Closed DavisBrown723 closed 3 years ago
How about automated Zeus compatibility or is that already in?
That would fall under additional export options
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.
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).
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).
^^^ So glad I was bored and hopped on the Github today. This was worth it. :)
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?
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!
Good job adding the RHS turrets to the Orbatron. That was a really quick turn around if I may say so...! π
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!
Well that goes without saying
Guess that explains why some RHS vehicles still show RHS men on some turrets. Can't work out how to fix that atm...
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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@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
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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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.
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.
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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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?
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.
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. :)
an import config function so you dont have to pack it and add it as an addon to continue editing an incomplete faction.
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.
Drop downs or text entry for what?
To add amounts of weapons, ammo, medical, etc...
Not possible via config
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.
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.
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.
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.
Yeah I did the same thing yesterday/last night and it was just the repetition that was giving me the idea.
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.
A feature that allows you to add custom markers/flags to represent your faction on the map
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?
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/
I've actually created custom markers before so shouldn't be a problem.
Will add it to the list!
Do you eve sleep?!? π Guessing you could only provide the framework for custom markers and people would need to manually enter the paa path in Notepad ++
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!
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.
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.
You already can. Vehicle crews are simply assigned from one of your existing edited units.
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.
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.
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)
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.
You can name the unit class Timmy-Bob as far as the Orb is concerned.
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!
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?
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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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
Investigate erroneous export under certain circumstances (Missing base classes) - Very rare/circumstantial? <--- Fixed under certain circumstances
To Do General tasks needing completion
Wishlist Features that would be nice to have, but not vital to the experience
When editing vehicle crew, actual unit objects are added to the vehicle for previewing
Interface for defining markers (tied to faction, needs own export option)
Interface for defining faction-specific static data elements Logistics vehicles, Ambient ammo boxes, Ambient Vehicles, Player Log options, Compositions
Define a set of a certain gear type that will be randomly selected from and equipped during runtime
Additional export options
Implement OutputManager class
Bring vehicle edit screen up-to-par with the virtual garage
Vehicle inventory management
Utilities
Tool to simplify the mod packaging process
Items will be removed as they are added internally.