ALiVEOS / ALiVE.OS

ALiVE Open Source GPL v2
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ORBAT Creator Feature Requests #103

Closed DavisBrown723 closed 3 years ago

DavisBrown723 commented 8 years ago

Any and all feature requests related to the ORBAT Creator

Please post bug reports as separate issues


Must-Do Features that the ORBAT Creator would feel incomplete without

To Do General tasks needing completion


Wishlist Features that would be nice to have, but not vital to the experience

HeroesandvillainsOS commented 8 years ago

How about automated Zeus compatibility or is that already in?

DavisBrown723 commented 8 years ago

That would fall under additional export options

friznit commented 8 years ago

ALiVE Support Units Configurable Kickass System (SUCKS) that generates a Logistics static data override so that I can define which vehicles in my custom faction are used for convoys and air transport.

EasyEB commented 8 years ago

ALiVE Customizable Unit Nationality Trait System (CUNTS) that allows selection of unit ethnicity, language and naming convention (Altian/Greek, Western, Middle Eastern and so on).

friznit commented 8 years ago

Configurable ACE Kit Enhancements (CAKE) that allow you to include ACE config settings on units (Engineer, Medic, FRIES etc) and vehicles (medical, repair) if using ACE (obviously).

HeroesandvillainsOS commented 7 years ago

^^^ So glad I was bored and hopped on the Github today. This was worth it. :)

VCB-Spartan commented 7 years ago

Hey Spyder. Love the Orbatron. Makes it a lot easier to put together classes and ensuring the correct classnames are used. I would like to add some randomness in the units (uniform, headgear, vehicle textures, etc...). Obviously at the moment not even the Arsenal had that feature but I was wondering if you could do one of your magic tricks and enhance the Orbatron to create multiple units of the same (it can already do that) and offer to merge them into a single randomiisable unit?

DavisBrown723 commented 7 years ago

Hey @VCB-Spartan, thanks for the significant testing you and the VCB'ers have done and continue to do. Randomized gear is a feature that I would love to add. The main issue was adding an interface for it (not possible within arsenal as you stated) while maintaining a self-explanatory UI, your idea with the unit merging is excellent and something I'll definitely give some thought.

Thanks again!

VCB-Spartan commented 7 years ago

Good job adding the RHS turrets to the Orbatron. That was a really quick turn around if I may say so...! πŸ‘

DavisBrown723 commented 7 years ago

Unfortunately not so quick as the forward declaration of the base class needs to be changed in order to allow sub-class inheritance. This will most likely require a second step in the forward declaration stage of exportation, but the UI and code bits for specifying units per turret and their exportation is all done!

1ncontinentia commented 7 years ago

Well that goes without saying

VCB-Spartan commented 7 years ago

Guess that explains why some RHS vehicles still show RHS men on some turrets. Can't work out how to fix that atm...

VCB-Spartan commented 7 years ago

Hi SpyderBlack723, I have created 4 new factions and they appear fine in 3Den. However in Zeus, despite populating the units []={...} field for all factions, only one of the appears on Zeus and can be interacted with. Is it because the CfgPatches.hpp always uses class testMod_test and therefore multiple Orbatron created faction cannot all be seen by Zeus?

On 12 October 2016 at 00:33, 1ncontinentia notifications@github.com wrote:

Well that goes without saying

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DavisBrown723 commented 7 years ago

@VCB-Spartan Yes, you need to change testMod_test to something that reflects the component for the mod.

For example, if you mod is named MyMod and you make a faction with the classname BLU_RND you could change it to myMod_BLU_RND

And if you haven't already, change the addons\test folder to addons\mod_factionclassname or something that is unique to each mod.

Docs need to be tightened in this regard, but I've very busy lately (and lazy when I'm not!).

Edit: I posted an experimental version here: http://alivemod.com/forum/2406-orbat-creator-general-faq/p8#p15720 that has additional export options including the ability to generate a CfgPatches file

VCB-Spartan commented 7 years ago

Excellent. Will the new version create this automatically in the future so manual input is not necessary?

On 15 October 2016 at 20:12, SpyderBlack723 notifications@github.com wrote:

@VCB-Spartan https://github.com/VCB-Spartan Yes, you need to change testMod_test to something that reflects the component for the mod.

For example, if you mod is named MyMod and you make a faction with the classname BLU_RND you could change it to myMod_BLU_RND

And if you haven't already, change the addons\test folder to addons\mod_factionclassname or something that is unique to each mod.

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DavisBrown723 commented 7 years ago

I'd love to automate or provide the option of automation for as many things as possible, problem mainly just lies with having time to work on the project. For now the CfgPatches generation should significantly help many people who've never done this process before, leaving the folder renaming to be the most complicated task outside of the game hopefully.

mast3rbates commented 7 years ago

any plans for an option to have vehicle based groups' units spawn inside the vehicle?

also an ammobox option that compiled all of their ammo types into it would be cool.

DavisBrown723 commented 7 years ago

That's a feature request for BIS

On Oct 16, 2016 2:54 PM, "mast3rbates" notifications@github.com wrote:

any plans for an option to have vehicle based groups' units spawn inside the vehicle?

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DavisBrown723 commented 7 years ago

also an ammobox option that compiled all of their ammo types into it would be cool.

Could you elaborate on what you mean by this?

mast3rbates commented 7 years ago

the ability to create a generic ammobox that automatically compiled all the ammo types from the units in a faction and added them to it. maybe have drop downs for the amounts.

edit: or an export ammo classnames option that just spit out a list of all the magazines used for the faction.

marceldev89 commented 7 years ago

An option to import incompatible groups would be neat. RHS is a good test case for that. ^^

EDIT: Apparently the incompatible groups are listed in the group editor. Perhaps a way to differentiate them from the correct group types then. :)

DavisBrown723 commented 7 years ago

@marceldev89 Done

https://gyazo.com/803438a7c4f7324c26e1fcbeac311cb9 https://gyazo.com/8641d698c3216df67992cf560d53d147

mast3rbates commented 7 years ago

an import config function so you dont have to pack it and add it as an addon to continue editing an incomplete faction.

Will-Nichols commented 7 years ago

I wish there was that option for drop downs or text entry to add amounts in the editor for sure...if this was available in the Orbat creator I would love it.

DavisBrown723 commented 7 years ago

Drop downs or text entry for what?

Will-Nichols commented 7 years ago

To add amounts of weapons, ammo, medical, etc...

DavisBrown723 commented 7 years ago

Not possible via config

AUTigerGrad commented 7 years ago

I would like the ability to DISABLE randomized sunglasses, etc. on units which do have randomization built into it. I'm not a fan of seeing a bunch of troops wearing hot pink beach sunglasses, etc.

DavisBrown723 commented 7 years ago

an import config function so you dont have to pack it and add it as an addon to continue editing an incomplete faction.

Would be fairly suicidal to attempt in SQF, an alternative, non-config, export option that can be re-imported is more feasible.

Will-Nichols commented 7 years ago

Spyder...I wanted to say that after using the newest version last night I would like to see an option to clean up the transition from unit editor to group editor and back be a little easier to transition back and forth.

DavisBrown723 commented 7 years ago

Probably not going to happen unless BIS change the way ctrlmenustrips work. The previous method of individual buttons would never hold up with future additions.

It may be annoying having to click twice to get to a menu instead of once, but even after 6 straight hours of development with a trackpad I'm still ALiVE so it will do for now.

Will-Nichols commented 7 years ago

Yeah I did the same thing yesterday/last night and it was just the repetition that was giving me the idea.

DavisBrown723 commented 7 years ago

ALiVE Customizable Unit Nationality Trait System (CUNTS) that allows selection of unit ethnicity, language and naming convention (Altian/Greek, Western, Middle Eastern and so on).

Done, except for naming convention. Pass me documentation on how it works and I may be able to include it.

VCB-Spartan commented 7 years ago

A feature that allows you to add custom markers/flags to represent your faction on the map

DavisBrown723 commented 7 years ago

A feature that allows you to add custom markers/flags to represent your faction on the map

@VCB-Spartan Is there documentation on how to do that? Is this something possible via config?

Edit: Oh do you mean add markers to the game for placement in the editor?

VCB-Spartan commented 7 years ago

Hi SpyderBlack723, This is the BIS documentation on how to create a custom flag. Admittedly, I have not had much time to get it to work: https://community.bistudio.com/wiki/cfgMarkers Apparently the cfgmarkers part goes in the config.cpp:

https://forums.bistudio.com/topic/171328-custom-map-marker-config/

DavisBrown723 commented 7 years ago

I've actually created custom markers before so shouldn't be a problem.

Will add it to the list!

VCB-Spartan commented 7 years ago

Do you eve sleep?!? πŸ˜‰ Guessing you could only provide the framework for custom markers and people would need to manually enter the paa path in Notepad ++

VCB-Spartan commented 7 years ago

Thank you again for this great tool SpyderBlack723. Your genius and efforts have brought a new lease of life in Arma for me. Keep up the good work!

DavisBrown723 commented 7 years ago

Thanks ^^ :)

Will most likely include a screen where you can name the marker and then enter the path to your image (or select from predefined flags like when creating a faction).

Will need to update the mod template to allow for easy adding / removing of markers as well.

Will-Nichols commented 7 years ago

You sorta touched on this earlier in the thread but the ability to edit the vehicle crews the same way as the unit (soldiers) would be good.

friznit commented 7 years ago

You already can. Vehicle crews are simply assigned from one of your existing edited units.

Will-Nichols commented 7 years ago

Ok maybe I am not doing it correctly. With every faction and unit I have exported I have to manually assign troops from the edited faction as the crew of the vehicle after I edit and export. When I am editing the faction I do not get an option to edit assigned troops. So of someone can explain how and where to see it I would appreciate it.

friznit commented 7 years ago

Create a unit class called crew, then select a vehicle and edit the vehicle loadout. In the arsenal view, select the top icon labelled crew, then pick your crew class.

VCB-Spartan commented 7 years ago

As Friznit said... RHS vehicles are a bit different and require a bit more coding work as only some of the crew is assigned with the new crew (the commander and gunner positions are usually the same as the original crew)

Will-Nichols commented 7 years ago

Does it have to be just crew or can it be specific? Such as "Armor Crew" or "Heli Crew"; that is how I see them and determine at a glance in the ORBAT creator without actually clicking on each unit to see how they appear when I am determining what the units look like.

EasyEB commented 7 years ago

You can name the unit class Timmy-Bob as far as the Orb is concerned.

VCB-Spartan commented 7 years ago

Hi SpyderBlack,

Still loving the Orbatron. Think Friz is getting a bit worried about me creating too many factions with custom textures and bumping up our repo by a noticeable amount!

Is there any chance we could have the option to load Arsenal saved vehicle loadouts when in the Orbatron? I usually create my units in the Arsenal before going to the Orbatron and really think the same with vehicles would be really cool.

Also, I seem to remember you used to include a vehicle texture file path in the past. I like to change textures with the faction emblem and use obj setObjectTextureGlobal [selection, texture]. At the moment, it is a bit hit and miss finding with selection number to use short of delving into an existing faction (RHS, LOP...) config file.

Any thoughts?

Cheers!

DavisBrown723 commented 7 years ago

Never had a field for vehicle texture path. Just the current way it works with selecting it from the menu. To be honest I spent more time working on that than I would like to admit and it's still black magic to me. Any improvements to the texture system is probably far off since I have zero clue what I'm doing and there doesn't really seem to be any documentation on it. For now.. if you just select an existing texture and then replace the texture name with your custom texture path post-export, you should be ok I think.

Are vehicle loadouts in the arsenal used to change the weapons/ammunition the vehicles uses, miscellaneous components (like littlebird side benches, or the inventory of a vehicle?

VCB-Spartan commented 7 years ago

Hi,

No you can only save the paint job and also accessories (typically RHS vehicles). You cannot associate crew, ammo or anything else unfortunately.

On 20 Feb 2017, at 17:45, Davis notifications@github.com wrote:

Never had a field for vehicle texture path. Just the current way it works with selecting it from the menu. To be honest I spent more time working on that than I would like to admit and it's still black magic to me. Any improvements to the texture system is probably far off since I have zero clue what I'm doing and there doesn't really seem to be any documentation on it.

Are vehicle loadouts in the arsenal used to change the weapons/ammunition the vehicles uses, miscellaneous components (like littlebird side benches, or the inventory of a vehicle?

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