ORBAT Viewer – Arma 3

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Category: Arma 3: Editing
(Created page with "400px === Config === class CfgORBAT { class 7thInfantry { {{codecomment|// Unit ID}} id = 7; {{codecomment|// Unit ID type}} {{code...")
 
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[[File:A3_ORBATViewer.jpg|400px]]
{{TOC|side}}
[[File:A3_ORBATViewer.jpg|800px]]


=== Config ===
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.
class CfgORBAT
 
{
 
class 7thInfantry
== Config ==
{
 
{{codecomment|// Unit ID}}
CfgORBAT can be defined in [[configFile]] or [[missionConfigFile]].
id = 7;
 
{{codecomment|// Unit ID type}}
<syntaxhighlight lang="cpp">
{{codecomment|// 0 - show as ordinal number, e.g. "7th" (default)}}
class CfgORBAT
{{codecomment|// 1 - show as roman numeral, e.g. "VII"}}
{
{{codecomment|// 2 - show as NATO phonetical alphabet word, e.g. "Golf"}}
class 7thInfantry
idType = 0;
{
{{codecomment|// Unit side from CfgChainOfCommand >> Sides}}
id = 7; // Unit ID
side = "West";
idType = 2; // Unit ID type
{{codecomment|// Unit size from CfgChainOfCommand >> Sizes}}
side = "West"; // Unit side from CfgChainOfCommand >> Sides
size = "Division";
size = "Division"; // Unit size from CfgChainOfCommand >> Sizes; displays relevant icon above the Type icon
{{codecomment|// Unit type from CfgChainOfCommand >> Types}}
type = "HQ"; // Unit type from CfgChainOfCommand >> Types
type = "HQ";
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
{{codecomment|// Unit insignia, displayed in ORBAT background and in tooltip}}
commander = "Armstrong"; // Name of unit commander - can be either direct name or
insignia = "\ca\missions_f\data\orbat\7thInfantry_ca.paa";
// class from CfgWorlds >> GenericNames (random name from the list is then selected)
{{codecomment|// Insignia image color, white by default}}
commanderRank = "GENERAL"; // Rank of unit commander (by default selected based on unit size)
{{codecomment|// Can be either RGBA array, or class from CfgMarkerColors}}
tags[] = { "BIS", "USArmy", "Kerry", "Hutchison", "Larkin" }; // Group tags. When opening ORBAT viewer, user can define what tags will be accepted
colorInisgnia[] = {0,0,1,1};
text = "%1 Combat Technology Research %3"; // Custom text and short text, can still use some arguments when defined:
// %1 - ID (e.g. "7th")
{{codecomment|// Name of unit commander}}
// %2 - Type (e.g. "Infantry")
{{codecomment|// - can be either direct name, or class from CfgWords >> GenericNames (random name from the list is then selected)}}
// %3 - Size (e.g. "Division")
commander = "Armstrong";
textShort = "%1 CTR %3";
{{codecomment|// Rank of unit commander (by default selected based on unit size)}}
texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa"; // Custom texture, will replace icon set by 'type' param.
commanderRank = "GENERAL";
color = "ColorWest"; // Custom texture color for texture displayed on the map and in the ORBAT viewer,
{{codecomment|// Group tags. When opening ORBAT viewer, user can define what tags will be accepted.}}
// will replace color set by 'side' param
tags[] = {BIS,USArmy,Kerry,Hutchison,Larkin};
// 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
{{codecomment|// ALTERNATIVE SETTINGS}}
assets[] = { // Will display pictures of all available assets to the unit commander:
{{codecomment|// Custom text and short text, can still use some arguments when defined:}}
{ "B_Heli_Transport_03_F", 5 },
{{codecomment|// %1 - ID (e.g. "7th")}}
{ "B_Heli_Light_01_F", 3 },
{{codecomment|// %2 - Type (e.g. "Infantry")}}
{ "B_Heli_Light_01_armed_F", 4 },
{{codecomment|// %3 - Size (e.g. "Division")}}
"B_Heli_Transport_01_camo_F"
text = "%1 Combat Technology Research %3";
};
textShort = "%1 CTR %3";
 
{{codecomment|// Custom texture, will replace icon set by 'type' param.}}
// Can be an array with format {classname, [int active icons], [int greyed out icons]}, or simply a classname
texture = "\ca\missions_f\data\orbat\customTexture_ca.paa";
//subordinates[] = { "1stBCT", "2ndBCT" }; // Subordinates, searched on the same level as this class.
{{codecomment|// Custom color, will replace color set by 'side' param.}}
 
{{codecomment|// Can be either RGBA array, or class from CfgMarkerColors}}
// When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.
color[] = {0,0,1,1};
class 1stBCT
{
{{codecomment|// Subordinates, searched on the same level as this class.}}
id = 1;
subordinates[] = {2ndBCT};
idType = 2;
type = "Helicopter";
{{codecomment|// When 'subordinates' are missing, child classes will be used. They can have their own subs - number of tiers is not limited.}}
size = "Squadron";
class 1stBCT
side = "West";
{
commander = "R3vo";
id = 1;
commanderRank = "Lieutenant";
type = "Armored";
description = "All of your text would go here.";
size = "BCT";
texture = "a3\ui_f_orange\data\displays\rscdisplayorangechoice\faction_nato_ca.paa";
side = "West";
insignia = "a3\missions_f_epa\data\img\orbat\b_aegis_ca.paa";
commander = "NATOMen";
assets[] =
tags[] = {"BLUFOR", "USArmy","Kerry"};
{
  };
{ "B_Heli_Transport_03_F", 5 }
};
};
class 2ndBCT
};
{
 
};
class 2ndBCT: 1stBCT
};
{
id = 2;
size = "Division";
commander = "NATOMen";
assets[] =
{
{ "B_Heli_Transport_03_F", 2 }
};
};
};
};
</syntaxhighlight>
 
== 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 ===


Available values of ''side'' attribute:
* West
* West
* East
* East
Line 73: Line 95:
* Unknown
* Unknown


Available values of ''size'' attribute:
=== Size ===
 
{{Columns|4|
* Army
* ArmyGroup
* Battalion
* BCT
* Brigade
* Company
* Corps
* Division
* FireTeam
* FireTeam
* HBCT
* IBCT
* Platoon
* Regiment
* Section
* Squad
* Squad
* Section
* Squadron
* Platoon
* Company
* Troop
* Troop
* Battalion
* Size1..11
* Squadron
}}
* Regiment
{{Feature|informative|{{hl|Size1}}..{{hl|Size11}} will not display a size-icon indicator, such as Ø.}}
* Brigade
 
* BCT
=== Type ===
* IBCT
* HBCT
* Division
* Corps
* Army
* ArmyGroup


Available values of ''type'' attribute:
{{Columns|4|
* Unknown
* Airborne
* Infantry
* MotorizedInfantry
* MechanizedInfantry
* Armored
* Armored
* Recon
* Artillery
* Assault
* AttackRecon
* AviationSupport
* Cavalry
* Cavalry
* Airborne
* Helicopter
* CombatAviation
* CombatAviation
* AttackRecon
* Fighter
* GeneralSupport
* GeneralSupport
* Assault
* Helicopter
* AviationSupport
* HQ
* Fighter
* Infantry
* UAV
* Maintenance
* Maritime
* MechanizedInfantry
* Medical
* Medical
* Artillery
* Mortar
* Mortar
* HQ
* MotorizedInfantry
* Recon
* Service
* Support
* Support
* Maintenance
* UAV
* Service
* Unknown
* Maritime
}}
 
=== Rank ===
 
{{Columns|2|
* 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.
 
 
[[File:A3 ORBATGroup Module.jpg|thumb|400px|The ORBAT Group module]]
== ORBAT Group Module ==
 
=== CfgORBAT Path ===
 
The group you want to be display on the map.
 
'''Example:'''
<sqf>missionConfigFile >> "CfgORBAT" >> "unitClassName" >> "subordinateUnitClassName"</sqf>
 
=== 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:'''
<sqf>missionConfigFile >> "CfgORBAT" >> "unitClassName"</sqf>
 
=== 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 [[:Category:Eden Editor|Eden Editor]]
* Place the '''ORBAT Group''' module
* Synchronise the module with the group leader
* Open the module and fill in the following:
** CfgORBAT Path: <sqf inline>configFile >> "CfgORBAT" >> "BIS" >> "B_1_A_1_2"</sqf>
** CfgORBATCeiling: <sqf inline>configFile >> "CfgORBAT" >> "BIS" >> "B_1"</sqf>
* Leave '''Max. Tiers''' and '''Tags''' empty
* Enter the preview mode and open the map
 
 
== Create ORBAT Group during Runtime ==
 
<sqf>
//Create ORBAT icon
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>
 
 
== 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 {{hl|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:
<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>
 
{{Feature|informative|See [[getMissionPath]].}}
 
 
== Functions ==
 
Listed in {{Link|Category:Function Group: Strategic|"Strategic" function group}}:
{{Columns|2|
* [[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]]
}}
 
 
== See Also ==
 
* {{Link|https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page{{=}}3|Various information about ORBAT Viewer}}




[[Category:Arma 3: Editing]]
{{GameCategory|arma3|Editing}}

Latest revision as of 18:36, 21 May 2025

A3 ORBATViewer.jpg

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
Size1..Size11 will not display a 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.


The ORBAT Group module

ORBAT Group Module

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
  • Synchronise 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


Create ORBAT Group during Runtime

//Create ORBAT icon 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 } ]; };


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:


See Also