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ORBAT Creator Feature Requests #103

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DavisBrown723 opened this issue Sep 28, 2016 · 56 comments
Closed

ORBAT Creator Feature Requests #103

DavisBrown723 opened this issue Sep 28, 2016 · 56 comments

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@DavisBrown723
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DavisBrown723 commented Sep 28, 2016

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

  • Sorting custom unit list in unit editor by editor category type needs completing.

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

    • Required Addons <---- partially done
    • Optional wrapping of groups/units inside CfgGroups/CfgVehicles
  • 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.

@HeroesandvillainsOS
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How about automated Zeus compatibility or is that already in?

@DavisBrown723
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That would fall under additional export options

@friznit
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friznit commented Sep 28, 2016

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
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EasyEB commented Sep 29, 2016

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
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friznit commented Sep 30, 2016

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

@VCB-Spartan
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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
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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
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Good job adding the RHS turrets to the Orbatron. That was a really quick turn around if I may say so...! 👍

@DavisBrown723
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DavisBrown723 commented Oct 11, 2016

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
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Well that goes without saying

@VCB-Spartan
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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
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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
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DavisBrown723 commented Oct 15, 2016

@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
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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
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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.

@mast3rbates
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mast3rbates commented Oct 16, 2016

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
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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
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DavisBrown723 commented Oct 18, 2016

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
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mast3rbates commented Oct 18, 2016

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
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marceldev89 commented Oct 30, 2016

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
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@marceldev89 Done

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

@mast3rbates
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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
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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
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Drop downs or text entry for what?

@Will-Nichols
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To add amounts of weapons, ammo, medical, etc...

@DavisBrown723
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Not possible via config

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

@DavisBrown723
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DavisBrown723 commented Nov 6, 2016

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

@DavisBrown723
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DavisBrown723 commented Nov 6, 2016

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

Will add it to the list!

@VCB-Spartan
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Do you eve sleep?!? 😉
Guessing you could only provide the framework for custom markers and people would need to manually enter the paa path in Notepad ++

@VCB-Spartan
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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
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DavisBrown723 commented Nov 7, 2016

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.

@DavisBrown723 DavisBrown723 added this to the Backlog milestone Nov 8, 2016
@Will-Nichols
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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
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friznit commented Nov 11, 2016

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

@Will-Nichols
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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
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friznit commented Nov 11, 2016

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
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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
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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
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EasyEB commented Nov 11, 2016

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

@friznit friznit modified the milestone: Backlog Jan 3, 2017
@VCB-Spartan
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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
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DavisBrown723 commented Feb 20, 2017

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
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VCB-Spartan commented Feb 21, 2017 via email

@mast3rbates
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any plans on jip support? everytime someone jips it reloads the init and resets the player's gear.

@DavisBrown723
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As far as I'm aware, the code only executes on the server. If not, then it will in the next release. Though, setUnitLoadout is broken and doesn't add items globally.

@Ookreson
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I was wondering if it would be possible to add two features-

-Garage/Virtual Arsenal of vehicles when modifying them, and not just "skins and crew"
-Vehicle inventory management

I know that when creating/copying vehicles into a faction it creates new classes.
I'm working on a CTRG revision and for the life of me, I can't seem to find the correct Prowlers in the CTRG faction to inherit and be used in the revised faction, hence the wishlist addition above.

@Will-Nichols
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The prowler is listed in NATO.

@DavisBrown723
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I specifically dodged implementing the virtual garage itself, trying to tie the virtual arsenal into the ORBAT Creator resulted in a massive list of issues.

To be honest, it's unlikely that any/many major features will be added to the ORBAT Creator at this point due to lack of time.. I've updated the above set of features with your ideas though, thanks.

@Ookreson
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coachwn, that's actually partially incorrect.

Nato has their own prowler, but CTRG actually has 3.

The light variant, and the other two whose scopes are listed at 0 which won't show up in the editor, only the squad compositions.

I've figured out a rough workaround, but I still need to fix it some more, as the CTRG Variants of the armed prowler's turret are glitched, due to the fact that the turret classnames are probably wrong.

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