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OCAP is an Arma 3 mission recording suite. It consists of a serverside addon and a packaged web server executable that allows for after-action review and better insight into what really happened.

License: Other

Batchfile 1.27% Roff 0.30% Python 95.81% SQF 1.04% PowerShell 1.59%
aar after-action-replay after-action-report arma arma3

ocap's People

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ocap's Issues

Improve web navigation

By opening a record, the url should be a direct link to the new record.
This would make it easy to share the record.

  • Adding record id/name when opening a record, like its done in the share option.
  • Replace the share icon (top right) with a share icon
    image
  • Exit button to get back to the record list (maybe use the existing share button, at least it looks like a return icon)

Missing mag icons

ACE:

  • ace_anm14th3_x_ca.paa/FFFFFF.png

CUP Weapons:

  • gear_UGL_Flare_yelow_CA.paa/FFFFFF.png
  • M_SMAW_CA.paa/FFFFFF.png
  • M_RPG18_CA.paa/FFFFFF.png

Markers flashing sometimes

It looks like marker will appear and check in the next frame if it should be shown or not, and then hide it if not.

This causes that markers are shortly visible and then disappears, which can be quite confusing.

Extension version handling

(from @Fank post in discord)
"So summary:

  • Save extension version in JSON
  • Extend existing function to receive addon version (or add a new one). And save the addon version in JSON
  • Add new function to return extension version for SQF"

issue viewing operations selection for playback via index.html on latest web version (Windows)

Page stops loading before op selection modal is presented.

Verified DB matches format expected by processor. Version table successfully created and existing types had new case applied to them.

<div id="modal" class="modal">
	<div class="modalContent">
		<div id="modalHeader" class="modalHeader medium">Header</div>
		<div id="modalFilter" class="modalFilter">
			<select id="filterTypeGameInput">
				Internal Server Error

https://github.com/OCAPv2/web/blob/c87ae47dfc9c8b28be1c35de4e6f4d73f77be340/template/index.html#L97-L105

https://github.com/OCAPv2/web/blob/c87ae47dfc9c8b28be1c35de4e6f4d73f77be340/src/ocap/ocap.go#L57-L84

firing a "Bullet" from a plane turret causes static projectile marker mil_triangle

When firing a chin turret on an mi-24, a gau-8 on an A-10, or any similar non-pylon weapon from an aircraft, observed behavior is that a default projectile marker (red mil_triangle) with proper labelling is created at the vehicle's position.
Since these are bullets, fire lines should be drawn instead of projectile markers.

Notes:
This may have broken when moving to the FiredMan EH.
Projectile markers for pylon weapons such as rockets, missiles, and bombs seem to work correctly from aircraft and travel along their natural trajectory.

UpdateUnit optimization

it is also worth to optimize UpdateUnit because unit name also spammed across all frame updates and could be long 10 symbols or longer,for example if unit name = "" we can use unit name from previous frames (or just create separate unitName parameter in unit object)

Hide disconnects

image

If people are changing there slot or disconnect the unit should stop beeing tracked.

A way to hide markers done by a player, and a way to see them if needed.

If a player is making unwanted markers during a mission, it would be nice if the admins/GMs could flag said player so that the makers made would be hidden by default, but could be made visible to count as evidence for unwanted behavior.

I'm imagining this being done by script calls, no need for special interfaces, as this would be done by administrators only.

CUP SearchLight is shown as an "?"

Here is the classname that is shown as an "?":

CUP Mod:

  • CUP_B_SearchLight_static_ACR

We are also using a Mod called "BoxLoader - Vehicle in Vehicle loading" and it creates a empty Vehicle for the Boxes to attach to. Those shouldn't be visible in the recording at all (maybe adding a classname blacklist would be helpful):

  • Land_Boxloader_* (sometimes lowercase)

export data on mission end

When the MPEnded is triggered the data should be exported, this should be optional.
Also required for this is some kind of default "text" or tag which is exported by default.

OCAP refusing to start and be found ingame when loaded.

OCAP Version: v3.3.0
Server OS: Windows

Description:
We recently moved to a new server box which also included a change of IP, as a consequnce I updated the OCAP mod folder, the webserver folder and the userconfig to match the new IP's. Upon lauching of the server to test the feature on the new box, the RPT says that;

Call extension 'OcapReplaySaver2' could not be loaded: The specified module could not be found.

I've updated the mod, redone all the IP's, secret passwords and tested in game and it doesn't work. It's not even outputting the logs speciffically for ocap itself into its own folders.

Steps to reproduce:
Server specific, worked on the last box not on this one.

RPT File

RPT file uploaded to Google Drive
RPT File

unit role icon expansion

pass through requirement to record in-game > extension (player info logged w OCAP ID) > Leaflet support for unique icons by role

in-game:

  • record via unit type > primary weapon > launcher schema that A3 uses to identify roles of players in their UI
  • possibly expensive to throw in every loop of captureLoop, so offload to every 10th loop using global var to track instances (similar to Debug log)

extension:

  • record this "role" dynamically at frame intervals with events of specific unit via OCAP ID

Leaflet:

  • add supported player icons (has to be svg?) to facilitate display of roles such as AT, MG, Medic, Sniper, Grenadier, Squad Leader, Officer
  • take new property from extension-logged data and display player icon based on this property

Markers are shown with delay

When a marker is getting created, there is a initial waiting time for ~2sec.
Which will make them shown delayed, the frame according to the created time should be saved instead of the current frame.

Missing icons

marker icons:
vn_flag_pavn
vn_flag_arvn
vn_flag_lao
vn_flag_cam01

mag icons:
icon_vn_m67_grenade_mag_ca
icon_vn_m34_grenade_mag_ca
icon_vn_m61_grenade_mag_ca
icon_vn_m7_grenade_mag_ca
icon_vn_m18_white_mag_ca
icon_vn_40mm_m381_he_mag_ca

add additional UI buttons

  1. hide map markers so only projectiles are shown
  2. hide map marker names/captions (only applies to icons but globar var similar to existing implementation for units)
  3. hide rect/ellipse markers so only units, icons, polylines are visible
  4. hide units not part of the selected faction, to see one-way

i also plan to have firelines button control projectile visibility as well

goal for levels of visibility (not all variations listed of course):
only one side's units
one side's units plus firelines and projectiles
all units plus firelines and projectiles
all units plus icons and polylines (without captions)
all units plus icons and polylines (with captions)
all units plus icons and polylines (with captions) plus rect/ellipse 'zone' markers

add diary entry for all players in mission stating OCAP is running, and version of addon

OCAP2 - addon version x.x.x

OCAP2 is a server-side Arma 3 recording suite that provides web-based playback of all units, vehicles, markers, and projectiles present, placed, and fired during a mission.

This mission may be recorded and presented for review at the discretion of the server administrators. Please be aware that your actions will be tracked and attributed to your in-game username.

and then an alongside subject that just has updates

0830
OCAP2 capture has been exported with 2390 frames saved.

0802
Capture frame: 70

0801
Capture frame: 10

0800
OCAP2 recording conditions met -- beginning capture.

in format like

Briefing
Tasks
Players
OCAP2
| -- About
| -- Status

Custom Score/Ticket Counter

In OPT we are playing some kind of capture the flag system with points, i would like to show the progress like we have in our ingame UI:

image

Left panel shows wrong information

Players are not aligned to the top:
image

Blufor is selected with 0 but a player is shown:
image
Because its from opfor.

Its fixed once you clicked on on of the sides to switch

UI drop-down to control marker visibility / declutter

Options

  • Show Markers and Captions
  • Show Markers
  • Hide Markers

hide popups (text) in option 2
hide popups and all markers (.hide()?) in option 3

Always show projectiles but if option 3 selected, hide popup (text) of projectile markers.

All projectile marker types are mil_triangle, red color and Global, or are icon from magicons path.

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