Arma 3 browser-based After Action Reports system
Version: 1.3
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 page (thanks to aeroson): http://taw-arma.github.io/tS_AARViewer/
Tactical Shift MilSim Community: http://tacticalshift.ru/aar
Tactical Shift MilSim Community repo: https://github.com/TacticalShift/aar (latest version with support of zipped aars).
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.
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
Allow to play AAR files in Browser (tested with Google Chrome).
Islands available:
Tanoa
Chernarus (Chernarus Summer, Chernarus Winter)
Nogova
Kunduz
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
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
Convert .emf to .png (there is a tutorial and converter http://killzonekid.com/arma-scripting-tutorials-how-to-export-topography/ ).
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)
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)
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 Stratis00…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).