#headless_client
1 messages · Page 10 of 1
you can't query a headless client, it's a client

i could've sworn linuxgsm let you query the headless client with gamedig... bleh. i'll just set it to monitor only the service
and i'd apologize but i think by the wall of text going back like 8+ hours, i haven't taken a break lmao. trying to get everything™️ working so i don't have to look at it again
thanks for bearing with my lack o sanity cells rn

at the cost of my sanity and brain cells today, i managed to get it all working, mainly thanks to y'all with teh missing pieces. I swore I read the wikis and such, today was just not my day
appreciate y'all @cunning sage @keen vault
i can now set up my crontabs like how i'd expect
, only took me however tf long
(and is on the profiling branch) 
It seems that HC, despite releasing AI calculations from the server, is a very heavy client for the server, perhaps because it has unlimited bandwidth, which greatly limits the performance gains of the server. Does this perception make sense?
not to me, no
Maybe something is wrong here, I'll double check to make sure the AI units are located in the HC.
In fact, I had done something wrong:
4 cores for server, without HC: Server fps 250-300 Fps.
3 cores for server, 1 core for HC: Server fps 600-800, HC fps 185 fps.
Don't assign cores, let windows figure it out.
Make sure you actually have enough cores (so more than 4) to run server and HCs.
Lastly, your fps look like idle FPS meaning basically no load on the server which doesn't translate well into FPS under load.
Ok. Thanks.
That would be something interesting to see the impact of assigning separate cores for each process or just letting windows decide. I wonder if there is any noticeable difference between the two approaches.
My guess was that it would have a slight impact on ryzen chips due to their design, so you're better of forcing one process to only use CPUs from that CCX.
Our server is running intel tho so can't test that theory.
Interesting, We are running ryzen for most of them atm but we are also using TCAdmin and VMs so most of it is probably too compartmentalized to get accurate data
@keen vault assigning cores can matter sometimes but yeah only when it's a NUMA arch
@cunning sage @heavy tiger any ideas on why I can't boot this mission with emm.pbo deleted on the server? I don't really understand why this would happen if emm isn't in the mission's required addons
"this mission" why would I magically know what mission you mean, and why do you ping me on 3AM
I didnt think it would PING you I thought you'd see it eventually
I thought you might have an idea as to how to debug a mission's addon requirements
You open up the mission and take a look at the "required addons" section
yes i looked in there and emm isn't listed
so i don't understand how loading the mission is giving me the "no config entry" thing for emm
I believe you are more looking for #arma3_scenario for this info. But if an addon is required and not loaded, you would get a “cannot play/edit mission” error.
Just know that this channel is meant for stuff relating to Headless Clients. So the people who could best help you won’t necessarily be looking here.
this was a bug related to loading HCs on linux
But your issue is with Enhanced Movement loading?
You got a full path for the addon from the error?
EMM is part of SOG PF
Hello,
I've a question, which may be stupid, but does HC helps server when you don't have AI at all? (We only play PvP with almost real humans)
AAR, stats, other computation
If AAR / stats are not specifically designed for HC, is it still usefull ?
And what may be the "other computation" ?
no, anything that runs on HC needs to be designed for it
Ok, thx for the reply!
maybe you want to compute primes? or try to figure out the meaning of life? 🙂
or have really advanced logic for victory conditions
I just want better server FPS 😉
(and yes, we use perf binaries)
measure if you have a lot of computational heavy sqf running, try to remove it or move it to headless
If you are purely PvP. Your biggest benefit will likely be to look into the network settings found in the basic.cfg. This isn’t really the place to discuss it, #server_admins would likely be a better place for the info. But those settings will likely give you the most benefit if your allowed to edit them. Though be warned, the process to find the “correct” settings is mostly trial and error and can possibly result in worse fps before you get better. Just make small adjustments op to op as you can.
This doesn’t discount what Dahlgren said as well btw. If you are running scripts, those can have an effect as well.
Hey, is there any good AI mods thst are good with HC? Seems like sometimes they don’t follow movemarks and driving skills are horrible
Our zeuses report the same, we transfer driving AI back onto Zeus. They seem to think it helps.
Yeah i found that how we do it too
That’s why the function exists. On the AI mod side though, they would unfortunately need to be built for it. And even then, AI lose some of their ”memory” upon transfer so you would still have issues.
Could possible blacklist AI from being transferred based on type? never tried that tho
Can do it by classname. But not specifically by type atm.
Is anyone else having trouble with HC disconnecting/crashing since the latest ARMA update?
Don't run 32bit HC
Thanks. My HC are setup by my dedicated server company. I'll pass this along.
using the same mission and mods loaded, headless works in Malden map
15:00:38 [ACE] (headless) INFO: Registered HC: HC1
15:00:56 Mission id: 1752b50175cfa32bfa590a988085d4f7e93500e9
15:01:11 [ACE] (headless) INFO: Present HCs: [HC2,HC1] - Full Rebalance: true
15:01:11 [ACE] (headless) INFO: Groups Transferred: Total: 0 - HC1: 0 - HC2: 0 - HC3: 0```
but this error happens when loading in Tanoa map (apex DLC required)
```15:07:25 [ACE] (headless) INFO: Registered HC: HC1
15:07:25 [ACE] (headless) INFO: Registered HC: HC3
15:08:53 Mission id: cef552a26d7882fcb311c38de87142987092d6c6
15:08:55 [ACE] (headless) INFO: Unit [HC1] became local with broken loadout - attempting to fix
15:08:55 [ACE] (headless) INFO: Removed HC: HC1
15:08:55 [ACE] (headless) INFO: Unit [HC3] became local with broken loadout - attempting to fix
15:08:55 [ACE] (headless) INFO: Removed HC: HC3
15:09:08 [ACE] (headless) INFO: Present HCs: [] - Full Rebalance: true
15:09:08 [ACE] (headless) INFO: Groups Transferred: Total: 0 - HC1: 0 - HC2: 0 - HC3: 0```
do the HC need to have the DLC to work in Tanoa map (or DLC required maps)?
In theory, no. But I've had the same issue myself.
Which mod is better for headless client management, Zulu or Werthles? I kept hearing people want to use Zulu now, but it seems like Zulu is breaking as of the latest update
Also, to be clear, this is using 64 bit headless client
Zulu works fine for us
Interesting. We were getting this error yesterday on it
_index = zhc_offload_HeadlessArray pushBackUnique>
23:46:16 Error position: <zhc_offload_HeadlessArray pushBackUnique>
23:46:16 Error Undefined variable in expression: zhc_offload_headlessarray
23:46:16 File t\zhc\addons\offload\fnc_initHeadless.sqf..., line 25
23:46:21 Error in expression <HandlerId = [_sourcestr, _refreshDelay, _position] call zhc_stat_fnc_fpsMonitor;>
23:46:21 Error position: <_position] call zhc_stat_fnc_fpsMonitor;>
23:46:21 Error Undefined variable in expression: _position
23:46:21 File t\zhc\addons\stat\fnc_fpsHcHandler.sqf..., line 23
23:46:21 Error in expression <rver) exitwith {};
private _position = zhc_offload_DataIndex + 1;
private _sour>
23:46:21 Error position: <zhc_offload_DataIndex + 1;
private _sour>
23:46:21 Error Undefined variable in expression: zhc_offload_dataindex
23:46:21 File t\zhc\addons\stat\fnc_fpsHcHandler.sqf..., line 20
23:46:21 Error in expression <dlessIds";
sleep (5);
if (!(player in zhc_offload_HeadlessArray)) then {
[true>
23:46:21 Error position: <zhc_offload_HeadlessArray)) then {
[true>
23:46:21 Error Undefined variable in expression: zhc_offload_headlessarray
23:46:21 File t\zhc\addons\offload\fnc_initHeadless.sqf..., line 38
23:46:51 NetworkClient::OnClientStateChanged state MISSION ASKED, expected ROLE ASSIGNED
23:46:51 NetworkClient::PrepareGame - no role assigned
Oh eh... We had something similar but HC balancing didn't seem to be affected.
Never mind, fixed the problem. Someone turned off the offloading setting
If someone is willing to do some DM's with me over this, and answer some questions. I have a dedicated, runs fine, but I've never bothered with headless client and never truly understood how to do them to allow the server to run even better, or so I am told it would.
If anyone is game, send me a DM, otherwise more research, but I feel braindead trying to read through doing it
Hi guys, I have a question regarding Headless client. I created a server using TADST and I also created an Headless client on the same PC I'm hosting and playing. However, I want to add a second Headless client from a PC I have at home. What IP should I put in TADST and the .bat file for the second Headless client? Thanks in advance!
127.0.0.1
In the Bat file?
Also do i need to put it two times in TADST?
Or just once?
yes. no. yes. it is even default in server allowed HC since a patch or two
remember that each HC will need separate premade slots
Yes i have three slots
and to avoid issues with data cache lock each should have separate profiles directory
perhaps that's only with perf binary
your console/log will state your error
Uuuuh
Wait
I used the same bat file
I just changed directories
Omg why is it so complicate
@cunning sage is it correct?
I'm not sure what you mean with "changed directories"
probably easier if you post what you're doing instead of us guessing 🙂
The files path sorry
i.e. post the bat files you use to launch server and clients
I need first to remove my name and the IP lol
I tried but it didn't work
So i changed it with the my IP AKA the IP of the server
but you said you're hosting on the same machine?
Yes
And also i have one Headless client on it
The problem is with the second one
then you should use 127.0.0.1 i.e. localhost
I put 127.0.0.1 in both
show bat files instead
Yes i will
there's is no point in me guessing what you're talking about 😄
looks good, what is the issue shown in console/log?
@cunning sage if you mean when i start the Headless client the issue is that it doesn't do nothing
"doesn't do nothing" is not very specific
Im not joking lol, it just says cretaed profile and thats it
It doesn't connect etc
It doesn't give errors
there is not "created profile" log statement in neither server nor headless logs?
Where can i check that?
In RPT files?
Btw i didn't port forward, etc because im playing on same connection
@cunning sage sorry, it doesnt say "created profile" but "Dedicated client created" and in the log statement of the server it doesn't say nothing
Like it didn't even connect
you don't have to port forward for loopback interface, might have to allow in windows firewall though
routers does not have to be port forwarded, game needs permission to bind ports in windows firewall
Oh I see. Can I ask you a question in DMs?
is there an RCON command to manually assign an HC to the proper role? we got the HC to connect to the server,but it's not automatically assigning to the slot
sounds like some issue in the setup, HC should autojoin slot
I have a dedicated server and 3 headless clients whenever the AI Load in all 3 of the Headless Clients crash, they are all 64bit, any help on how to stop them crashing?
What exactly is a headless client? what does it do?
Channel description
”Magic”
Has anyone here encountered ErrorMessage: File /home/container/.local/share/Arma 3 - Other Profiles/HC3\HC3.Arma3Profile, line 10: Config: End of file encountered after Not Fuzz: Ope?
It proceeds to then crash the HC
This is the .Arma3Profile for reference
version=2;
class MainMap
{
class Compass
{
inBack=0;
position[]={-0.068000004,-0.063750006,0.2};
positionBack[]={0.010000003,0,0.1};
};
};
lastMPMission="Not Fuzz: Ope";
volumeCD=5;
volumeFX=5;
volumeSpeech=5;
volumeVoN=5;
singleVoice=0;
soundEnableEAX=1;
soundEnableHW=0;
volumeMapDucking=1;
I've also encountered File /home/container/.local/share/Arma 3 - Other Profiles/HC2\HC2.Arma3Profile, line 18: '.C': 'C' encountered instead of '= on an earlier file
but the contents was mostly identical, that class MainMap was at the bottom.
@cunning sage I'm using your https://github.com/Dahlgren/arma-server-web-admin for managing the server and HCs, have you encountered anything similar?
Can't find any
A different .Arma3profile looks like this though
version=2;
class MainMap
{
class Compass
{
inBack=0;
position[]={-0.068000004,-0.063750006,0.2};
positionBack[]={0.010000003,0,0.1};
};
};
lastMPMission="Not Fuzz: Operation Cornetto";
and is still running
making me wonder if there's some kind of issue with writing out the mission name?
Check for hidden characters
Like non breaking space
Classic config breaker
Should be fine within strings but 
Late reply, but couldn't find any hidden characters
I've copy pasted that exact thing into my config file and it works fine for me.
Maybe discord filtered some bad character out or smth
My running theory is that two HCs are reading/writing to the file at the same time
Or something like that
Anyhow lazy fix for now is to empty the file and make it read-only, we'll see if that fixes it for the time being.
same here!! Do you know it is a bug or something else? It is weird, firts time happens!
fixed, in the HC line -mod= was -mods=
What is the point of diminishing returns for headless clients?
Like, I've got a server with a dozen cores, a good processor, and good enough memory. I want to have a lot of AI placed (in the hundreds). I know I can support more than one HC, but what is the optimal number before I start hurting performance?
I wouldn’t go above 5 HCs :)
Gotcha, thanks!
So having a weird issue and I'm 99% sure it's down to headless clients (Zulu headless client specifically) the AI spawn in without simulation enabled. When you enable it, it may work for like 30 seconds, then disables itself again. Dynamic simulation is disabled within the mission file. Using Simplex Support Services to do this, but issue can be recreated with any mod that spawns in AI (that isn't Zeus).
Huh, actually just found the ZHC Caching options, and that may be what is causing the issue 
yep, that will cause issues
are HC Ais suppossed to behave bad?
like dont follow movemarks etc.
i am using ZULU
anyone else using ZULU?
There can be times where they are a bit sluggish to respond but they should still respond to waypoints like normal.
that goes for any HC
I do believe they can connect to client hosted servers. But I would recommend using a dedicated server or at least a dedicated server instance for that..
See link in channel description
arma uses 2 cores ... server might have 8+ cores. run another arma instance (headless client) on 2 other cores, and have it connect to the server, like a player but without a display interface (hence, "headless"). then use the headless client to spawn some/all of the AI on, making use of more CPU cores.
the server cannot really make use of normal player CPU cores to offload AI onto ("headed client") , as there would be a huge increase in network traffic over internet which would quickly bottleneck the server and ruin player FPS. Since the Headless Client is running off the same machine as the Server, there is no network traffic bottleneck, so it works
arma uses 2 cores ...
Incorrect :poutcat:
No, you can check to see how many threads are working. It just doesn’t saturate all that many cores at all time.
Especially on server with high player count, it definitely uses alot of cores
Yeah, just because the constant load isn't saturating all cores doesn't mean that burst loads won't. If you restrict the server to too few cores or run too many server/headless processes it will suffer.
Any good videos on to show how to setup headless client? For arma? I think we have one but don’t really understand how it all works
do i need an extra arma 3 copy to make my laptop a headless client?
thanks!
Got a theoretical question for you, is there a max number of headless clients that can be connected to a server and if so, where is the perforce drop-off / bottleneck e.g what would be the playable max?
The max number is the max number of players, I think 128?
Performance dropoff is not really possible to say
depends too much on what you're doing
when in doubt, use one
Hi Everyone, I've tried the search but didn't find anything related:
Is it possible to use a wildcard (mask) or CIDR notation in the headlessClients Array, or is this always a 1:1 mapping?
Follow-up Questions would be if it is possible to disable the IP-Filter for headlessclients?
1:1, no wildcard or cidr
There's Amdahl's law though ( https://en.wikipedia.org/wiki/Amdahl's_law ), so I assume that with some ultra corner case that no-one bothered to take into account (for a reason) I guess that the performance could start degrading due to overhead starting to exceed the diminishing returns of using excessive number of HCs
IME the number of AIs you can handle is typically limited by client perf anyway, so in practice even two HCs is questionable if your server has good cores.
Really depends on your player count and how spread out they are.
Or if you run other logic on HCs 🙂
if i set up a headless client per linux, using "./arma3server_x64 -client -name=HC1 -profiles=logs -ip=### -connect=### -port=2302 -password=## -nosound -world=empty -logfile=logs/arma3serverHC" it doesnt create a log file. anyone got a idea what i did wrong?
I don't think -logfile exists, and -profiles doesn't work on Linux.
logFile doesn't exist.
And linux doesn't write log files, it just writes to console
Is it an intentional feature that when isRemoteExecuted is used with a HC -> Client remoteExec it returns false? Same with remoteExecutedOwner returning 0 instead of the ClientOwner ID of the headless client?
So, i have managed to get the HC to launch and connect to my server. They just do not connect to the roles themselves. Anyone have an idea as to why this is happening?
You have headless client objects set up in the mission?
From what i am aware, yes. I'm using ACE and from what i've read it takes care of everything. Just need to load mission and go into ACE Headless and turn it on. Once thats on launch the HC
What roles are you expecting them to connect to then?
This is the "Error" that popped up this time while launching
6:45:05 > You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
alive_amb_civ_placement, alive_amb_civ_population, alive_mil_opcom, alive_mil_cqb, alive_mil_placement, alive_main, alive_sys_profile, alive_sys_data, alive_sys_playeroptions, alive_sys_weather, alive_sup_player_resupply, alive_sup_combatsupport, alive_sup_cas, alive_sup_transport, alive_mil_c2is.
I am using ALiVE and want to connect the ALiVE AI to them to reduce load on players PCs
That error implies that whatever machine generated it isn't loading ALiVE.
which would definitely be a problem if it's an ALiVE mission.
Thats the weird part. ALiVE is loaded on the machine. I'm running it from my dedicated box that also runs my server. I use FASTER to help configure everythign
everything**
Post the RPT.
Trying, but its not uploading
This is the server RPT?
thats the HC RPT
It's a server RPT. No -client, no -connect, no -password.
Got it figured out. Just did a batch file instead of using FASTER. Was easier
post your FASTER setup somewhere... I have a sneaking suspicion you didn't deploy the mods in FASTER
They’re deployed. The server itself runs with the mods. Just not the HC.
did you tick them in the HC column?
I’m 50% sure I did that lol. I’ll check later when I’m on my rig
am i the only one experiencing ai ragdoll laggy/glitchy with them on HC and perfectly good without HC loaded?
Well, the ragdoll for HC AI is going to be simulated on the HC and transmitted from it, so that would be an indication that either the HC frame rate is low or it's struggling to push enough data over the network.
hmm. having issues connecting my headless
18:34:12 > You were kicked off the game. Steam authentication failed.```
i dont recall what the solution was for that
Usually happens for me if there is no HC slot in the mission --> HC tries to connect to normal slot which requires the full game
23:50:06 Client: headlessclient - Unauthorized Headless Client connection attempt
halp
both server and client has a good configuration but still got this error
0:20:20 Client: headlessclient - Unauthorized Headless Client connection attempt
0:20:20 Client: headlessclient - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid
0:20:21 Client: headlessclient - Unauthorized Headless Client connection attempt
0:20:21 Client: headlessclient - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid
0:20:22 Client: headlessclient - Unauthorized Headless Client connection attempt
0:21:40 Client: headlessclient - Unauthorized Headless Client connection attempt
0:21:41 Client: headlessclient - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid
0:21:41 Client: headlessclient - Unauthorized Headless Client connection attempt
0:22:08 Client: headlessclient - Unauthorized Headless Client connection attempt
0:24:03 Client: headlessclient - Unauthorized Headless Client connection attempt
0:24:03 Client: headlessclient - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid
0:24:04 Client: headlessclient - Unauthorized Headless Client connection attempt
0:24:04 Client: headlessclient - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid
0:24:05 Client: headlessclient - Unauthorized Headless Client connection attempt
are your headless clients IPs whitelisted in server.cfg?
yes all of it but still got that error
the module was placed, scripts, all the requirements was implemented but i still got the issue
Scripts?
Did you give the modules variable names?
That error only happens when HC connects from a non-whitelisted IP
So definitely not "all of it", double check it.
I'll change that log message to also print the IP address
11:32:18 Client: dedmen - Unauthorized Headless Client connection attempt from 192.168.73.1:2316
There with next profiling branch update
that should help with confusion around container IPs 🙂
just realised there is a channel for this
Does headless client require some extra work on Zeus or will it automatically take over the units?
you need some mod like ZHC to transfer units to it
doesn't ace come with some sort of support for HC?
Yup but it's real basic
right, just need something to make it as simple as possible with let's say some tangible improvement
ace now bundles the acex headless client manager yeah
you just need to enable it in CBA Settings
Awesome thanks
is this where i can come ask questions and such on HC?
yep
so if you have a hosted client and you get another server and set it up to be a HC, do the zueses then have to do anything special to have the AI use that HC other then put down a HC module?
You need to assign the AIs to the HC manually or use a manager such as ACE Headless
is there any trick to getting more than 1 headless client to connect
testing at home
second HC wont boot up properly
is there a limit to the instances of "arma3server_x64.exe" that can be running perhaps
They will try to lock the cache file
the profiling branch blocks it, main branch works fine with multiple HCs using the exact same config folders
I assume you can do -name hc0, -name hc1 and it'll work?
nope, needs to be with the -profiles argument
huh. Does that mean headless clients don't work on Linux anymore?
I thought the only thing they accessed in the root profiles folder was the log output.
🤷 thats what it was the last time I tested this (January ish)
see here for someone trying that on linux 😄
can you explain pls
i am on dev branch
so we can add multiple HC with arma3server_x64.exe, but the -profiles startup param needs to be different?
Yes, or you’ll run into data lock. Or spawn headless clients when server has finished starting
thanks, managed to get it working with that advise
Anyone get issues with zues mods when using a HC?
Having issues with AI carrying out commands using the reinforcements modules
They aren't particularly responsive if on an HC, i get the best results by transferring them onto my client first and then telling them what to do
interesting that if I, as zeus, give a server-owned group a waypoint, they will ignore it... but if i give a HC-owned group a waypoint, they will follow it
Interesting, my experience is the complete opposite of that :D
Yeah I've found the same as this, how are you transferring them?
With the ZHC mod you can transfer them back to your local client
anyone know why i would be getting Warning Message: Addon 'CUP_Afghan_Data' requires addon 'CA_E' and my HC is just having steam auth issues?
im beating my head against the wall with this
if someone wants to be a hero ive been working on this for 12 hours now lol
First one is just missing CUP terrains core, I think.
both servers have it
Is it successfully loading?
ive even redownlaoded it on my HC
Check out the mod tables in the RPTs.
thats error i gave is from the logs when the host techs looked at it
my HC just steam auth errors and wont connect
im still new to hc and stuff so reading the rpt is a little odd for me
no HC slots in mission or they aren't whitelisted in server.cfg
headlessClients[] = that is in the server cfg with the HC connection Info in it for the ip and such
im staring at the HC slot in the mission
headlessClients[] = {"127.0.0.1"};
well yeah, is your HC on a different network or on the same PC you're hosting your server?
did they tell you what IP to insert there?
i am asking
i also put that in the server.cfg on the main machine right?
not on the HC?
yup
I'd definitely try out headlessClients[] = {"127.0.0.1"}; , thats the localhost IP
but thats if i am hosting off a comp in my home isnt it?
they're probably doing the same
Depends if they have an "add N HCs" button on the server, or there's a separate server interface that you put in headless client mode.
Former would probably use 127.0.0.1, latter would probably use external IP.
ok so i got it to work
if it connects and all that then do i just spawn a butt ton of enemies to test it to see if the server dies like it did before or is there a better way to see if it is taking the load of the AI?
well what HC mod are you using?
acex
Spawn enemies, run [count allUnits, { local _x } count allUnits] on the server.
ACEX might take some time to move them.
werthless better?
ZHC is imho best with the debug menu and the option to transfer AI back
does anyone know why this might be happening, i have ZHC running with my headless client and says that all the ai is handed over to the HC but for some reason in the indicator it still has it listed as being with the server
showing that ai is controlled by HC
https://gyazo.com/345f1c441269d21b2709331912eceb96
showing group indicator
https://gyazo.com/ea6076a39bc2b8e8196c2e3bf6599b8b
I hope you're not running ZHC on a liberation mission...
I'm trying to test an MP mission with an HC on a local 3den multiplayer server, is this even possible?
I've attempted to run the HC from the same pc using with startup parameters .\arma3server -client -connect=localhost but my client gets a steam client error upon connecting each time. I'm pointing to my config in A3's startup params and have repeated the steps consistent with my working HC implementation on my Linux DS but no avail.
Am I missing something? Thanks 🍻
probably missing the whitelisted HC ips in server.cfg
how to edit server.cfg for localhost? I have no idea
As far as the local config goes, things are working.
HC wasn't even showing as connecting until I added -config=MY_CONF to the Host section of my startup params via the launcher. That got my HC connecting but still disconnects upon joining with the steam client error.
Only have this in my config:
headlessClients[] = {"127.0.0.1", "localhost"};
localClient[] = {"127.0.0.1", "localhost"};
Are you running a dedicated server? Or are you hosting via the in game menus?
This is via the game menu
Launch a dedicated server instead, either via the dedicated server binary or with the -server argument
Ahh okay, so there's no way to connect an HC to a 3den created instance?
Ideally, I'd like to be able to edit in 3eden -> launch local server with new edits -> Start HC/connect to server -> debug HC-> repeat ♾️ but if this is not possible then my question is answered. Thanks folks 🙂
Testing that scripts actually work on headless clients, I guess.
Nope, no reason. HC is explicitly a thread offloader, it doesn't need to function in 3DEN because 3DEN doesn't need AI
Hey guys,
Whats the recommended number of HC's before it starts to become detrimental? This is for dedicated server running larger ops of 50-60 pers.
That really depends on the mission, the amount of AI spawned in it and the capacity of the server(s).
A single HC is usually enough when running Zeus missions (so the amount of AI is limited to only what is needed at that time).
When the mission has already have a lot of AI pre-placed a second HC could be useful.
I usually calculate 100 AI Groups (not units) per HC to be on the safe side.
same amount of players, we run with two
So we currently run with 2 and they are usually zeus missions with no more than 50 AI pre placed. But I've been told in the past that there's no point running more than 2 because the effectiveness is reduces and it can actually be detrimental to performance. Is there any truth behind that really?
If you're running with only 50 AIs I wouldn't bother with the HCs at all.
The direct performance cost from the server adding HCs isn't large, I think. Just some extra network spam. If they're running on the same hardware then you're using a lot more memory & cores with HCs, which may have a negative impact on the server itself.
No, you misread what I said. 😄
We run zeus missions with no more than 50 AI pre-placed. During the rest of the mission there will generally be 200+.
But the rest of your comment does kind of answer my question anyway.
im a little more conservative with HCs, generally not more that ~60-75 AI units running on a HC
with 3 HC that drops down to about 30 AI per HC
I'm trying to set up a headless client at the moment. I've added the relevant IP settings to the server.cfg with the loopback IP.
The startup parameters for my headless client are
arma3server.exe -client -connect=127.0.0.1 -password=<password> -name=HC1 -par=startup_params.txt -profiles=headless
startup_params.txt contains my mod line.
The Headless client is connecting to the server with the name headlessclient. It's not slotting in to any of the headless client roles. I can see the client open on the physical server and it's also echoing back when I connect to the server via my game, so I can tell the HC is connected to the server. I think the problem is just that it's not choosing a slot.
I remember from a few years ago that you should set -name= to the name of the slot, in this case HC1, but the headless client is still using the name headlessclient.
Have the setup steps changed?
Also worth noting that, while the process for the headless client can see me connecting/disconnecting to/from the server, I cannot see the headless client in the lobby.
only admin will see the headless client
I'm logged in as admin. I can see the slots themselves but no HCs in those slots
Adding allPlayers to a watch also only shows my unit
Well ignore that. I'm braindead.
I had
headlessClient[]={"IP"};
instead of
headlessClients[]={"IP"};
easy mistake 😄
-name doesn't matter btw.
Although apparently on profiling(?) you can't share profiles between instances anymore, so you'll need to give your HCs a unique profile name.
do we have any idea why AI switch to pistol when offloaded to headless client?
Thats not happening for us. (using Zulu Headless Client)
Maybe their loadout becomes corrupted and they loose their rifle and then switch to their secondary?
Which HC movement script do you use?
Eg. the ACE version breaks for us by messing up the loadouts (results in naked AI).
We use a modified version of darcAiMover which works like a charm
Does the client automatically take the first headless role that is available?
If I remember correctly, last time I looked at HC in 2015/2016, - name was required to match the headless client logic name that the headless client should slot into.
Issue is with booting the HCs up at all, not them connecting and slotting up. On prof even with different -name launch arguments but with the same -profile path only one HC will launch, any more will freeze because of cache lock or sth.
The -name argument isn't required to be matching, we boot our HCs without that and each HC will connect to the first available slot in role list.
Is it -profile or -profiles
I know -profiles sets the folder where required profiles are stored.
I'll double check my startup params again later. I'm sure I set the latter with -name
It might be optional so they connect to a specified slot but its definitely not required.
with profiling each server and clients tries to lock the cache file so they'll get stuck if all use same cache folder. cache folder is controlled with -profiles
That's good to know. I am using symlinks and Powershell to automate my deployment/update process where core game data is shared. I was going to share profiles to centralize profile configs but I'll split them out instead due to the cache lock issues you've both mentioned.
everything i use is home brew 😄
I alter the loadout on server by default (change primary weapons, etc), then some time later maybe it gets offloaded to HC
the unit will pull out its pistol
only fix i have is quite dirty
on HC after offloading to HC _unit setunitloadout (getunitloadout _unit)
since using _unit selectweapon (primaryweapon _unit) does nothing
Anyone ever have an issue where the AI are naked when they connect to the HC? We're using Acex atm for the HC mod
Yeah, try the CBA Setting
if i set it to a local IP, gamedig won't query it. if i set it to the public IP and differentiate with ports, they don't even fucking join. even after enabling the ports in ufw + OVH's game firewall