---
name: "Arma 3: ORBAT Viewer"
type: topic
aliases: ["Arma 3 ORBAT Viewer", "ORBAT Viewer"]
source: https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer
revid: 373543
updated: 2025-05-21T16:36:09Z
---

# Arma 3: ORBAT Viewer

The ORBAT Viewer can be used to displayed the hiearchy of troops present in a scenario. Inside the ORBAT Viewer pressing <kbd>H</kbd> will toggle the visibility of the UI.

### Config

CfgORBAT can be defined in [configFile](../commands/configFile.md) or [missionConfigFile](../commands/missionConfigFile.md).

```cpp
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

> [!NOTE]
> `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](../functions/BIS_fnc_ORBATOpen.md). 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:**

```sqf
missionConfigFile >> "CfgORBAT" >> "unitClassName" >> "subordinateUnitClassName"
```

#### CfgORBAT Ceiling

The highest superior unit to display in the [ORBAT Viewer](../topics/ORBAT_Viewer.md) while this group is selected. If blank, the **CfgORBAT Path** unit is displayed as the ceiling.

**Example:**

```sqf
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:
  - 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

```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
        }
    ];
};
```

### 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](../topics/Description.ext.md) (as the mission changes path on different computers);
in that case the path to the texture can be defined with the following:

```cpp
// converts to e.g "C:\Users\Kerry\Documents\Arma 3\Kerry\missions\MyMission.Stratis\someDirectory\SomeImage.paa"
texture = __EVAL(getMissionPath "someDirectory\SomeImage.paa");
```

> [!NOTE]
> See [getMissionPath](../commands/getMissionPath.md).

### Functions

Listed in "Strategic" function group:

- [BIS_fnc_ORBATAddGroupOverlay](../functions/BIS_fnc_ORBATAddGroupOverlay.md)
- [BIS_fnc_ORBATAnimate](../functions/BIS_fnc_ORBATAnimate.md)
- [BIS_fnc_ORBATConfigPreview](../functions/BIS_fnc_ORBATConfigPreview.md)
- [BIS_fnc_ORBATGetGroupParams](../functions/BIS_fnc_ORBATGetGroupParams.md)
- [BIS_fnc_ORBATOpen](../functions/BIS_fnc_ORBATOpen.md)
- [BIS_fnc_ORBATRemoveGroupOverlay](../functions/BIS_fnc_ORBATRemoveGroupOverlay.md)
- [BIS_fnc_ORBATSetGroupFade](../functions/BIS_fnc_ORBATSetGroupFade.md)
- [BIS_fnc_ORBATSetGroupParams](../functions/BIS_fnc_ORBATSetGroupParams.md)
- [BIS_fnc_ORBATTooltip](../functions/BIS_fnc_ORBATTooltip.md)

### See Also

- [Various information about ORBAT Viewer](https://forums.bohemia.net/forums/topic/159943-request-orbat-tutorial/?page=3)

<sub>Source: [BI Community Wiki — Arma 3: ORBAT Viewer](https://community.bistudio.com/wiki/Arma_3:_ORBAT_Viewer) (revision 373543).</sub>
