Link to Harvard`s OOB generator
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line01) defines the force type, basic force types are "landunit =", "airunit =", "navalunit =". the "=" must be followed by a "{"
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line02) defines the location, where the force is deployed. the number behind the "province =" is the province id. You can easily find the province id in game by typing "showid" into the console (opened with f12).
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line03) "name = " is selfexplanatory. here you`ll type the name of the landunit, navalunit or airunit. examples are "1. Corps" or "Force H", the name must be openend with a " and end with "
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line04) this line is very important. every "id" has to be unique and is defined by a "type" and another "id". the "type = " is a 5 digit number. a possible convention on "type =" would be to incorporate the province id of the capitol province and a consecutive number before the province id.
(example afghanistan: capitol province id = 1437, consecutive number = 1 -> type = 11437). of course, this type must be unique for a specific country in a specific scenario. the second "id" should be consecutive throughout the whole oob!
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line05) "leader =" assigns a specific leader to this force. the leader id can be found in the /db/leaders folder of the game. this line is not obligatory.
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line06) this line is not necessary.
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line07) with this line the definition of "divisions" in this landunit, navalunit or airunit starts. a "{" has to follow the "division =".
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line08) this line is as important for the division as for the parent unit. the "type" remains the same, the "id" should be consecutive and may not repeat in the OOB. (in the example the id of the parent unit is 1, the id of the division is 2)
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line09) for this line the same rules as in l3) apply. naming examples would be "1. Armoured Division", "Saratoga" or "11th Group"
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line10) this line defines the type of the unit. a list of available unit types can be found in the next post.
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line11) "extra =" means, that the division has a specialized brigade attached. allowed extra brigades are listed in the next post. if there`S no brigade attached, you don`t need to add this line.
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line12) the model numbers can be found inthe db/units folder. "model = 15" (type = panzer!) would mean a "basic medium tank, 40 mm". infantry type divisions have no model.
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line13) "strength = " is the operational strength of a division. only numbers between 0 and 100 are allowed. if this line is not added, the program assumes that the division is at full strength.
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line14) "organisation = " defines the organisational status of a unit and is normally not needed. it may be useful to simulate special conditions in a scenario. if this line is not added the division will be at default organisation (defined by technology)
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line15) this line closes the definition of the division. if another division ought to be added, go back to l7)
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line16) this ends the scripting of a single landunit.
Code:
line01) landunit = {
line02) location = 912
line03) name = "1st Army"
line04) id = { type = 30026 id = 1 }
line05) leader = 6204
line06)
line07) division = {
line08) id = { type = 30026 id = 2 }
line09) name = "7th Armoured Division"
line10) type = panzer
line11) extra = antitank
line12) model = 15
line13) strength = 70
line14) organisation = 30
line15) }
line16) }
line01) defines the force type, basic force types are "landunit =", "airunit =", "navalunit =". the "=" must be followed by a "{"
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line02) defines the location, where the force is deployed. the number behind the "province =" is the province id. You can easily find the province id in game by typing "showid" into the console (opened with f12).
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line03) "name = " is selfexplanatory. here you`ll type the name of the landunit, navalunit or airunit. examples are "1. Corps" or "Force H", the name must be openend with a " and end with "
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line04) this line is very important. every "id" has to be unique and is defined by a "type" and another "id". the "type = " is a 5 digit number. a possible convention on "type =" would be to incorporate the province id of the capitol province and a consecutive number before the province id.
(example afghanistan: capitol province id = 1437, consecutive number = 1 -> type = 11437). of course, this type must be unique for a specific country in a specific scenario. the second "id" should be consecutive throughout the whole oob!
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line05) "leader =" assigns a specific leader to this force. the leader id can be found in the /db/leaders folder of the game. this line is not obligatory.
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line06) this line is not necessary.
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line07) with this line the definition of "divisions" in this landunit, navalunit or airunit starts. a "{" has to follow the "division =".
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line08) this line is as important for the division as for the parent unit. the "type" remains the same, the "id" should be consecutive and may not repeat in the OOB. (in the example the id of the parent unit is 1, the id of the division is 2)
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line09) for this line the same rules as in l3) apply. naming examples would be "1. Armoured Division", "Saratoga" or "11th Group"
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line10) this line defines the type of the unit. a list of available unit types can be found in the next post.
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line11) "extra =" means, that the division has a specialized brigade attached. allowed extra brigades are listed in the next post. if there`S no brigade attached, you don`t need to add this line.
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line12) the model numbers can be found inthe db/units folder. "model = 15" (type = panzer!) would mean a "basic medium tank, 40 mm". infantry type divisions have no model.
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line13) "strength = " is the operational strength of a division. only numbers between 0 and 100 are allowed. if this line is not added, the program assumes that the division is at full strength.
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line14) "organisation = " defines the organisational status of a unit and is normally not needed. it may be useful to simulate special conditions in a scenario. if this line is not added the division will be at default organisation (defined by technology)
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line15) this line closes the definition of the division. if another division ought to be added, go back to l7)
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line16) this ends the scripting of a single landunit.
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