Version 7 (Mikhail, 11/21/2010 13:57)

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h1. Readme
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h2. Special thanks to: 
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    * *SickBoy* for major support in ideas and coding
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    * *i0n0s* for his sharing Delphi sources
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    * *kju*, *Oktane* for good hints and advise
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    * *Jaynus* for his ArmaLib
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    * *TemichSablin* for support and help and my Arma2 Squad of "Russian Alliance Community":
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    * *Muahaha*, *HeliJunkie*, *Kremator* and all those who inspired me at "BIForums":
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_Probably without any of these people AAR would not have reached the Alpha Demo. Thanks Guys._
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*Tested only on Windows XP 32bit on Combined Ops.* (please report usability with other combinations)
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*IMPORTANT!* This current system is very very alpha. It's recording capabilities are not tuned and probably if you want to use AAR again to record new replay you will have to restart both arma and Client.
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h2. What's recorded?
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Current version records only infantry units, only people or soldiers, their movement, animations, and their life state (simply dead or not). During playback units get killed just at the moment they were killed during recording. No weapon effects, bullets or projectiles. It doesn't even record which weapon you used during recording. During playback you can even relad and probably do other actions, except turning left\right and change position.
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Current version is not compatible with complex interactions like climbing ladders, using vehicles etc. I'm 90% sure you get killed on playback if you climbed a ladder, or got in a vehicle. The script will smash your position against this vehicle or ladder or object. 
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You can enter buildings, but door animations are not recorded.
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So basically it's already can be useful for simple infantry mission.
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h2. Filesize and record time limit.
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Recording time is virtually infinite to the extend of operating system capabilites of writing files bigger than 2gb. 
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Your replay filesize grows with every unit added. Once the unit is killed it consumes less space. You can compare the filesize to a recorded video size on your PC, but video depends on the resolution, audio tracks and compression, while AAR replay will depend on unit quantity and fps. I tested it on 10 vs 10 units. Some 3-4 minutes consumed I think 1-2 mb.
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h2. Requirements:
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* "CBA":
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* "JayArma2Lib":
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At this moment AAR consists of a set of scripts in a mission which is *AAR Arma2*, and a Delphi application compiled for windows ( which is the *AAR Client*.
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h2. Installing
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# Download the two archieves. Unpack.
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# place aar_io_1.utes (with scripts) to you missions folder.
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# grab from AAR_NEW.rar and copy it to some folder (where replays will be stored).
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h2. Launching
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# Start Arma2 with CBA and JayArma2Lib addons. 
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# Start It must inform you that all 4 pipes are open. Then it will tell that no pipes found or something. It's ok because we did not initiate AAR in Arma.
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# Start the mission aar_io_1.utes. You can edit all the contents to your liking, but be sure every unit is named (has variable) and you have a unit called "reporter" who will have AAR menu controls.
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# When mission starts scroll mousewheel (dialog is not implemented yet) and select "Launch AAR"
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The AAR Client stops spawning errors and says that pipes are empty.
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In game you see that AAR is waiting for some commands.
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h2. Recording
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# Scroll mousewheel and select Record. 
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# Wait until timer in the right corner starts (at the same time you see Client receiving data on Data Monitor)
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# Scroll and select Stop when you're done.
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# Your replay data is saved in the folder with as *test.aar*
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h2. Playback
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In this version you are at last able to playback your recorded replay just after you recorded it. But of course if you killed someone, they are not resurrected. You will only see all the movement and moving corpses)))
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coming really soon
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If you can't wait look inside the reading.sqf and reader.sqf and replay.sqf to see how it's done. Basicall you need to get the test.aar contents and apply them in the mission where it was recorded._