Skip to content

10Dozen/tS_AARViewer

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

Tactical Shift's AAR Viewer

Version: 1.3

What is it?

This is a client-side browser-based Arma 3 After Action Report Viewer. It's uses only JavaScript, so there are only 2 requirements: modern browser (e.g. Google Chrome) and good graphic card (i guess, you have one if you are playing Arma 3).

Demo

Demo page (thanks to aeroson): http://taw-arma.github.io/tS_AARViewer/
Tactical Shift MilSim Community: http://tacticalshift.ru/aar

See also

Tactical Shift MilSim Community repo: https://github.com/TacticalShift/aar (latest version with support of zipped aars).

Components

Mission Scripts Logger

Server-side SQF scripts to collect units data during the mission to Arma's RPT file (e.g. C:\Users\MyUser\AppData\Local\Arma 3).
Can be easily disabled by Mission Parameters.

AAR Converter

Allow to convert RPT file to one or several AAR files.
Screenshots:
http://puu.sh/mdzAL/3185672966.png
http://puu.sh/mdzBv/0dde959149.png
http://puu.sh/mdzBX/8159b49204.png

AAR Viewer

Allow to play AAR files in Browser (tested with Google Chrome).
Islands available:

  • Altis

  • Stratis

  • Malden 2035

  • Tanoa

  • Chernarus (Chernarus Summer, Chernarus Winter)

  • Utes

  • Bystica

  • Bukovina

  • Takistan

  • Zargabad

  • Shapur

  • Proving Grounds

  • Sahrani (SMD_Sahrani_A3, CUP Sahrani)

  • Porto

  • Everon

  • Malden

  • Kolguev

  • Nogova

  • Kunduz

  • Lythium

  • Diyala

  • Isla Abramia

  • Isla Duala

  • Lingor / Dingor

  • Helvantis

  • Vt5

  • Ruha

  • MCN_Aliabad

Screenshots:
http://puu.sh/mdzFH/ef9dc68a5f.png
http://puu.sh/mdzGh/7169d93546.png
http://puu.sh/mdzIa/f4055a3d1b.png

Now it's possible to share link to AAR by URI param: http://aar.tacticalshift.ru/Web-AAR-Viewer.html?aar=aars/AAR.2020-01-18.DYA.M1-_CO26_Unpredictable_Contract_1B.txt

How to use it?

  • Create a mission and add Logger script to it.
  • Play your mission
  • Go to C:\Users\%YourUsername%\AppData\Local\Arma 3 and get latest .rpt file
  • Open AAR Converter and open .rpt file from it, then choose logged game. Populate fields with your custom description for the mission and click - "Save AAR to file".
  • Open AAR Viewer and open your generated AAR file with it. Click "Play" and wait until map loaded.
  • Use mouse RMB to pan, and mouse wheel to zoom. If you can't find units - click Help icon at the upper-right corner - it will draw a purple lines from map corner to all units.

How to extend Map compatibility?

  1. Get 2d map from Arma via TOPOGRAPHY or EXPORTNOGRID cheat (see https://community.bistudio.com/wiki/ArmA:_Cheats for details). It will dump map in .emf format to your C:/ drive

  2. Convert .emf to .png (there is a tutorial and converter http://killzonekid.com/arma-scripting-tutorials-how-to-export-topography/ ).

  3. Now open your .png file in photoshop (or corel or whatever app that can resize image and convert it to indexed colors with configurable pallete)

  4. Map should be a square for better accuracy and size should be equal to world size. Then switch image to Indexed colors and edit it's pallete. Your goal is to leave about 8-12 colors, so make all similar shades exactly the same color (e.g. 1 green color, 1 white, 1 black, 1 gray, 1 blue, 1 orange (for roads), 1 pale orange (offroads), 1 brown (terrain height lines) - it will be enough to represent all elements in the map)

  5. Now tiles should be created:
    If map size is less than 5120px - it's enough to save the map image as {Name}_01.png and set tiles: 1 in config.ini.
    For large maps - make several tiles, each tile should be less than 5120x5120px (it's easy to do using Slice tool and Export for Web in Photoshop). Tiles should be named from {Name}_01 to {Name}_{NumberOfTiles} and "tiles" parameter in config should be set to actual number of tiles (e.g. for 4x4 tiles -> tiles: 16 in config.ini and images should be named from Stratis_01 to Stratis_25). You should also create map imaged resized to < 5120x5120px and save it as {Name}_00.png.
    All tiles for world should be placed in /src/maps/{WorldName}/ folder and this folder should be used in the "config.ini" for as "img" path (e.g. for Stratis_00...Statis_16 - "img": "src/maps/Stratis/Stratis_*.png").
    Map image may be scaled down (e.g. 30x30km map may be scaled 3 times to 10x10km and then tiles may be created).

  6. Now save the image and edit /Viewer/config.ini file and add your map to JS-array in format:
    [ @worldname, { size: @imagesize, scale: @imagescale, tiles: @tilesNumber "img": @pathtoimagefiles } ]
    , where:
    @worldname -- arma's world name (island name in config or from saved editor mission folder, e.g. MissionName.Altis);
    @imagesize -- size of full image (size before tiles were created; number, e.g. 10241);
    @imagescale -- multiplier for scale (number, e.g. for map of 30000 scaled down to 10000 multiplier is 3 -> 10000 * 3 = 30000 - original world size);
    @tilesNumber -- number of tiles used
    @pathtoimagefile -- path to files (as string, e.g. "src/maps/Stratis/Stratis_*.png")

About

Arma 3 browser-based After Action Reports system

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published