 }, | { "B_Heli_Transport_03_F", 5 }, | ||
{ "B_Heli_Light_01_F", 3 }, | { "B_Heli_Light_01_F", 3 }, | ||
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"B_Heli_Transport_01_camo_F" | "B_Heli_Transport_01_camo_F" | ||
}; | }; | ||
subordinates[] = { "2ndBCT" }; // Subordinates, searched on the same level as this class. | // Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname | ||
//subordinates[] = { "1stBCT", "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. | // When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited. | ||
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{ | { | ||
id = 1; | id = 1; | ||
type = " | idType = 2; | ||
size = " | type = "Helicopter"; | ||
size = "Squadron"; | |||
side = "West"; | side = "West"; | ||
commander = "R3vo"; | |||
commanderRank = "Lieutenant"; | |||
description = "All of your text would go here."; | |||
texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa"; | |||
insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa"; | |||
assets[] = | |||
{ | |||
{ "B_Heli_Transport_03_F", 5 } | |||
}; | |||
}; | |||
class 2ndBCT: 1stBCT | |||
{ | |||
id = 2; | |||
size = "Division"; | |||
commander = "NATOMen"; | commander = "NATOMen"; | ||
assets[] = | |||
{ | |||
{ "B_Heli_Transport_03_F", 2 } | |||
}; | |||
}; | }; | ||
}; | }; | ||
}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
== Attributes == | == Attributes == | ||
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* Leave '''Max. Tiers''' and '''Tags''' empty | * Leave '''Max. Tiers''' and '''Tags''' empty | ||
* Enter the preview mode and open the map | * Enter the preview mode and open the map | ||
== Create ORBAT Group during Runtime == | == Create ORBAT Group during Runtime == | ||
<sqf> | <sqf> | ||
//Create ORBAT icon | //Create ORBAT icon | ||
if isServer then | if isServer then | ||
{ | { | ||
"ModuleStrategicMapORBAT_F" createUnit | |||
[ | |||
getPosWorld player, | |||
createGroup sideLogic, | |||
toString { | |||
this setVariable ["BIS_fnc_initModules_disableAutoActivation", false, true]; | |||
this setVariable [""Path"", ""missionConfigFile >> 'CfgORBAT' >> 'Support'"", true]; // ORBAT class that should be displayed | |||
} | |||
]; | |||
}; | }; | ||
</sqf> | </sqf> | ||
== Texture in missionConfigFile == | == Texture in missionConfigFile == | ||
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in that case the path to the texture can be defined with the following: | in that case the path to the texture can be defined with the following: | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
// converts to e.g "C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa" | |||
texture = __EVAL(getMissionPath "someDirectory\SomeImage.paa"); | |||
</syntaxhighlight> | </syntaxhighlight> | ||
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== Functions == | == Functions == | ||
Listed in {{Link| | Listed in {{Link|Category:Function Group: Strategic|"Strategic" function group}}: | ||
{{Columns|2| | {{Columns|2| | ||
* [[BIS_fnc_ORBATAddGroupOverlay]] | * [[BIS_fnc_ORBATAddGroupOverlay]] |
Latest revision as of 18:36, 21 May 2025
The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing H will toggle the visibility of the UI.
Config
CfgORBAT can be defined in configFile or missionConfigFile.
class CfgORBAT
{
class 7thInfantry
{
id = 7; // Unit ID
idType = 2; // 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 = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa"; // Unit insignia, displayed in ORBAT background and in tooltip
colorInsignia[] = { 0, 0, 0, 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 = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa"; // Custom texture, will replace icon set by 'type' param.
color = "ColorWest"; // Custom texture color for texture displayed on the map and in the ORBAT viewer,
// 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[] = { // Will display pictures of all available assets to the unit commander:
{ "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"
};
// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
//subordinates[] = { "1stBCT", "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;
idType = 2;
type = "Helicopter";
size = "Squadron";
side = "West";
commander = "R3vo";
commanderRank = "Lieutenant";
description = "All of your text would go here.";
texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa";
insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa";
assets[] =
{
{ "B_Heli_Transport_03_F", 5 }
};
};
class 2ndBCT: 1stBCT
{
id = 2;
size = "Division";
commander = "NATOMen";
assets[] =
{
{ "B_Heli_Transport_03_F", 2 }
};
};
};
};
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
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
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
- Synchronise 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
Create ORBAT Group during Runtime
Texture in missionConfigFile
As texture is treated as a new texture (rather than an image, as icon is), the game needs a direct path to it. Example:
"C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa" "\ca\missions_f\data\orbat\customTexture_ca.paa"
Writing the direct path is not possible in a CfgORBAT defined in Description.ext (as the mission changes path on different computers); in that case the path to the texture can be defined with the following:
// converts to e.g "C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa"
texture = __EVAL(getMissionPath "someDirectory\SomeImage.paa");
Functions
Listed in "Strategic" function group: