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Gudsawn

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Everything posted by Gudsawn

  1. Operation Capture And Playback (BETA) What is it? OCAP lets you record and replay operations on an interactive (web-based) map. Reveal where the enemy were located. Discover how each group carried out their assaults. See who engaged who, when, and how. Use it simply for fun or as a training tool to see how well your group performs on ops. Features Interactive web-based playback. All you need is a browser. Captures positions of all units and vehicles throughout an operation. Captures events such as shots fired, kills, and hits. Event log displays events as they happened in realtime. Clicking on a unit lets you follow them. Server based capture - no mods required for clients. Download Download via GitHub OCAP is not yet compatible with 64-bit servers. Please wait until a new version is released. ETA: 2018 Credits - 3 Commando Brigade for testing and moral-boosting. - Leaflet - an awesome JS interactive map library. - Maca134 for his tutorial on writing Arma extensions in C#. Changelog & Known Issues Known Issues - Web client was created using Chrome, other browsers (e.g. Firefox) are known to have some compatibility issues. - When using ACE with insta-death off, kill/hit events report victim as the killer. Changelog
  2. Gudsawn

    ARMAGO - GOLANG extension

    Looking forward to trying this. Thanks a lot for making it!
  3. Download link fixed (sorry, only just realised it was down).
  4. Object Dumper Overly dramatic demonstration video Description Spawns all units/vehicles/weapons/objects associated with a given list of mods. Purpose is to help identify errors generated by mods (by reviewing RPT logs), without having to manually place down all objects in the editor one by one. Useful for both mod authors and mod users alike. This script was originally created for 3 Commando Brigade to help identify the 'bugginess' of a mod before it's approved for use in our missions. Could also be used as a playground to explore all mod assets ;) Usage Using provided mission, execute script via execVM. Parameters: 0: Array - Prefixes used by each mod you wish to scan. Provide empty array to scan all (incl. vanilla) 1: Integer - Scope of objects to search for (private = 0, protected = 1, public = 2) Example: [["CUP", "UK3CB", "RHS"], 2] execVM "mrg_objectDumper.sqf"; Example RPT output Using RHS as an example: 16:44:03 "==================================================" 16:44:03 "Object Dumper: Started." 16:44:04 "==================================================" 16:44:04 "Object Dumper: Spawning units..." 16:44:04 "==================================================" 16:44:05 soldier[rhs_msv_machinegunner]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_machinegunner]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_at]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_at]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_aa]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_aa]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_officer_armored]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_officer_armored]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_officer]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:05 soldier[rhs_msv_officer]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_machinegunner]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_machinegunner]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_at]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_at]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_aa]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_aa]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_officer_armored]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_officer_armored]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_officer]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:06 soldier[rhs_vdv_officer]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:07 soldier[rhs_g_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:07 soldier[rhs_g_Soldier_LAT_F]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:07 soldier[rhs_g_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:07 soldier[rhs_g_Soldier_AA_F]:Some of magazines weren't stored in soldier Vest or Uniform? 16:44:07 "==================================================" 16:44:07 "Object Dumper: Spawning objects..." 16:44:07 "==================================================" 16:44:07 Error: selection missing in memory LOD of model rhsafrf\addons\rhs_radars\rhs_p37.p3d 16:44:07 Error: selection missing in memory LOD of model rhsafrf\addons\rhs_radars\rhs_prv13.p3d 16:44:08 Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/rhs_mine_pmn2/ 16:44:08 Cannot create entity with abstract type rhs_mine_pmn2 (scope = private?) 16:44:08 Cannot create non-ai vehicle rhs_mine_pmn2, 16:44:08 Unrecognized CfgVehicles simulation in bin\config.bin/CfgVehicles/rhs_mine_tm62m/ 16:44:08 Cannot create entity with abstract type rhs_mine_tm62m (scope = private?) 16:44:08 Cannot create non-ai vehicle rhs_mine_tm62m, 16:44:09 Warning: Convex component representing Track_L not found 16:44:09 Warning: Convex component representing Track_R not found 16:44:09 Warning: Convex component representing Slide not found 16:44:10 RHS_Mi8AMTSh_vvs: HIDE_exhaust - unknown animation source HIDE_exhaust 16:44:10 RHS_Mi8AMTSh_vvs: HIDE_front_armor - unknown animation source HIDE_front_armor 16:44:10 RHS_Mi8AMTSh_vvs: HIDE_weapon_holders - unknown animation source HIDE_weapon_holders 16:44:10 RHS_Mi8AMTSh_vvsc: HIDE_exhaust - unknown animation source HIDE_exhaust 16:44:10 RHS_Mi8AMTSh_vvsc: HIDE_front_armor - unknown animation source HIDE_front_armor 16:44:10 RHS_Mi8AMTSh_vvsc: HIDE_weapon_holders - unknown animation source HIDE_weapon_holders 16:44:12 rhs_bmd1: recoilGun - unknown animation source recoil_source 16:44:12 rhs_bmd1: hmg_muzzle_flash - unknown animation source muzzle_hide_hmg 16:44:12 rhs_bmd1k: recoilGun - unknown animation source recoil_source 16:44:12 rhs_bmd1k: hmg_muzzle_flash - unknown animation source muzzle_hide_hmg 16:44:12 rhs_bmd1p: recoilGun - unknown animation source recoil_source 16:44:12 rhs_bmd1p: hmg_muzzle_flash - unknown animation source muzzle_hide_hmg 16:44:12 rhs_bmd1pk: recoilGun - unknown animation source recoil_source 16:44:12 rhs_bmd1pk: hmg_muzzle_flash - unknown animation source muzzle_hide_hmg 16:44:12 rhs_bmd1r: recoilGun - unknown animation source recoil_source 16:44:12 rhs_bmd1r: hmg_muzzle_flash - unknown animation source muzzle_hide_hmg 16:44:15 Error: Wheel reference not initialized 16:44:15 Error: Wheel reference not initialized 16:44:15 Error: Wheel reference not initialized 16:44:15 Error: Wheel reference not initialized 16:44:16 rhs_t72bd_tv: Era_29_hide - unknown animation source Era_29_source 16:44:18 rhs_btr60_vmf: HatchCommander - unknown animation source hatchCommander 16:44:18 rhs_btr60_vdv: HatchCommander - unknown animation source hatchCommander 16:44:18 rhs_btr60_vv: HatchCommander - unknown animation source hatchCommander 16:44:18 rhs_btr60_msv: HatchCommander - unknown animation source hatchCommander 16:44:18 "Init running. Class: rhs_zsu234_aa" 16:44:18 "Params: [639ed600# 1140: rhs_zsu.p3d,[["Number",[3,4,5],"Default"]]]" 16:44:18 "Init running. Class: rhs_zsu234_chdkz" 16:44:18 "Params: [6396d600# 1143: rhs_zsu.p3d,[["Number",[3,4,5],"Default"]]]" 16:44:18 Error: Wheel reference not initialized 16:44:18 "==================================================" 16:44:18 "Object Dumper: Finished." 16:44:18 "==================================================" As we can see in this case, the RPT messages generated by RHS are reasonably clean (where some other mods may not be). [ DOWNLOAD ]
  5. Hi Topden, I assume you're using the 64 bit version of Arma? Unfortunately OCAP is not yet compatible with 64-bit Arma. An update is expected early 2018. I've updated my first post to make this clearer :)
  6. Unit SFX - Body fall sounds & hit screams A small mod Have fun ;) Features - Adds body fall sounds. - Adds screams when a unit is hit. - Uses vanilla sounds that are already present in the game (but not implemented). Usage This mod runs completely client-side. Does not need to be run on servers. Requirements @CBA Download Changelog Licence Feel free to take this mod and improve on it/use it in your own mod.
  7. Apologies for being MIA since the last OCAP update. I've been busy with finishing studies, graduation, moving house, and landing my first (proper) job (woo!). So, I've been wondering what to do with OCAP. It's currently in a broken state (since the A3 64-bit update) and requires a bit of an overhaul on the backend. However, before I get things working again (and continuing with general development on OCAP), I want to know whether this is actually something worth investing my time into, as I don't have as much time as I used to. Please let me know (either here or via PMs) if you're a fan of OCAP, and if you'd like to see continued development. I'll make a decision based on the responses. Cheers guys! MG
  8. Note about 64-bit version of Arma server: OCAP may crash the Arma server after an extended period of capture time. This is due to BI reducing the max size of arrays in the 64-bit update and therefore limiting the number of frames that can be captured in a single session. Once I return from my studies (sometime soon after May/June), I plan on fixing this issue as well as others that have been reported on GitHub.
  9. Hi phoenix_za. First of all, thanks a lot for providing all those links - makes debugging a hell of alot easier for me :) Others have reported a similar issue to you ("File not found"). This is actually a misleading message - it should say "Error loading file", so apologies on my part. I can determine the cause of your problem is this line (in co@24_Transporter_r4_167.json): [3631,"killed",31,[31,"HK416A5 10" (Black)"],"0"], The extra " after the 10 is breaking the JSON syntax (thus breaking playback). Others have reported similar playback issues, and this is almost always the cause. I've since updated OCAP (available in next release) to escape these characters so that it doesn't break playback.As a quick fix for now, you can do a find and replace for "HK416A5 10" and replace with "HK416A5 10 (including the quotation marks). Oh the joys of beta. The next release will be available soon, I'm just working on ironing out a few more bugs.
  10. @marcatore: The next version of OCAP will transfer the JSON file automatically via FTP/HTTP to your web server (even if your web server and game server are separate boxes). If you have FTP access to your server, then this should work fine :). Regarding your 2nd question, no client mods are required - the readme is referring to @ocap for your Arma server. Some of you have asked whether there is a Slack team for OCAP. I've just created one at ocapteam.slack.com. Please PM your email address if you wish to receive an invite (until I setup automatic invites) :)
  11. Those values look incorrect to me. 15982 * 4 != 16384. worldSize should be equal to the size of the image when N = 1 (N is the value you use when converting from EMF to PNG).
  12. Map files can be downloaded (from the OCAP map repository) by visiting the /admin page of your website (e.g. mywebsite.com/ocap/admin). If you're referring to map files that don't exist on the OCAP repo, and you've created your own, these need to be submitted to me. For more info, please see here: Arma Tile Creation Guide @armyinf: I'll add this to my feature request list :)
  13. Yep, it's safe to remove the events manually via SQLite browser. The DB essentially just stores pointers to the capture files (JSON). Weird that the DB showed 3 recordings. Perhaps you executed the function twice quickly in succession without realising? Doing so may cause the issue you describe.
  14. Hi Aristenn, It looks like your web server isn't responding to/receiving the POST request. Possibly a permissions issue? Double-check that your Arma server has read/execute access to receive.php.
  15. Hearing things like this makes me really glad I released OCAP :) Regarding adding a share link - yep, this is on my todo list.
  16. @superogira - That will not work as you intend as ocap_fnc_exportData does not actually end the capture (capture continues once export is complete). In the next update this function will instead stop capture by default (allowing you to start capture again later if you wish). @simwah Brilliant, I'll add this to the map repository. Thanks.
  17. My mistake maca134, completely forgot to mention your tutorial in the credits. Credits updated on both BI forums and GitHub :)
  18. @BridgeJ Hmmm that's odd, it's supposed to look like this. I'll PM you and we can discuss it further there. @Bamse FTP export is not yet implemented (it should mention this in the userconfig file). Apologies if I did not make this clear enough. @-ben-: I'll look into this ;)
  19. Hi BridgeJ. Did all the tests in the "requirements check" pass? If any of the tests fail, they will need to be resolved before continuing with the install. Ah I see. It's a shame Enjin doesn't support FTP or PHP. I do have one possible solution for people in a similar situation to you - I could setup an official OCAP website that handles the playback for you. There'd need to be some way to separate different playbacks for different communities, but it's possible. If enough people are interested in this, I may consider implementing it - though I can't make any promises as I go back to uni in 2 weeks (so time will be limited). @WILCO_ESUS: Unfortunately I don't plan on implementing a playback feature into Arma itself. However, see my reply to XianGrim (above).
  20. Hi XianGrim, have you setup your website with OCAP? It sounds like Arma is not able to transfer the JSON file to your website (which is what's supposed to happen). This is likely due to one of the following: OCAP web client not installed on your website. Userconfig incorrectly configured. Arma doesn't have write permissions to the /data directory in the OCAP website root. Btw, OCAP creates a ocap_log.txt in your Arma root folder. Open that in a text editor and see if that provides any useful information.
  21. @Serjames: Yep, I have created a guide on how to create your own tilesets. Arma Tile Creation Guide
  22. Thanks for the comments guys. I hope you enjoy using it as much as we do ;) @Rall3n: Thanks, this is very useful! Edit: If you're talking about saving a capture, continue capturing some more, and then saving the capture again - yes this is possible. When you call ocap_fnc_exportData this doesn't actually stop the capturing, but just exports it. So if you called the function again some time later, it would export all previous data plus all new data (as one file). I hope I've understood your question correctly.
  23. Yes the export is compatible with Windows. In fact, the live web demo runs on a Windows box (our game server). When exporting, OCAP creates a log file in Arma's root folder for you (ocap_log.txt). Open this file and check that it is correctly exporting/transferring the data. You should see something like this: 11/09/2016 12:58 | Capture file not found, creating at Temp\operation_green_hat_624.json... 11/09/2016 12:58 | Done. 11/09/2016 12:58 | Appended capture data to capture file. 11/09/2016 12:58 | All tasks complete. . . . 11/09/2016 12:59 | Moving operation_green_hat_624.json to c:/apache/htdocs/data/operation_green_hat_624.json... 11/09/2016 12:59 | Done Make sure your Arma server has write access to the /data in the OCAP web root (may need to run Arma as Administrator). PM me if you have any more issues ;)
  24. Thanks! The server captures a 'frame' every 1 second (by default). Each capture takes ~24ms (<1 fps drop server-side), depending on unit/vehicle count. However, more intensive testing is required, so please let me know what impact on performance OCAP has for you. If you check your server's RPT logs while OCAP is running, it will report the capture time for every 10 frames. Regarding what maps are supported, please see here. New maps can be added upon request. As time goes on, more and more maps will be added (as my group likes to play on a lot of different maps).
  25. I'm trying to load a texture onto a plane (from starting a completely fresh project). I press A > Right click > Load texture > (select texture). Everything seems fine from here, but when I press B (for Background Mapping) I get this error: Background mapping Error - maybe invalid mapping region specified or no texture is selected. I've made sure I selected the plane first, but I still get this error. Here's a screenshot: What am I doing wrong? Edit: Found out what I was doing wrong - you have to click and draw (left mouse button) the texture after you've loaded it. Then you can press B. Use the UV editor (click on 'UV' icon) for more precise placement.
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