-
Content Count
239 -
Joined
-
Last visited
-
Medals
Everything posted by DZR_Mikhail
-
After Action Review 3 — battle replays in ARMA 3
DZR_Mikhail posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
After Action Review 3 "Record. Replay. Learn." Project home: https://github.com/zvukoper/Arma3_AAR Introduction I always envied VBS for their fantastic AAR system that captured the network stream and played it back with all the details. The replay system is very common for shooters and other competitive games, but for some reason, the Arma series never got its native replay system. Many modders have already created their own AAR systems but I couldn't find the one that suits my own needs and worked. So if some great AAR appears or Dslyexci shares his Shack Tac AAR on GIT 🙂 , I will happily close this project and have more free time, and contribute to a more complete system. But until that, I will try to complete my AAR3. I'm not a super programmer. In fact, I'm pretty lame, but just learned a couple of things. So expect slow development, lags, and bugs 🙂 If you see something stupid in my code, let me know or fork on Github. This is called AAR3 just to correspond to ARMA 3 title. But in fact, it is the second iteration. There were no AAR2 or AAR1. There was just my old partially finished AAR for Arma2, which was lost when Dev-Heaven was shut down. But the files were miraculously recovered from old HDD and community members. That is why this is possible now. Starting from scratch was not an option. I'm too old for this 🙂 Minimum feature version concept: Easy installation and integration to any mission as a mod. Admin\host clicks "RECORD" in-game, everything is recorded in the .aar file, clicks "STOP". Anyone having the .aar file opens an empty mission, clicks "PLAY", selects a replay, spectates the battle replay with pause ability. Record and use in replay the following data: Unit: state, position, aim, model, gear\inventory, current weapons, movement, animations; Vehicle: interaction, operation, state; So you will be actually seeing all units doing almost exactly the same as during recording, excluding some dynamic events\effects. The version of our dreams: The full science fiction and magic we want to do in AAR3 can be found in our roadmap on GitHub. License and contribution conditions: None. This project is free, non-commercial, open-source, and is created for the awesome Bohemia Interactive Community and this project belongs to the community. Just don't sell it If you make your own stuff based on this, just attribute the original project somewhere. Contact me: Discord: Ping me at the DayZRussia server. My username is Михаил#0937, look among the admins. Steam: https://steamcommunity.com/id/zvukoper/ -
After Action Review 3 — battle replays in ARMA 3
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
One of the latest of old videos. I tested a new function. Looks better than the older videos. -
After Action Review 3 — battle replays in ARMA 3
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yes, the AAR2 worked in Arma2, not a prototype, really working, but it was not very flexible, unfinished, and laggy for my PC was junk 🙂 and my code was a bit rough. It all upgraded now 🙂 One of my clanmates captured this video Here are all videos I have from the old times. No, web functionality is just a secondary (optional) planned feature. Moving map markers etc, it is ok, but I need a real movie 🙂 The replay system like in COD, R6 Siege or other shooters. You launch it, hit play, and see all players, bots, all the actions from any player camera or just fly around spectating + all useful visuals like ballistic tracers, overlays, unit info, admin comments, chat... All we can technically capture. You can read my roadmap here. -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok, folks! Good news. This project is no longer maintained. It is continued for Arma3. You can continue development for Arma2 on GitHub if you like. I will be glad to help with advice, but not action 🙂 -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The project files were all lost. But recently I've found an old hdd and recovered it. More details here 🙂 https://github.com/zvukoper/Arma2AAR This project is no longer maintained. It is continued for Arma3. You can continue development for Arma2 on GitHub if you like. I will be glad to help with advice, but not action 🙂 ______________ Alpha Demo is out! AAR Project Home at DEV-HEAVEN Fresh AAR version Readme\Wiki Hi, I started this discussion some time ago for Arma1. Now it's time for A2. What I need is help to find a way to make the following: Once the game is over - I can save it's replay and later watch it. The replay should contain every soldiers' position updated live. I should show every soldier on map as a marker. It captures all the firing, deaths, hits, movement etc. and marks the map accrodingly. Records weapons used, counts frags and etc. The replay can be paused, forwarded and rewinded. If possible, should place and move actual units in the game to be viewed as spectator, and change it's direction and position accrodingly. But simple map-marker visualization is enough. Some thoughts and comments That's BIS AAR description in VBS2 (Discussion in Russian - По-руÑÑки здеÑÑŒ) Join our Google wave to discuss live -
After Action Review 3 — battle replays in ARMA 3
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
This project is under slow development and is still in danger of meeting a major showstopper. But by this moment I tested most of the old scripts from Arma2, and the old app that saved replays to a file. It works, but is not optimized and hard to use. And the worst part, it uses the old jayarm2lib and is 32 bit only. So I have to make it modern, fast, 32\64 bit and I need my own library. So current progress is: DLL confirmed working. Got hard time with C# but thanks to Maca134 it is working. It just can be called from Arma3 and returns whatever you send there. When it is done, it must be whitelisted by BattlEye. Now it works only with BE disabled, as all such DLLs. Old Arma2 scripts are still able to record unit data. It needs polishing, but it works enough to continue. Haven't worked on them yet. I've set up a Visual Studio project and have the Named Pipes investigated and working. I'm prototyping all the communications between Arma and AARecorder. Basically I create manual functions as buttons step by step imitating how it will work when finished. So now, on both ends, I can initiate pipes, wait for commands, send commands. See gif. I know, that maybe I use too many pipes, but I need it now to make it compatible with the old scripts. Later, I will try using single or 2 pipes for everything. -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok. Something very dead is stirring in the darkness 🙂 I'm trying to revive AAR for Arma3. But I'm too old for that... 🙂 Need halp. -
The best way to write a lot of information constantly to a file
DZR_Mikhail posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Greetings! Many years ago I successfully used jayarma2lib to write piped output to a simple c++ application that just wrote anything from the named pipe to a local file. That was Arma2. The thread on the forums I scanned all units and captured their pos, rotation, etc. I captured a kind of a replay file. Here is all that's left of that project https://github.com/zvukoper/Arma2AAR Players report it is still working in Arma2. Now I want to do the same, but in Arma3. But the app sources are lost, the existing build is only 32-bit, the scripts are outdated and broken... Here is the new project https://github.com/zvukoper/Arma3_AAR What can you advise? What is the most effective and modern way to write to a file in Arma3? Thanks in advance. -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@dalber24 thank you! This is fantastic 🙂 You're my hero 🙂 It seems your version is better and it has a website snapshot. I'll upload it to the repository as an alternative backup. UDP: I'm starting to remember. The aar_io was the first iteration and later someone told me that I can improve performance by buffering the data. It seems my version has the buffering implemented, judging by the suffix Io_buffered. It will require a bit of digging in to sort out the most relevant version. Maybe I'll do that some time later. But I'll definitely leave both for now. -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
The project files were all lost. But recently I've found an old hdd and recovered it. More details here 🙂 https://github.com/zvukoper/Arma2AAR -
What is considered affecting the gameplay. For example, admins gives all donators a good camouflage. Gives cool black cowboy hat. While other players connot obtain those two items by any means playing on this server. So the item becomes unique to donator and thus... It's a restriction of access to content, right? What if you can obtain only bright versions of this cmouflage ingame? So donators have 1) free spawned camouflage in their inventory + a cowboy hat 2) they are less visible with good camo pattern, it's not cosmetics. Using desert camo in the woods is a mistake and a huge disadvantage. non donator are bound to 1) Search for those items 2) And if found, the item is more revealing and brighter in design. So donators have the items that affects gameplay and gives them advantage or not? Another big question! If you plan to approve a foreign language community server, do you involve an experienced translator to investigate their resources for any violations? Thanks in advance.
- 297 replies
-
- arma
- monetization
-
(and 1 more)
Tagged with:
-
Can devs confirm ArmSTALKER mod is legit and can be partnered with?
DZR_Mikhail posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Can someone from Bohemia confirm this mod is legit? http://armstalker.ru/ I like the idea and the setting. The authors of this project say they have only their own models\resources or properly attributed other mods and use them with permission. I plan to support them and help them with advertisment on DayZRussia.com for free, but I need Bohemia permission and approval, so that I'm not risking supporting something illegal. Thanks in advance. -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Gosh, I thought no one needs this anymore and everyone is happy with friday evening fun-firefights without thinking. Frankly speaking I was a bit disappointed by ArmA3, so I gave it up and went to DayZ, which is much more perspective in concept and technical base for MY plans (just my point of view, I can explain if anyone interested). If ArmA3 gains a decent modern infantry mod with proper RU, Insurgents and US forces I'd be glad to return and try this or that, and may be even work on AAR again. But now I'd rather help somebody who is more enthusiastic for this than me now. Cheers. Waiting for danczer's ideas. -
Artillery range tables online (from ACE2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA - GENERAL
Unfortunately the website changed hosting a while ago and those pages were lost during file moving. Because we ceased playing ACE we haven't checked the files. Sorry guys :( I'll try to check anther possible backup on other computers, but seems this thing is lost. -
Artillery range tables for manual targeting! All tables are taken from ACE. Russian and English versions. Printer friendly ;) Range table for (ACE) M119 howitzer" Range table for М252 mortar Range table for D-30 122-mm howitzer Range table for M224 mortar Range table for 2Б14 "Podnos" mortar Range table for M119 howitzer An example of manual m119 shooting (thanks Mahuja!) YV4u4FCYQyM For non ACE legacy arty you can just activate "T-E" mode on mousewheel options ingame and see the elevation and azimuth onscreen. Arty is fun at last! P.s. These tables can be taken as items ingame from ACE arty boxes and accessed by ACE interaction menu anytime.
-
ARMA 2: OA beta build 98148 (1.62 MP compatible build, post 1.62 release)
DZR_Mikhail replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Thanks!!! Good job! -
DevCon - the developer console
DZR_Mikhail replied to .kju's topic in ARMA 2 & OA : Community Made Utilities
I tried MCC. Too buggy and very heavily impacts performance. A lot of CPU intence features that I don't use, but in genereal it was a great idea. MCC was very good at first glance. But I created one big reoleplay mission with virtual money and got a lot of unpredicted tchnical issues. So I quit it. Concole thingie is more... so to say more native, more low-level and you can achieve practically any resul as with MCC, but you just have to be a bit well-trained in scripting to prepare your own snippets. Let's say, in MCC you make three clicks to create a hostile group patrolling an area. In my case I have a snippet code to create this group. I just have to remember the group variable afterwards. And for my game I usually have predefined markers in strategic and tactical places. Then I just issue a command like - commander_group1 move getMarkerPos "hideout1". I have another command to control the morale of the enemies. Sometimes we fight against nonorganized badly trained terrorists, but you can't create such units easily. So when I see that squad did everything so that in real life the enemies would have already surrender and cease fire, while arma terrist are like kamikaze fight to death... I activate my surrender script. My terrorsits randomly have cowardice variable so they drop weapons, tell in global chat that they surrender and put hands behind head. Some other ones yell "**** you" and flee away to hide and eventually give up too if suppressed enough. I know, it's a bit cinematic and not hardcore, but that's our concept in Arma. We spend week or two to prepare 2 hour long operation, but it's just packed full, interesing, intense and unique. It's like a tv-series, new episode. Sorry for offtopic :) -
DevCon - the developer console
DZR_Mikhail replied to .kju's topic in ARMA 2 & OA : Community Made Utilities
Right. It's not correct. Console is working when when mission is running, not when it's being edited :) By the way, I made my own version of this console for our operations. It is available only to me and is checking Arma2OA UID before opening. Very handy for my squad. The thing is that we neve play same operation twice. Only training courses or shooting range. But almost every week we have a unique operation with unique scenario (may be a sequel or may be from scratch). So I made a file called snippets.sqf where I collect the sctipts useful for the console scenario control. It's much easier to leave some mission scenario interaction to console than to hardcode it into mission. Sometimes bots don't behave as intended or I lack experience working with waypoints. SOmetimes they stuck or flee somewhere. I just use console to make a new waypoint for them on the fly and correct the scenario. Sometimes I understand that at this moment anot turn of events will be suitable and I respawn more enemies or friendly support. Actually, sometimes my squadmates act out of the boundaries of the scenario or mission and they have the right to do it, but mission is not always technically ready to accept these radical maneuvers or actions and most of the time it's looking not realistic or silly. So the console helps a lot to make everything believable when it's needed without saving, exiting and fixing everything in the editor. For roleplay scenarios this is a godsend. A true admin\GM tool. -
DevCon - the developer console
DZR_Mikhail replied to .kju's topic in ARMA 2 & OA : Community Made Utilities
I risk sounding stupid too :) but are you sure you dont press ESC while in 2d editing mode? This only works when the mission is started and you have standard game menu on ESC. You have no game menu in editing mode. It's a tool with EXIT bound to ESC key. May be I acted like the Cap here, sorry. -
IAS: AKM mechanics simulation
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thanks. I agree, #1 is the best in this case. Basically it is implemented now. So we'll move on to other stages now. -
IAS: AKM simulation is a part of IAS - Interactive Action System (WIP) Latest changes (changelog) Check project home wiki at dev-heaven.net for more info Full load and reload procedure Chamber bullet aacounting Safety switch Magazine in hand preview Chamber lookup Tactical reloading Dry reloading Concept demo video
-
IAS: AKM mechanics simulation
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeah, you're right. Basically cycling to desired mode will take two key presses at max. So, yeah. Cycling makes sense. Thank you. -
IAS: AKM mechanics simulation
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Fire modes are separated from the strange Arma universal F key, which cycles through firemodes and weapons. Using CTRL+F you cycle through ОД (which is ОДиночный - Single), ÐÐ’ (ÐВтоматичеÑкий - Automatic) and П (Предохранитель - Safe mode). At this point I can't decide how to do it. Please, help and choose what you like most and I'll make it. 1) Pressing CTRL+F cycles through fire modes. Drawback: you cant quickly select a mode you want, you must cycle. Advantage: Less controls to remember. 2) Extend the switching and use the authentic switching as CTRL+E = Switch to "П" mode, CTRL+F = "ÐÐ’" mode, CTRL+V = "ОД" mode. Drawback: More controls to remember Advantage: You can switch to any mode at any time witout cycling as in real life. Here's the demo video of new switching and awesome RH AKM model The most intricate problem is solved. That was a proper config decision for fire modes. Now the work will speed up, because I just need to code and code all the rest of awesome features. I'll cleanup some mess because of firemodes experimentig, then do all the rounds accounting properly working in all modes. Then just tie up the discharge vest and test, test, test, test... until I'm satisfied. Then I will have to write a manual with description of controls and features. And after that I'll release it for you. For future releases I plan to either make a separate userconfig for you to change keybinds to your liking, or add full animations for all the features, including bolt pull, magazine removing, firemodes switching etc. But animations will be done not by me, because I'm a totally dumb in it. A couple of guys out there a willing to help and make original animations. I hope they succeed :) -
A.C.R.E - Advanced Combat Radio Environment - 1.4 Stable - Release Thread
DZR_Mikhail replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
We had a strange bug yesterday. 6 players, one withuout ACRE. He joins in progress using AI slot. Suddenly one currently speaking player's voice gets positioned at the head of this no-ACRE player. So weird. Problem solved after no-ACRE player reconnected. -
AAR (After Action Review - replay of your battle in Arma2)
DZR_Mikhail replied to DZR_Mikhail's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Still no progress, sorry. I very much hope it all improves a lot in Arma3 with java and other engine features.