Simply start up the editor, get into the map, hit pause then type into the box on the top right. The easiest way to test this is in the debug console. Now we have the animation, it's time to look at the command to use it. The animation we are using is called: "DismountOptic" This animation is about 4 seconds long, so won't intrude on our gameplay much. We will be using a simple animation that looks as though the unit is altering his scope mount.
ARMA 3 ANIMATION VIEWER FULL
A full look into the Animation Viewer will be up at a later date. This will be a simply tutorial on the basic animation command. Now we will be looking at making the whole thing look better by adding in an animation. Sorry for any inconvenience, the next post should be up on time, with a bit of luck! Last time we looked at adding in the script to manually assign gear to a unit, this was done through the use of if statements. "src/maps/Stratis/Stratis_*.EDIT: Sorry for the late post, the coding used within the scripts was slightly incorrect and this lead to a long time trying different solutions until it finally clicked. You should also create map imaged resized to 10000 * 3 = 30000 - original world - number of tiles - path to files (as string, e.g. for 4x4 tiles -> tiles: 16 in config.ini and images should be named from Stratis_01 to Stratis_25). If map size is less than 5120px - it's enough to save the map image as and "tiles" parameter in config should be set to actual number of tiles (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) Your goal is to leave about 8-12 colors, so make all similar shades exactly the same color (e.g. Then switch image to Indexed colors and edit it's pallete. Map should be a square for better accuracy and size should be equal to world size. png file in photoshop (or corel or whatever app that can resize image and convert it to indexed colors with configurable pallete) png (there is a tutorial and converter ). Get 2d map from Arma via TOPOGRAPHY or EXPORTNOGRID cheat (see for details). 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. Use mouse RMB to pan, and mouse wheel to zoom.Open AAR Viewer and open your generated AAR file with it.Populate fields with your custom description for the mission and click - "Save AAR to file". rpt file from it, then choose logged game. Go to C:\Users\%YourUsername%\AppData\Local\Arma 3 and get latest.Create a mission and add Logger script to it.Now it's possible to share link to AAR by URI param: AAR ConverterĪllow to convert RPT file to one or several AAR files.Īllow to play AAR files in Browser (tested with Google Chrome).Ĭhernarus (Chernarus Summer, Chernarus Winter) C:\Users\MyUser\AppData\Local\Arma 3).Ĭan be easily disabled by Mission Parameters.
Server-side SQF scripts to collect units data during the mission to Arma's RPT file (e.g. Tactical Shift MilSim Community: Components Mission Scripts Logger Google Chrome) and good graphic card (i guess, you have one if you are playing Arma 3). It's uses only JavaScript, so there are only 2 requirements: modern browser (e.g. This is a client-side browser-based Arma 3 After Action Report Viewer.