#headless_client

1 messages · Page 3 of 1

subtle horizon
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I do yeah, I can shoot it in here later when I’m back to my pc

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But the RPT when I was checking didn’t have anything out of place

heavy tiger
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@elder sail also very interested in that... i run my HC on a headless machine without steam login... :/

wintry herald
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Steam client is not needed for HC anymore

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IIRC

heavy tiger
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@wintry herald i know.. i even said that ^^ But i wonder how they do it with Apex... Not being able to drive a vehicle is not a problem for HC but not being able to load a terrain might....

languid tusk
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You will probably be required to download the Apex content along with the engine update.

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Access will be lock to authorized clients, but loading it as a headless profile would be possible.

wintry herald
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Am i not right in saying the content is technically there but due to the lack of a valid licence its inactive

heavy tiger
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yeah thats the question. Whether the HC will ignore if it has the license and just be able to use it without it

half forum
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Is there any difference between using "arma3server.exe -client" or "arma3.exe" for HC?

small pewter
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Why would scripts run on Headless client for AI have huge delay while the same scripts run on player client machines would work perfectly without delays?

Like a thread which forces the unit/agent to move to new position every 0.2 sec in a while do scheduled environment, would execute perfectly well on player client. But on HC the same script would run only every 1-2 sec.
There is a huge scheduled environment delays on HC out of nowhere.

ruby wigeon
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Either you have a lot of other scheduled scripts running on the HC or it's running at extremely low FPS.

small pewter
# ruby wigeon Either you have a lot of other scheduled scripts running on the HC or it's runni...

Neither. These are logs from HC:
//diag_fps // diag_fpsMin // diag_frameNo // activeScripts

18:29:09 "HC FPS 333.333 minFPS 333.333 curFPS 46461 activeScripts [3,0,0,0]" 18:29:10 "HC FPS 333.333 minFPS 333.333 curFPS 46795 activeScripts [3,0,0,0]" 18:29:11 "HC FPS 326.531 minFPS 250 curFPS 47129 activeScripts [3,0,0,0]" 18:29:12 "HC FPS 333.333 minFPS 250 curFPS 47440 activeScripts [3,0,0,0]" 18:29:55 "HC FPS 340.426 minFPS 250 curFPS 61677 activeScripts [5,0,0,0]" 18:29:56 "HC FPS 333.333 minFPS 250 curFPS 62011 activeScripts [5,0,0,0]" 18:29:57 "HC FPS 333.333 minFPS 250 curFPS 62344 activeScripts [5,0,0,0]" 18:29:58 "HC FPS 326.531 minFPS 250 curFPS 62678 activeScripts [5,0,0,0]"

But scripts are very sluggish. Like all sleep times are 20x at least. Other code like killed event handlers can lag too.
Everything is run and tested on the same machine, so it isn't network too.

HC is quite a disappointment so far. Seems like we need a real client instead of HC to run AI..

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Run and tested using profiling, but seems to be the same with main branch.
Headless client as "client" just doesn't make any sense. If it was acting as real client, it would work fine.

ruby wigeon
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What's your test exactly?

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You mean like sleep 0.2 will reliably only fire every two seconds?

small pewter
# ruby wigeon What's your test exactly?

simple zombie following logic. Using playMoveNow and setVectorDir the Zombie follows the player in a direct path if it sees the player. Currently it is checked every 0.015 - 0.2 secs (depends on distance from zombie to player).
On real clients it works perfectly.
On HC it is like sleep time is 2-4 seconds.

small pewter
ruby wigeon
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hmm, works fine for me:

2025/06/10, 16:54:21 "Sleep test @ 497.122, 46.1095 fps"
2025/06/10, 16:54:21 "Sleep test @ 497.339, 46.3768 fps"
2025/06/10, 16:54:22 "Sleep test @ 497.554, 46.1095 fps"
2025/06/10, 16:54:22 "Sleep test @ 497.769, 46.5116 fps"
2025/06/10, 16:54:22 "Sleep test @ 497.985, 46.3768 fps"
small pewter
# ruby wigeon hmm, works fine for me: ``` 2025/06/10, 16:54:21 "Sleep test @ 497.122, 46.1095 ...

Yeah, "fine" for me too.
19:06:57 "DirectPath HC sleep 245.146 FPS 372.093"
19:06:57 "DirectPath HC sleep 245.219 FPS 340.426"
19:06:57 "DirectPath HC sleep 245.291 FPS 363.636"
19:06:58 "DirectPath HC sleep 245.362 FPS 355.556"
19:06:58 "DirectPath HC sleep 245.433 FPS 372.093"
19:06:58 "DirectPath HC sleep 245.503 FPS 340.426"
19:06:58 "DirectPath HC sleep 245.573 FPS 390.244"

But not in the real game case=\
Agents simply lag on HC, their ragdoll delays when they die, the scripts are "delayed". All with 0 desync and 0 ping because there is localhost connection.

ruby wigeon
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So it's not the sleep time? The effects of your commands just seem delayed from the client side?

ruby wigeon
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There's obviously some extra latency because everything has to bounce client -> server -> hc -> server -> client, although it's not usually very visible at those frame rates.

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The only real gotcha I found with headless clients is that they act more like a client with the camera at the position of the HC logic object than a dedicated server.

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So you really want to keep the HC logic object somewhere near the units that are spawning on it.

small pewter
ruby wigeon
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The obvious effect is on Fired/FiredNear event handlers, but it would plausibly affect network updates too.

small pewter
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Currently the agent only changes his direction like every 2-3 secs
All the while there is setVectorDir command which should force him to turn to the player every 0.02 sec, but it doesn't happen specifically on HC 🙂
Will try and test HC within viewdistance.

small pewter
ruby wigeon
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hmm. Might test that later.

raven cypress
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hey i am having an issue where when the headless client connects none of the AI transfer over to the HC. I am using Zulu Headless Client (ZHC) btw. any help is appreciated

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what was the variable names for the HC's? I used HC1 and HC2 but they connect but dont transfer over any AI

raven cypress
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nvm I figured it out lol

deft hamlet
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@heavy tiger Idk if its been adressed somewhere else, but if i understand right, 2.20 comes with some improvements for AI calculations etc.

Does this have some effects on headless clients?

Are they now redundant, are they even more potent now or something in between?

heavy tiger
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Game uses more threads. One HC still good, multiple on same machine probably bad.
Nothing about the concept of a headless client has changed. You still offload the load

regal venture
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@subtle horizon
Same problem I have and stopped using the HC in Faster. It just worked one day and then not the next. Its been 4 months since I even tried it again until today. Same issue.
Did you find a fix?

blissful arrow
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Question about HC's and 2.2. I have a server with an 8 core CPU, in some tests we were finding it was possible that the server and headless were competing for resources. Would it be worth limiting the headless and server to something like 4 cores each, or would it just be better to let the server have the whole CPU?

ruby wigeon
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You would need to test on your hardware.

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(and typical mission environment)

hallow drum
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hello guys im hosting a dedicated server using faster but when i try to run 1 headless client, ai and players starts rubberbanding and my server fps hovers arround 40-48 fps. And I just found out that my HC fps is arround 17 fps. Can you help me? I have ryzen 9 5950x 12 core processor and 16gb ram

ruby wigeon
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Paste your server and HC RPTs.

hallow drum
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How can i find them?

ruby wigeon
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With Faster? In a folder with a giant random name.

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It shows you the command line somewhere, so where -profiles points.

hallow drum
hallow drum
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thank you so much

trim socket
elder sail
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@trim socket can you comment on the apex license stuff above

wild laurel
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cant for the life of me get ZHC to work

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followed the setup steps and all the AI say "Untransferred"

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Is there anyone that can help me with this?

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:10:37 [ZHC] (offload) INFO: ZHC Initialized
12:10:37 [ZHC] (offload) INFO: ZHC Cycle Start
12:10:43 B Alpha 1-1:1 (aaron) (Recon Marksman): Unknown action NextModeRightVehicleDisplay, target B Alpha 1-1:1 (aaron)
12:11:21 Ragdoll - loading of ragdoll source "Soldier" started.
12:11:21 Ragdoll - loading of ragdoll source "Soldier" finished successfully.
12:11:57 A null object passed as a target to RemoteExec(Call) 'bis_fnc_objectvar'
12:12:04 EPE manager release (432|506|0)
12:12:04 Number of joints in scene after release: 28
12:12:04 Number of actors in scene after release: 462
12:12:04 EPE manager release (0|462|0)
12:12:04 Number of joints in scene after release: 28
12:12:04 Number of actors in scene after release: 30
12:12:05 EPE manager release (0|30|0)

from the RPT

craggy zephyr
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Hello all! I've been scratching my head for the past few days trying to use a headless client for a localhost server, since I want the performance benefits without the absolute physics jank of a dedicated server.
But no matter what I try the HC always get kicked with the error "steam authentication failed"
I don't even know if this is possible anymore or if it was patched some time ago, but I've read of people being able to do it so I'm banging my head against this right now trying to figure it out

sharp topaz
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Same for me. Reactivated my Dedi Server for some new VN Projects and HC gets kicked because of Steam Authenficiation failed. Never had this before (last projects were around March this year)

Do I have to change some configs since last A3 Update?

fair harbor
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@craggy zephyr @sharp topaz Using Profiling/Performance for Server and/or Headless Client?

sharp topaz
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Thanks Crumble for the push in right direction. My server was on Profiling Branch and Batch File for Update didn't change. After deleting I have 2.20.0.152984 now and HC works perfect. Thanks again.

craggy zephyr
timber yoke
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Hi, im having trouble with the HC it will conect and appear sloted in on the lobby but once the mission starts it wont appear spawned and it will show it with 0 ping

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The 0 ping seems weird since HC isn´t on the same machine

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The problem is that the HC (Headless Client) is not connecting properly to the server. Although it can be seen in the slot, when you look at the players' section (when you open the map and change the tab) it appears with the symbol that it hasn't spawned yet (the hourglass) and if you select it, it shows maximum bandwidth (the largest positive integer a variable can store), ping 0, and desync 0.

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All this in the context of the SOG PF CDLC

timber yoke
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Also do I need to buy a copy of the CDLC for the HC?

gentle hull
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hey guys, making an operation for a server of 50 and would be using headless client to
make sure they are optimized for zeus and the players
how could i transfer zeus placed units to HC?
prefer placing units using zeus because, its more fun for me and also it helps me make sure the ai doesnt do dumb shit

dreamy wraith
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If you're using ACE3, then enable automatic transfer via CBA Settings, Look for tab ACE Headless.

However if in understood that correctly adding waypoints, changing unit/group properties via Zeus or using Remote Control will change ownership or locality of affectwd units and AI will be transferred back do Server.

If you are not using those mods then either find some standalone mods on Steam workshop, maybe: Werthles' Headless Module.

If you don't want to use mods then it's complicated and spawning units via Zeus ain't gonna work with HC.

ruby wigeon
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Just don't enable both of them.

tepid nymph
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trying to get a set of mods working (they are all in a subdirectory to the main A3server executable), all are given relative paths in -mods, same path as the server itself, yet the HC cant find any of them, they all display with origins of "NOT FOUND (Empty)" in the rpt and i cant quite figure out why

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this is a linux HC/dedi, for context

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nevermiiiiind, was just linux permissions being an ass!

void saffron
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Any idea why my HC logic is still local to the server when my HC is connected ?

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running 1.56rc, running dedicated + HC on the same machine

void saffron
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nevermind, the HC logic locality probably doesn't change, I'm use the profileName to differentiate which one it is.

void saffron
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nope, isn't as of 1.56rc

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the vehicle and player var return <Null Object> , they are local to the host and you can use profileName for checking which one is connecting.

tidal pawn
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player returns objNull on HC

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That's what I told you all. No one believed me.

void saffron
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welp, now I know that's the case.

livid viper
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Hello,
i have small problem that when i try to use headless client i keep getting this on my server rpt log

Type: Public
Build: Stable
Version: 2.20.152984

Client: headlessclient - Unauthorized Headless Client connection attempt from 127.0.0.1:2316
Client: headlessclient (2) - Unauthorized Headless Client connection attempt from 127.0.0.1:2328

and sometime

Client: headlessclient - Unauthorized Headless Client connection attempt from 127.0.0.1:2316
IP Ban added to 127.0.0.1 for 4294721 seconds
Client: headlessclient - Kicked off because of invalid ticket: Invalid ticket - Ticket invalid

when i have this on my server_config.cfg

headless_clients[] = {"127.0.0.1"};
local_clients[] = {"127.0.0.1"};
battleyeLicense=1;
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and this my HC run .bat

start "Arma3_HC_1" /normal /affinity F0 "%SERVER_DIR%\arma3server_x64.exe" ^
    -client ^
    -connect=127.0.0.1 ^
    -port=2302 ^
    -passwordAdmin=**********^
    -profiles="%CONFIG_PATH%\HC_1" ^
    -name=hc_1 ^
    -mod="%CLIENT_MODS%" ^
    -malloc=system ^
    -noSteam ^
    -noPause ^
    -noSound ^
    -showScriptErrors ^
    -enableHT
heavy tiger
heavy tiger
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"battleyeLicense" also is not a server.cfg entry

heavy tiger
livid viper
heavy tiger
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As I said above.

The server.cfg entry has no underscore in it.

livid viper
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My bad, totally glossed over that specific line while troubleshooting the rest. Fixed it now and everything is running smooth. Thanks for pointing it out again.

tardy wren
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Hey i having some issue, for some reason I cannot add more ip on my headlessclients (ex : {"127.0.0.1","123.123.123.123"}, every time i put an extra ip, the config revertback to only {"127.0.0.1"};

i'm using pelican panel, is there anything that i miss or maybe because of the panel ?

ruby wigeon
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Well, it's definitely a panel bug or feature. Arma doesn't rewrite your server.cfg.

urban nymph
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the dedicated server even locks your server.cfg handle when running

urban nymph
tardy wren
urban nymph
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¯_(ツ)_/¯

tardy wren
urban nymph
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yeah, try contacting their support or something

ruby wigeon
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If it's a third-party server provider then they may be doing it intentionally. There may be good reasons to block remote HCs.

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Or bad reasons, like they want to charge you for them :P

tardy wren
urban nymph
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you can still try getting support from the pane folks

tardy wren
fair harbor
tardy wren
tidal pawn
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This probably means that there is a SQF thread from initFunctions.sqf forever in waitUntil lock. Someone with access to a HC should check diag_activeSQFthingies

void saffron
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^ diag_activeSQFScripts

minor sleet
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does anyone else have the problem that missions created with 3den don't work with hc?

void saffron
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nope mine works.

foggy fable
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@minor sleet Yes we have! Missions made with 2D Editor work fine, while with 3Den Missions the HC just stays in a state of inifinite loading. Did you find a solution to your problem?

minor sleet
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nope, just wanted to confirm that we are not the only one having that problem

foggy fable
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Was your mission a completly new mission or an imported 2D one? Also: Am I right to assume that you are with TTT?

minor sleet
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i think it was a new mission, though i don't know completely - one of our mission makers reported it to me. and yes, i'm with TTT

foggy fable
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Check. For us, it was an imported mission and we acutally have no clue where this is coming from. We will further investigate the issue and hopefully be able to pinpoint it.

urban juniper
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Same issue here. HC wont load into the mission with ported missions form the 2D editor. I did not test "native" Eden missions.

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Since i didnt spot this HC channel before ill ask the question I asked in server_linux again: Does anyone got a HC running with verifySignatures=2 on Linux? Mine used to work but now after the update the client fails to join with "bunch of pbos - ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys.
22:29:29 > Player headlessclient connected.

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I did a quick test. HC won't load with native Eden mission as well.

urban juniper
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So did anyone get the HC working with Eden yet?

foggy fable
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well we have encountered a very weird thing. If you use an older version of the mission (-> therefore not yet EDEN Compatible), the HC loads into the mission without any problems. If you convert the same mission to the EDEN format, the HC will not work properly anymore.

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We decided to just wait until the BI staff is back in office on monday. I assume they already saw these issues with the HC popping up in the forums as well as here on discord.

void saffron
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aaactually nevermind, it just took a bit longer than usual to load it's profile, but it did join the server properly

foggy fable
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Okay interesting. Now we have to figure out why your HC loads up the map and ours does not.

void saffron
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want the mission i'm using ?

foggy fable
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that could be helpful!

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can you give us the pbo so that we can test it?

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pbo + modstring 😉

void saffron
foggy fable
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thank you!

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wait, What is "up"?

void saffron
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up ?

foggy fable
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"cba 2.3.0 and up"

void saffron
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well i'm running the cba RC for 2.3.0 I didn't bothered updating, which i'm doing now

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but any newer version should work.

foggy fable
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ahhh

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that what is meant by up

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check

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well on my local setup the HC does not fnish loading the mission

void saffron
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weird :/

foggy fable
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how long did the HC take to load on your system?

void saffron
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around 30 seconds to 1 minute

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but I was running 3 instances of the game 😄

foggy fable
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okay I am way passed that

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well me too 😄

void saffron
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just did some testings again with the latest version of cba, my HC connect properly

void saffron
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just checked my server RPT, the HC does connect but it doesn't run inits for some reason.

pale widget
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I did diag_log "ping" in global exec and saw no results on HC. But it did post warning in a mission with script errors, very weird.

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So it seems to partialy load....

void saffron
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I diag_log the profilename of each connected client in init.sqf

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HC doesn't appear :/

scenic dove
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that with vanilla?

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@void saffron

void saffron
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nah, cba

scenic dove
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tried with vanilla?

void saffron
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will try soonTM

scenic dove
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cool

brittle wasp
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Our HCs also aren't loading missions (or successfully running diag_log "ping"). Getting this as the last thing in their logs (but they don't crash or anything): http://pastebin.com/QmyjCVbM .Can't test with vanilla at the moment.

void saffron
pale widget
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alganth - I notice your using arma3.exe -client, is there any difference compared when using arma3server.exe -client`?

void saffron
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nope same

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just launch arma3.exe as console

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hey it seems that I somehow got it to work !?! uploading files

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mission inbound

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OOOOH

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IT USES THE WRONG FUCKING PROFILES

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It does create the profile it's supposed to use but never uses it.

scenic dove
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interesting

void saffron
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so I redid some checks, still doesn't receive remote data.

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forcing the profile, did made it use the right one.

scenic dove
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meaning using -profile=<profile name> made it work?

void saffron
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doesn't fully load tho.

scenic dove
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bah

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any forum topic created about it yet?

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or anything at all done to make BI aware

void saffron
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dwarden and the minions are always around, they're pretty aware I think

scenic dove
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I hope 😃

heavy tiger
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just tested my Linux HC yesterday.. worked fine with ALiVE :X didnt change anything from earlier arma versions

void saffron
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running 1.56 or the linux branch ?

heavy tiger
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1.56 linux dedicated server

brittle wasp
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Ours ended up running after just reloading the mission (Windows, 1.56), and it looks like it was a different error.

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Maybe it's something to do with this in your log: 18:40:11 Warning Message: Problem occurred when saving profile data. The file may be set to read-only or can be blocked by another instance of the game (e.g., dedicated server).

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Could be because you're not specifying the profile folder. These are the command lines we use for the server + 2 HCs (same Windows server): http://pastebin.com/0u9gQze5

scenic dove
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could be, but it's still a bug, because pre-1.56 headless client created a profile folder of the game logic name and used that

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I am also fairly sure -headlessclient doesn't do anything

void saffron
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it's indeed useless :/

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it's either -hostor -client

wild kestrel
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any official statement on this issue?

sturdy mica
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Well this is really frustrating

wild kestrel
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totally agree

zealous panther
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i found i why this dont work 😄

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i think i will try to fix it soon

trim socket
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i will need some more clear reports on what's newly wrong with HC (we definitely working on several linux-server/hc bugs now)

foggy fable
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Well our HC is connecting without any issues but will then be stuck on loading the mission (infinite sandclock). Pre-Eden mission pbo's do not present that issue.

void saffron
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same issue here.

scenic dove
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Same here

zealous panther
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yes i think i found the issue but i am not 100% sure. and this is not a HC issue its a Virtuell object issue what mean spectator and Zeus units have the same issue.
in initFunction you have in line 557 you have a waitUntil !isNull cameraOn but if you use a Viruell Object cameraOn returns objNull everytime

wild kestrel
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Confirm this is an issue in initFunctions.sqf

dawn crag
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We had the issue with the HC not fully loading

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But only sometimes

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The other times HC connected just fine, but it appears it had no effect at all

normal frost
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Any severe issues currently with HC running on Windows server?

indigo sand
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If with eden missions, yes

normal frost
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What kind of issues? @indigo sand

indigo sand
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Read up

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^

normal frost
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Ok, thanks 😃

trim socket
normal frost
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Does HC require Apex purchased to connect on server running Apex stuff?

scenic dove
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considering you don't need Arma 3 bought on the Steam account you use to download it (using SteamCMD), I would say no

normal frost
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@scenic dove Nice! Thanks for the info 😃

loud remnant
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Anyone else having issues with units NOT being transferred to the HC, when using Werthless' script. Everything was working fine and dandy up until the Eden update. The HC connects fine, but for some reason units aren't being transferred to it any longer. When using the debug function of the script, it basically just says units waiting for HC response.

peak prawn
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Headless client is acting a bit weird with the Eden update, I think

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I recall someone saying it works for missions made in the 2D editor, but not with the 3D

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Werthles' says it's under repair, but the newest version should work with the 2D editor at least

loud remnant
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Ah yeah, seem to recall something about the 2D/3D thing. Guess we'll have to play the waiting game a little longer then 😉 Or stick with making missions in the 2D editor. Hopefully he updates the scripted version as well, and not only the module version.

void saffron
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it's 100% broken atm, as @zealous panther pointed out the inits are borked for HC and logics.

heavy tiger
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to the conversation in #arma3_scripting my HC also works fine with ALiVE on a mission created pre 3DEN

astral lotus
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yep I have a mission that works fine with 3 HCs in v1.56, but people who modified it since eden are reporting HC issues

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vanilla compatible

astral lotus
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if i stick to the old 2D editor to edit and export the mission, is it gonna bork the HCs ?

wintry summit
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If someone saw BI working on this problem ?

gusty acorn
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@trim socket HC doesnt work for me with eden (creating seagull (no person))*
same for you?

void saffron
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It's BROKEN.

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Like, not working, at all.

trim socket
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@gusty acorn there're such problems with EDEN, some fixed in DEV/internally some wip

foggy fable
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are you planning on releasing a hotfix when the crucial issues are fixed or are we looking at a longer waiting period?

sturdy mica
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@trim socket Was is already reported that mission download of hc is taking really long and while he is downloading no other can load the mission (download speed will be only a few kb/s)?

zealous panther
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@sturdy mica the HC never done loading

sturdy mica
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Of course he did.

zealous panther
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he load the mission and load the preInit and than stop

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in 3Den missions

sturdy mica
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I don't talk of eden. This is more general and is present since a long of time

zealous panther
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ok

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i dont have any issue with HC mission loading

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the HC was the first client in the mission

sturdy mica
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Well, how big is your mission?

zealous panther
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1mb

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or better 1.026kb

void saffron
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300KB for me, HC download nearly instantly.

sturdy mica
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Mine is about 55 mb

void saffron
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wat

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the fuck

sturdy mica
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Skins...

void saffron
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dude, make an addon.

sturdy mica
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We have an addon. It's about 500 mb

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But we don't force to use it

void saffron
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well drop those skins in there.

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because that mission is WAAAY too big.

sturdy mica
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Not really

void saffron
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anything above 2MB (PBO) is already big.

sturdy mica
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And why should it be to big?

trim socket
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update the HC directly, don't download from server ffs

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same goes about the mission sizes, what was built to be few kB isn't exactly optimal to be dozens or hundreds MB

vale magnet
#

so...HC fix or not fix in today's release?

scenic dove
#

apparently not

trim socket
#

some are, if it's not then it would be nice to have some details / repro-steps or similar (e.g. BIForum thread/post)

scenic dove
#

initFunctions.sqf line 557 .. gets stuck at the (!isNull cameraOn) check.

zealous panther
#

@scenic dove is there still the issue?

foggy fable
#

My HC works fine

#

at least from my first tests

scenic dove
#

@zealous panther @urban juniper says so, I haven't tested myself yet

wanton cedar
#

HC should be working again, at least I've heard that from my guys. I haven't had a chance to hop on to test since the patch.

tidal pawn
#

["BIS_fnc_GUImessage","A3\functions_f\GUI\fn_GUImessage.sqf",true,205]
Why is there a GUI function running on a HC?

tidal pawn
#

this is another loop the HC are stuck on:

uinamespace setvariable ["BIS_fnc_guiMessage_status",nil];
_ctrlButtonOK ctrlseteventhandler ["buttonclick","uinamespace setvariable ['BIS_fnc_guiMessage_status',true]; true"];
_ctrlButtonCancel ctrlseteventhandler ["buttonclick","uinamespace setvariable ['BIS_fnc_guiMessage_status',false]; true"];
_display displayaddeventhandler ["unload","uinamespace setvariable ['BIS_fnc_guiMessage_status',false];"];
_ehKeyDown = _display displayaddeventhandler ["keydown","if ((_this select 1) == 1) then {uinamespace setvariable ['BIS_fnc_guiMessage_status',false]; true} else {false}"];



waituntil {!isnil {uinamespace getvariable "BIS_fnc_guiMessage_status"}};

Can't click buttons -> infinite loop

trim socket
#

@urban juniper @tidal pawn thanks we will look into those

tidal pawn
#

Yay!

trim socket
#

@tidal pawn @urban juniper i need repro missions , please provide together with exact reproduction steps

scenic dove
#

I just tested HC and it seems it works fine for us now

#

doesn't mean they aren't stuck on the above mentioned scripts of course 😃

void saffron
#

Can confirm, my HC load properly since the hotfix.

tidal pawn
#

@trim socket
I don't think I can make a repro mission atm. I never got around to setting up a headless client myself.
This was debugged using this command as playable client in debug console:
{[[hasInterface, isServer, diag_activeSQFScripts] , { diag_log text str _this }] remoteExec ["BIS_fnc_Call"]} remoteExec ["BIS_fnc_Call"]
It should print all active SQF scripts in RPT file. The one that starts with false, false is the headless client (no interfacer and not the server)

Any mission with headless client and debug console enabled should do. Hope that helps.

urban juniper
#

@tidal pawn Hello,
thanks for the feedback.

As stated by @trim socket , the fastest way for us to find what exactly is the problem would be to provide us with a mission and some steps that we need to perform to be able to determine what the issue might be.

If you can, please try to create one or simply send me a mission that you already have finished. You can do so via Direct/Private Message either here or on the BI Forum.

In any case, thank you for the feedback and support 😃

boreal axle
#

[redacted]

void saffron
#

it's not an issue, it's normal behavior

#

initPlayerLocal.sqf ```
//------------------------------ Headless Client
if !(isServer or hasInterface) then {
diag_log format ["%1", profileName];

if (profileName == "HCAOs") then {

    derp_HCAOsConnected = true;
    publicVariableServer "HCAOsConnected";
    diag_log format ["HCAOs connected"];
};

} else {
//-------------------------------- Player stuff
};

and initServer.sqf ```

//---------------------------------- EHs
addMissionEventHandler ["HandleDisconnect", {
    params ["_unit", "_ID", "_UID", "_name"];
    if (_name == "HCAOs") then {
        derp_HCAOsConnected = false;
    };
}];
#

just replace HCAOs with whatever your HC is called

tidal pawn
void saffron
#

from the wiki

#

Triggered when player disconnects from the game. Similar to onPlayerDisconnected event but can be stacked and contains the unit occupied by player before disconnect. Must be added on the server and triggers only on the server.

tidal pawn
#

Yes, but what you used is:
["....", "HandleDisconnect", {...}, []] call BIS_fnc_addStackedEventHandler;
And HandleDisconnect works only with addMissionEventHandler, while
BIS_fnc_addStackedEventHandler uses onPlayerDisconnected

#

So your code does nothing. at least the second half

void saffron
#

gee thanks for the info, the wiki could be clearer on which stack it goes to.

tidal pawn
#

It's pretty clear on this one:

BIS_fnc_addStackedEventHandler
BIS fnc addStackedEventHandler

Description:
    Stack an event handler. Possible event handlers are:

        "onEachFrame"
        "onPlayerConnected"
        "onPlayerDisconnected"
        "onMapSingleClick"
        "onPreloadStarted"
        "onPreloadFinished" 
void saffron
#

I though that the page wasn't updated 😦

#

(I also wasn't getting errors from that piece of code)

tidal pawn
#

I think they currently are implementing addMissionEventHandler variants for these I've heard

#

I hope they won't break with these old commands. Could get rid of another trigger in CBA

sterile cove
#

Quick question for anyone watching this channel, when you run your HC, how many cores do you allocate to it vs the server itself?

late pendant
#

typically I give them 2 each

#

have 8 cores on the box, so I give 4 to the server and 2 for each HC, though pretty sure ArmA only uses 2 cores anyway

sterile cove
#

guess I could lower the cores on my VM then

late pendant
#

dunno how people know but in a bat file you can use start arma3.exe "" /affinity F0 (or whatever Hex) to assign cores from 0 - 7 or combination thereof

sterile cove
#

it's a Windows feature

late pendant
#

well saves you have to set affinity manually every time you start the game

sterile cove
#

yeah

#

Windows doesn't save what you set it to before, at least not anymore

late pendant
#

indeed, hence doing it in a bat file

sterile cove
#

I do use that command :P

late pendant
#

should be added to the Community wiki really, took me a lot of reading to figure it out

sterile cove
#

probably, it's a good thing to know

scenic dove
#

Windows does a pretty good job with affinity by default, we don't have anything manual set up for it

hazy imp
#

@scenic dove: That depends a lot on how high the utilzation rate is for the core/thread at the time the 2nd set of tasks comes up. Windows is set to fill up the first 2 "cores" to a certain point before it thinks it's busy enough to start getting the rest of the "cores" involved. Hyperthreading adds to the fun by finding open time slices the OS doesn't normally take advantage of.

#

Firedaemon (not free) does a pretty nifty job of keeping Arma instances running and allowing startup scripts to pick "core" affinities. It's overkill for one server instance but it's great if you want to manage several

scenic dove
#

We didn't have any issues yet and run 2 servers and 3 HCs on the same machine with 4-core i7, however we are quite small and don't get that high usage

sterile cove
#

I wish there was a way to set affinity easily in TADST

void saffron
#

Simple, don't use TADST.

sterile cove
#

I've been using bats to launch the server for a while now

late pendant
#

I prefer monkies, they're less squeaky than bats

sterile cove
#

but they're not as cute

scenic dove
#

@sterile cove just set the servers up as Windows Services, one click launch/stop/restart

#

through NSSM

late pendant
#

failed to find your scripts on gh @scenic dove, do you have a link?

scenic dove
#

setup.bat is the the setup one

#

it also automatically builds the -mod and -serverMod lines from directories

bitter radish
#

How many hc would you recommend for VPS 2.4ghz 4vcores 8gb ram?

heavy tiger
#

one

#

plus server

bitter radish
#

would any additional HC on localy connected machine help it out? (using round-robind load balancing script for HC)

scenic dove
#

I have a better HC balancing mod

urban juniper
#

Currently using the latest performance build for linux. Headless client connects, but doesn't take its slot. The slots is also greyed out

#

Am I doing something wrong? I thought that hc was fixed in these builds?

scenic dove
#

did you make it playable?

urban juniper
#

yes

bitter radish
#

Did you give it a variable name?

trim socket
zenith timber
#

Anyone know why a headless client would just stick before the connection screen?

#

does it need battleyeLicense=1; ?

trim socket
#

@zenith timber yes it does if you use BE on server

zenith timber
#

ok, tried it and it didn't help

#

My headless client always sticks here

#
Attempt to override final function - slidertime_script
12:13:05 [0,109.359,0,"XEH: PreStart started."]
12:13:05 [0,109.398,0,"XEH: PreStart finished."]
12:13:07 [XEH]: Motorcycle does not support Extended Eventhandlers! Addon: @cup_terrains_core
12:13:08 Web address 'http://radio.task-force.ru/feed/index.php?language=english/' won't be open. Current restrictions do not allow it.
12:13:08 Warning Message: Picture cup_terrains_logo_mod.paa not found
12:13:08 Warning Message: Picture cup_terrains_logo_mod.paa not found
#

ok, looks like my server isn't listening to 127.0.0.1

#

cool

#

Ok, so got my HC connecting

#

now it's not joining it's slot

#

ok fixed that now

#

Now I'm getting a signiture check issue

#

it keeps timing out

#

i'll have to come back to it

#

lemmie know if there is a known fix for signiture time outs

trim socket
#

@zenith timber i will work with programmers on solution to disable signature checks for HC defined in server.cfg alltogether

zenith timber
#

thanks @trim socket

#

i'm not sure if disabling them is the best idea, what if the HC and server have mismatched mods? maybe making the signiture checks work on HC would be better?

trim socket
icy wedge
#

I have a single dedicated sever, running windows 2012, and I host two arma 3 servers on it, without another machine, can I make use of HC, and still list my server via internet?

sterile cove
#

@icy wedge yes if you have the processing power for it

#

Use 127.0.0.1 for the HC address

trim socket
#

Release Candidate for an upcoming 1.58 hotfix is now available see #dev_rc_branch for details

trim socket
zenith timber
#

@trim socket any news on headless client checks?

trim socket
#

atm. no, sorry definitely not this week

copper magnet
#

is their any benefit from having multiple headless clients in alive?

copper magnet
#

after a couple hours of running alive with headless client i end up getting really shitty frames and tonns of rubber banding. What do?

urban stream
#

@copper magnet - are you testing with just vanilla factions and maps (ie: BLU_F and Altis)? If not try that first in your HC tests to rule out any mod issues

#

might get more help posting here as well:

copper magnet
#

@urban stream just using RHS figure if it was caused by that there would be some documentation, will give it a go.

urban stream
#

yeah i've seen some crazy stuff testing with ALiVE... try with just CBA_A3 and ALiVE loaded then go from there

copper magnet
#

Thanks

#

will try it

urban stream
#

also no problems running HC on same machine (from other channel)

copper magnet
#

yeah thanks i saw it

#

that other guy is an idiot

#

Don't know what he was on about lol

static reef
#

Hey guys I'm having issues with my headless client actually going in game. They are connected to the server and in there slots however they still have the lobby symbol in the players tab in game? I know there has been some issue's recently with headless client and i am wondering if this has anything to do with it?

hazy imp
static reef
#

Im using the Werthles Headless script and should be working fine however i dont believe that to be the issue as it as if they dont go into game just sitting in the lobby in the headless client slots.

urban juniper
#

@FakeMatty check the profile names of the hc's against the virtual entities. That's is the most usual cause of trouble in the lobby.

static reef
#

@urban juniper by this do you mean they have to be the same ?

urban juniper
#

yes the profile name and the object name of the hc in the mission need to be the same

#

and it could be case sensitive

safe rose
#

no they don't

#

unless it's some linux shenanigans again

urban juniper
#

ofc its linux what else?

trim socket
#

those who got HC issues with the too many files open (sig timeout etc), please PM me, got something to discuss/test

static reef
#

It is of course Linux shenanigans, I will test this later tonight when I am home. Thanks for the help Hartzie

urban juniper
#

always a pleasure

static reef
#

Okay so I have made sure that the headless Clients are named the same as the in game entity's and still the issue persists . Once the headless clients are in the server and I launch the mission no one else can connect and if you disconnect and re-join you simply are stuck joining and never reach the lobby screen. I don't know if this issue help you diagnose the issue as this is puzzling me.

urban juniper
#

Puh this sounds weird try and differentiate the cause by eliminating different possibilities. Try with and without mods hc simple mission etc

#

We found the issue. With signature checks on the hc never loads the mission. It takes its slot, but never loads in. It doesn't get kicked either. However turning them off is not a solution for us. It is our only way to make sure that everyone is using the same mod versions.

#

Oh yeah that never realley worked

#

@trim socket Known issue? Is it going to be fixed eventually?

#

The easiest solution would of course be to disable signature checking for hc entirely

#

Would also be great to be able to disable BEFilters on HC aswell.
Sometimes you want your HC to be able to run code, but prevent clients from running it via BEFilters.

tame glen
#

That would be an awesome featue.
@urban juniper Are you running your HC using the same mod directory as your server?

urban juniper
#

yes we are

trim socket
#

@urban juniper while it seems easy, it's not hence it will take some time before done

urban juniper
#

Alright, thank you for the answer!

trim socket
#

@urban juniper i'm told BEfilters are already skipped for HC

urban juniper
#

Must have missed that update, i check later 😛

trim socket
#

ye, keep me posted if that's false 😉

trim socket
proven lake
#

Dose anyone use @vcom_driving in the HC!?

alpine sonnet
#

@proven lake, I do not. Is it worthwhile??

#

Also, does anyone know how to fix the headless clients getting kicked from Linux servers that use verify signatures??

proven lake
#

@alpine sonnet Yeap! It's very good! The convoys work even better! No crashes! But i'm having problems with the bikey siganture for the headless client, it gets kicked because the bikey dosen't match, and the client and the server run from the same files,... strange!

alpine sonnet
#

@proven lake it isn't from signatures not matching. The headless clients on my Linux server get kicked for signatures even though they aren't even running mods.

proven lake
#

@alpine sonnet Do you have an "Alowed File Patching" option in Linux!? If You have you should enable it on you Server!

alpine sonnet
#

I don't know. I'll have to google it. Dwarden had me change some file limits and encouraged me to install the new performance binary, but the file limits didn't fix anything and I'm waiting till the end of the month to update the server. @proven lake

trim socket
alpine sonnet
#

@trim socket, I'll sure try that! Thanks for all the help with this! I still haven't tried the performance binary, I can wait two weeks till the next update drops.

trim socket
trim socket
slate herald
#

Hello all, I have a question, is there a way to make A2MC working on Eden editor? Or which program do you use to convert sqm file into sqf for AI spawning? Thanks!

torn crest
#

So currently I can't connect the HC to my server with any kind of mod enabled at all. It's not showing me any errors in the console aside from the headlessclient disconnecting. I've tried both standard and perf binaries as Server and Client, and it connects successfully without any mods at all enabled in the command line shortcut.

#

I am on Win2012R2

#

I was hoping to use CBA_A3, ASR_AI and Vcom_Driving.

#

My shortcut: E:\arma3\arma3server.exe -client -connect=127.0.0.1 -profile=E:\arma3\a3master\HC -mod="@CBA_A3"

#

With the -mod parameter removed it works great.

#

And the server has the same thing enabled of course.

#

allowfilepatching changed to 1 did not fix this

torn crest
#

I turned off verifysignatures and get errors when connecting to the server with CBA, so it must be something else currently

tame glen
#

That was going to be my suggestion. Is the headless client running from the same directory as the server? And do you have the corresponding server.cfg entries for headless client?

torn crest
#

I do have the correspending config files, and the HC is running from the same directory yes

#

Does it need its own?

tame glen
#

No that should be fine, I was just going to suggest mismatched addon versions if you said they were separate

torn crest
#

thats currently what im trying now, going to copy them over and make sure they are the same

tame glen
#

What errors did you get when you turned off verifySignatures?

torn crest
#

That the pbo's were not signed by a valid key on the server

#

Regardless of whether that was on

tame glen
#

Were you able to connect?

torn crest
#

No

tame glen
#

Have you put the CBA bikey in the keys folder?

torn crest
#

Yes

tame glen
#

On the server

#

Did it say why you were not able to connect?

torn crest
#

No, I still receive the PBO signing error. Still working on getting the same version on both to make sure.

tame glen
#

Make sure the bikey in the keys folder of the server has the same version number as the bisign in your CBA directory and the server's CBA directory

#

For instance cba_2.3.1.160220.bikey wouldn't work with cba_2.3.1.160219.bisign

torn crest
#

I reinstalled it on my client and now it works here

#

Lets try the HC

#

And it works!

#

D'oh

#

Sorry, I should've tried that earlier. Thank you for time.

tame glen
#

No problem, glad it worked out 👍

torn crest
#

Ah it's wondermous, thank you!

kind crystal
#

Anyone had issues with headless client as of late?

#

Currently not spawning in units after latest patch

kind crystal
#

Ran into an issue with our headless clients where they are slotted correctly but soon as mission starts they idle / unready and no communications is happening between server and HC, Werthle debug is simply saying it's Awaiting HC Response

#

Worked on Sunday, didn't work on Tuesday

trim socket
#

@kind crystal please try the new perf build

kind crystal
#

Will give that a go

#

So far done a clean install, redone the profiles and now tried the latest performance binary

#

And all of our missions is currently based around headless clients

#

Only difference between Sunday and Tuesday is forced difficulty on all the profiles and 1.60

#

Ruled out the forced difficulty changes by using our test server which had not undergone the forced difficulty changes

trim socket
urban crypt
#

if the headless client during a mission still has the hour glass icon next to his name, it's not properly slotted in and doesn't work as intended?

kind crystal
#

In short the HC would slot correctly in lobby then when mission loaded they would unslot, had two test missions one that spawned units on HC after 10 seconds and one that spawned units on HC upon load, if the spawn delay was 10 seconds no units would load as the HC unslotted itself in that time.

#

The other mission with no spawn delay it would spawn the units then transfer to server

#

And the HC would unslot itself, anyhow we did end up resolving the issue in the end.

urban crypt
#

k. what i wrote is happening on my server

kind crystal
#

Run server exe as admin, under serverconfig we let BE update by turning it on as well as battleyeLicense = 1; after a few tests it worked, no idea why

#

After our clean install the server exe lost it's run as admin property, rookie mistake but for us the problem was two fold

#

Admin and something relating to BE

#

And just to clarify it worked before latest patch?

#

If so the issue sounds like the one we were having

urban crypt
#

Thanks for the info. We don't use/need BE, though. Guess I'll try it on a clean unmodded server/mission

trim socket
urban juniper
#

can someone help me about HC ?
not connection to the server on server machine (same machine)
but connection on my own pc.
any idea 😄

fallow hamlet
#

so first... your mission has support for HC?

urban juniper
#

yeah

fallow hamlet
#

second, you setup server.cfg properly for HC to be allowed?

urban juniper
#

If not support HC doesnt connect on my own pc

#

yes everything i did

fallow hamlet
#

HC and server are on the same remote machine?

urban juniper
#

I would like to make this

#

I put 127.xxxx IP on server.cfg

#

and -client connect=127xxxx

#

headlessClients[]={"127.0.0.1"};
localClient[]={"127.0.0.1"};

fallow hamlet
#

ok I see were in same page

#

is HC starting?

urban juniper
#

-client -connect=127.0.0.1 -port=2302 -password=xxxx -name=HC -profiles=HC -mod=@extDB2;@life_hc;

fallow hamlet
#

arma3server.exe -client -connect=127.0.0.1 -port=2302 -password=xxxx -name=HC -profiles=HC -mod=@extDB2;@life_hc;

#

right?

#

are you using same exe to run server and HC?

urban juniper
#

yes

#

tried

#

arma3server.exe

fallow hamlet
#

that might be the problem...is HC starting at all?

urban juniper
#

and arma3.exe

#

Just wrote on console

fallow hamlet
#

wrote what?

urban juniper
#

dedicated client created.

#

and in rpt :
17:02:38 Post process effect creation failed
17:02:38 Invalid post effect handle.
17:02:38 Invalid post effect handle.
17:02:38 Invalid post effect handle.
17:02:38 Invalid post effect handle.
17:02:38 Invalid post effect handle.

#

just this all.

fallow hamlet
#

PP effect?

#

does it say in console its connecting to your server and all that?

urban juniper
#

nope..

#

in rpt 😄 post process effect*

#

HC rpt

fallow hamlet
#

you have some script that tries to spawn PP effect on headless client which has no interface that will fail

urban juniper
#

in console only : dedicated client created.

#

am I need to close them?

#

/ remove*

fallow hamlet
#

first.. run server without mods and try to run HC w/o mods to and see if it connects....then once you got it all set work on mods..

#

you need to do something like if (isServer && hasInterface) then{something};

#

to that script

urban juniper
#

12:11:06 Post process effect creation failed
12:11:06 Invalid post effect handle.
12:11:06 Invalid post effect handle.
12:11:06 Invalid post effect handle.
12:11:06 Invalid post effect handle.
12:11:06 Invalid post effect handle.
12:11:10 Post process effect creation failed
12:11:10 Invalid post effect handle.
12:11:10 Invalid post effect handle.
12:11:10 Invalid post effect handle.
12:11:10 Invalid post effect handle.
12:11:10 Invalid post effect handle.
12:11:44 Creation of 3:27 ignored, state ROLE ASSIGNED
12:11:44 Creation of 2:2739 ignored, state ROLE ASSIGNED
12:11:44 Creation of 2:2740 ignored, state ROLE ASSIGNED
12:11:44 Creation of 2:2741 ignored, state ROLE ASSIGNED
12:11:44 Creation of 2:2742 ignored, state ROLE ASSIGNED
12:11:44 Creation of 2:2743 ignored, state ROLE ASSIGNED

#

there is on my own pc how to connect to the dedicated.

#

but on dedicated doesnt connect/

#

thats basicly without mod

fallow hamlet
#

only problem might be running from same folder

#

you must set multiple server instances I guess

#

theres a guide for that

urban juniper
#

I installed Arma 3 on Dedicated * for HC with different account but again noting *

fallow hamlet
#

start there

urban juniper
#

Not Arma 3 Server* just clientside

urban juniper
#

I know how to make

#

Thats works Great! But on the same machine have problem 😦

#

is some ports are blocking ? or other something* 😐

fallow hamlet
#

Headless Client for ARMA 3 requires a valid active Steam account logged in to function

#

A Headless Client is simply Arma3.exe run from the command line with parameters, for example:
arma3.exe -connect=localhost -port=2444 -client -nosound -password=some_server_password -name=HC -profile=HC -mod=@CBA_A3;@blah;@blah;@blah

urban juniper
#

I tried that all 😄

#

am I need to open 2444 port?

fallow hamlet
#

if its on same machine no I dont think so

#

well out of ideas..fix that PP script and try again

urban juniper
#

ok i will try it :>

fallow hamlet
#

if it doesnt work best thing is to make simple HC mission and start from scratch, check everything and then work on mods and complex missions

urban juniper
#

ppEffectCreate on flashbang script* maybe its doing that 😐

fallow hamlet
#

well yeah it cant run on HC

urban juniper
#

well i will try them now

#

thnx :}

fallow hamlet
#
  execVM "flashbang.sqf";
};``` 
something like that should be wrapped around the script so it runs only on client with interface and server
urban juniper
#

if (!hasInterface && !isServer) exitWith {
[] call compile PreprocessFileLineNumbers "\life_hc\initHC.sqf";
execVM "flashbang.sqf";
execVM "smoke.sqf";
}; //This is a headless client.

#

isnt?

fallow hamlet
#

that will execute those scripts on HC if that is what you want

#

!hasInterface and !isServer is negation where ! means not

#
    [] call compile PreprocessFileLineNumbers "\life_hc\initHC.sqf";
}else{
other_scripts_to_execute_on_nonHC_entities
};```
urban juniper
#

yes I saw it :]

#

else {
if isServer then {
[] call life_fnc_flashbang

#

@fallow hamlet Arma 3 Client dont connect also on DS 😄

fallow hamlet
#

lol faild server

#

well check server setup then, I was assuming you got that all set

#

nonono cant do this this else{ if isServer then{}; cant put if there

#

syntax is if (condition) then {something} else {otherthing};

#

like if (its raining) then {its wet} esle {its sunny};

#

for yout scrips the best would be
if (hasInterface && isServer) then { [] call life_fnc_flashbang.sqf;} else { [] call compile preprocessfilelinenumbers "\life_hc\inithc.sqf";};

urban juniper
#

I disabled all PPeffects but still doesnt connect 😐

#

Thats %90 not on this 😄

ripe helm
#
    [] call compile PreprocessFileLineNumbers "\life_hc\initHC.sqf";
}; //This is a headless client.```

Will as it says, exit after initializing the HC
#

So no need to wrap anything else with hasInterface

urban juniper
#

No bro; nobdy doesnt understand me ! take me god ! 😄

#

I can connect HC on my COMPUTER ***
I can not connect to HCC on my SERVER DEDICATED* :S

#

there was a problem 😄

#

thats not connect to any servers.

fallow hamlet
#

can you enter your server and play?

urban juniper
#

yes

fallow hamlet
#

@fallow hamlet Arma 3 Client dont connect also on DS 😄(edited)

#

?

#

I think we have language barrier problems here

urban juniper
#

I thought told you same like that? Not connect on Dedicated Server [DS] (mean : same machine) Where running server bla bl :>

#

sorry if i told ya wrong something*

fallow hamlet
#

is this your first time doing this?

#

if so start with simple HC mission read the guide for setting all up and take it slow

#

I cant really help you like this

#

can you post server and HC rpt logs?

urban juniper
#

wait I will make on test server*

#

:>

fallow hamlet
#

just dont post sensitive data..

ripe helm
#

He is running the Headless Client from Altis Life

#

Which hasn't been designed to run without AL in any sense of the manner

urban juniper
#

yeah it is.

ripe helm
#

But like I said to you on Gitter I think

#

If you can connect using your own computer, as a headless client to your server

#

But can't connect as a HC using your server itself

#

Then its a setup issue

fallow hamlet
#

make sure server is actually reading your config files

urban juniper
#

all works fine.

#

Would wnt you make meeting on teamviwer haha 😄

#

@ripe helm you want?

ripe helm
#

sure

shadow kraken
#

Teamview was hacked

#

better disable if you dont want to loose moneys and passwords @urban juniper

urban juniper
#

hihi 😃

#

@shadow kraken what did u drink

#

that need to be via Remote-Control?

fallow hamlet
#

one word - radmin

#

TV is better though and free. Got it running on a server and my home PC, hadnt got hacked.

#

Will be shutting it down for a while on server though

trim socket
brittle wasp
#

Can anyone explain the issue where headless clients appear to load in correctly when you're at the map screen, but then when in game it just shows an hourglass next to their name (they seem to partly disconnect or leave their slot)? I saw @urban crypt asking about it above but haven't seen a working solution. Tried updating battleye and running as admin.

#

They trigger the 'missioneventhandler' HandleDisconnect when I click 'continue' on the map screen

tame glen
#

Do you definitely have the right IPs in he corresponding entries in the server.cfg?

nimble birch
#

What is the headless client actually for?

obsidian raven
#

For example: Offloading AI to another CPU/Machine/Core

urban crypt
#

@brittle wasp My error with the hc logic was, that i didn't make it "Playable".

brittle wasp
#

@tame glen: Yeah, localClient[] = {"127.0.0.1"}; headlessClients[]={"127.0.0.1"};
@urban crypt: Just double checked that, they are playable.
Thanks for suggestions. I should also mention that it used to work, we're just not sure how long ago it stopped working.

#

ODEN and THOR are the 2 HCs

#

tried with performance v6 and vanilla exes

#

is it normal for them to be seen as 'headlessClient' and 'headlessClient (2)' when they first connect?

#

also tried with no mods at all, same thing.

brittle wasp
#

tried disabling firewall, deleting profiles, renaming HCs, just using 1 HC..

brittle wasp
#

using simple .bat files startserver.bat: arma3server.exe -config=WerthlesHeadless_config.cfg -profiles=TestServer and starthc.bat arma3server.exe -client -profiles=TestHC -connect=localhost -port=2302 -password=arma

#

can anyone confirm they have a working windows dedicated server with headless clients actually working in game?

#

also tried 2D + Eden missions

ionic whale
#

@brittle wasp make sure that your server or HC starts in their own install dir. If you running it from shortcut for example. If "Start in" differs from actual exe location it may produce strange results

brittle wasp
#

@ionic whale yeah, i'm just double clicking the .bat files (which runs it from the folder)

ionic whale
#

if your server (most likely) has some unique IP (external or internal) - try also to add that ip in client/hc list ion server config

brittle wasp
#

ok, will try that now

ionic whale
#

I see in my current working config: server say has ip 192.168..

headlessClients[]={"127.0.0.1","192.168.*.*"};
localClient[]={127.0.0.1,192.168.*.*};
#

and my HC has option -connect (that ip)

brittle wasp
#

so you can confirm it is actually working?

ionic whale
#

working for me at least

#

for 1.5+ years

brittle wasp
#

ours was working.. not sure when it stopped.. guessing with an update

#

it looks like it works unless you check while ingame

ionic whale
#

my server runs latest 1.60 stable

brittle wasp
#

if you check at the map screen it looks like all is good

#

yeah, same, 1.60 stable

#

If it is actually working, then I must be missing something in those steps on the forum?

#

because that's a completely fresh/vanilla install

ionic whale
#

idk, I have just set up server config once, and just replicating it d:\a3master > d:\a3server1, server2 and so on

brittle wasp
#

hmm we do just run them all from 1 folder

#

maybe that's confusing it

#

nah, neither separate folders or adding the external IP helped 😦

#

i know it's a lot to ask, but i don't suppose you could test my mission (linked in that thread)? it doesn't require anything

#

just to see if it looks the same to you

ionic whale
#

@brittle wasp can you please pm me the link

#

I'll launch it

brittle wasp
#

argh.. steam was running on the server for another game

#

Closing steam fixed it. Thanks for the help @ionic whale

ionic whale
#

nice to hear you sorted it out

oak rampart
#

Anyonr know how to use the "Launch as headless client" option properly in the Arna 3 Launher

ionic whale
#

it is better to do from command line

tame glen
#

I'm a little confused why it's even an option on the launcher. I don't think you can have battleye running on two game clients at the same time. I guess it could start up the server executable with the -client parameter.

ionic whale
#

I actually do not know, if you want several instances of arma on same PC - try to avoid using stock launcher

mystic sinew
#

any chances we see linux hc signature fix in apex?

gusty acorn
#

hc dont work for me with apex windows 😒

kind lotus
#

Well

#

Here we all are

#

So, I've got me a client server, and I'd jsut LOVE to have an HC going for when I host over the net

#

I've got one, but it only works when I use LAN

#

Any suggestions my friends?

kind lotus
#

Would using the performance executable fix this maybe?

kind lotus
#

If anyones knows, please do PM me, I'd love to figure it out

trim socket
#

@kind lotus headless client is only for usage with dedicated server

kind lotus
#

@trim socket Will there be any change to that? It'd be lovely to have a simple Local Client server that can share its workload.

trim socket
#

nope, as per my answer on BIForum (i assume it was you also) it's designed on purpose this way

kind lotus
#

Oh, I didn't see that. Alrighty, thank you for the answers. it is all a very clever system.

#

I assume it is okay to ask you further questions when they arise?

trim socket
#

sure, no warranty on answer

kind lotus
#

Awesome, thank you. You guys work hard, and the community appreciates it.

iron vector
#

Ah

#

I was in the wrong spot

#

So, probably like everyone who posts in here, my HC won't connect to my dedicated server.

#

I'm running both the server and HC from the dedicated box.

#

And my HC command line is arma3server.exe -client -connect=74.208.153.131 -port=2302 -name=XXX -profiles=XXX

tame glen
#

What happens when it connects? Continuously connects and disconnects? Always has an hour glass next to its name?

iron vector
#

It never connects.

#

I get to this in the logs. "Attempt to override final function - rscunitinfo_script"

#

and then NUTHIN

#

:/

tame glen
#

Wouldn't hurt to try -connect=127.0.0.1 since it's on the same box, but I don't think that's the issue

iron vector
#

Already tried.

tame glen
#

Any mods being used?

iron vector
#

Nope

#

Just the standard DLC fare

#

Apex Marksman Kart Zeus Helicopters

#

And both appear to be loading them fine.

tame glen
#

What does your server starting parameters look like? I faintly remember an issue I once had when trying to connect an HC on the same box when the server was specifying an IP port

iron vector
#

arma3server.exe -ip=74.208.153.131 -servermod=@marma -port=2302 -profiles=YYYY

trim socket
iron vector
#

Pulling it out and trying

obsidian raven
#

Is the correct Profile loaded?
Did you enabled that BE License stuff?

iron vector
#

Boom

#

That was it.

#

-ip....

tame glen
#

😃

idle granite
#

Will there be any headless client system improvements made? "Like actually taking load off the server, right now with 20 people when we have 200 ai running around server fps go down with hc fps at same time"

#

and we got 3 headless client that get AI split

trim socket
#

AI still needs to be synced on server and clients so you can't have huge amount of AI no matter of HC count

#

if you want absurdly huge numbers of AI, i suggest you start use ALIVE

idle granite
#

that's just cashing right ?

trim socket
idle granite
#

well we building ai wave system in BECTI, so dont really need to run Alive, man i think arma 2 was able to handle more ai

#

right now with about 30 people and 180 ai we at 25-30 fps

ionic whale
#

had ~200 AI on server managed my HC, no problems detected

#

HC is very efficient when you do not chase the number of AI, but using custom FSM (more complex than stock ones) - then a dedicated CPU/core will benefit you most from using the HC

trim socket
idle granite
#

@ionic whale Like i said before if you have nothing useful to say don't clutter this place, i can have 600 AI on HC and i will have 48FPS with 1 player connected, got the idea yet?

noble root
#

i keep getting steam authentication failed 😢

#

Is it because im launching a server.exe as a client, or because the profile of the HC isn't authenticating?

#

I manually accepted battleye license and pasted the profile onto the server, im not 100% if that profile is actually being used when connecting

#

so my question is: what causes a HC to fail a steam authentication?

tame glen
#

Is your server and HC on the same machine?

noble root
#

yes

tame glen
#

Is your HC connecting with 127.0.0.1 or the server's actual IP address?

noble root
#

127.0.0.1

#

I'm connecting fine

#

It just fails steam authentication when it joins

#

I think its the "-profiles" portion im messing up and its causing issues

#

start /W arma3serverSync.exe -client -password=69dark -name=HC1 -nosound -localhost=127.0.0.1 -connect=localhost -port=2314 -profile=headlessclient -mod=@69thOW;@cyan drum3;@CBA_A3;@cup_terrains_maps;@cup_terrains_core;@leights_opfor;@RHSAFRF;@RHSUSF;@TFAR;@69thID;

tame glen
#

Try removing the localhost

noble root
#

ok

tame glen
#

Sorry, this one -localhost=127.0.0.1

noble root
#

i also realized i put in profile instead of profiles

tame glen
#

I don't think profiles and accepting the BE license are an issue anymore

noble root
#

18:57:53 Dedicated client created.
18:58:08 Client connected: 127.0.0.1:2314
18:58:10 > Player headlessclient connecting
18:58:10 > You were kicked off the game. Steam authentication failed.

tame glen
#

Can you post your updated parameters

noble root
#

start /W arma3serverSync.exe -client -password=69dark -name=HC1 -nosound -connect=localhost -port=2314 -profiles=headlessclient -mod=@69thOW;@cyan drum3;@CBA_A3;@cup_terrains_maps;@cup_terrains_core;@leights_opfor;@RHSAFRF;@RHSUSF;@TFAR;@69thID;

tame glen
#

I really don't think it's the name or the profile

#

I removed both -profiles and -name completely, then deleted the profile for headlessClient. Ran with only these parameters for my HC start arma3server -client -connect=localhost -port=2302 and it was able to connect fine and in addition created a profile in my profiles directory for headlessClient

#

Could you paste your server start parameters as well please

noble root
#

-port=2314 "-config=C:\Games\ArmA3Sync\ArmA3SyncMaster\TADST\Sync\TADST_config.cfg" "-cfg=C:\Games\ArmA3Sync\ArmA3SyncMaster\TADST\Sync\TADST_basic.cfg" "-profiles=C:\Games\ArmA3Sync\ArmA3SyncMaster\TADST\Sync" -name=Sync -filePatching -netlog "-mod=@69thOW;@cyan drum3;@CBA_A3;@cup_terrains_maps;@cup_terrains_core;@leights_opfor;@RHSAFRF;@RHSUSF;@TFAR;@69thID" -enableHT [-bepath=C:\Games\ArmA3Private\ArmA3SyncMaster\TADST\Sync\BattlEye] -cpuCount=4 -exThreads=7 -malloc=tbb4malloc_bi -maxMem=4096 -hig

#

sorry about the plain text

tame glen
#

```
For code blocks
```

For code blocks
noble root
#

yeah looking at formatting right now

#

thanks

tame glen
#

I can't say I've ever seen a BEPath surrounded by brackets

#

But I doubt that's the issue

#

And you have this in your C:\Games\ArmA3Sync\ArmA3SyncMaster\TADST\Sync\TADST_config.cfg

headlessClients[]    = {"127.0.0.1"};
localClient[]        = {"127.0.0.1"};
#

I just change my server.cfg to be

headlessClients[]    = {};
localClient[]        = {"127.0.0.1"};
#

And it's now getting kicked for Steam authentication failed

noble root
#

'''
headlessClients[]={173.57.193.172};
localClient[]={127.0.0.1};
'''

#

hmm

#

1 sec

tame glen
#

I don't know if quotes matter, but definitely add 127.0.0.1 to the headlessClients entry

noble root
#

it was the quotes

#

fuck tadst

#

lmfao

#

thanks for the help

tame glen
#

Awesome, just to confirm, did you add 127.0.0.1 and quotes, or only quotes around 173.57.193.172? It's probably a common issue with TADST, so it would be good to let the creator/creators know. I know for a long time on the wiki the headlessClients or localClient entry didn't have quotes around it, so they may have been basing their information on that when they write the program.

noble root
#

im still testing to make sure it was the quotes, had to take a call

#

ill let you know for sure so everyone else knows

#

it wasnt the quotes

#

it was because I didn't have 127.0.0.1 in the headless client IP's

#

in the tadst conrfig it looks like this

#
headlessClients[]={127.0.0.1,173.57.193.172};
localClient[]={127.0.0.1};
#

I had the understanding that if the HC is local, you didn't have to put it after headlessClients

zealous panther
#

IP should be Strings

noble root
#

What is the ideal number of headless clients on a server?

#

The more the merrier?

#

We're using Werthels headless module

kind crystal
#

Anyone having issues with headless client hourglassing on tanoa?

#

Works fine on all the other maps

trim socket
trim socket
mystic sorrel
#

@noble root I personally use 2 but it's more of a backup than a fully utilized one. ACEX added headless client support that works great as well. I recommend trying it.

cosmic light
#

what the benefit of using headless client?

slim lily
#

Less load on the server. AI calculations can be done by it, can improve overall fps.

cosmic light
#

how do i set it up?

cosmic light
#

thanks

cosmic light
#

does headless client work with triggers?

slim lily
#

@cosmic light yea

#

Triggers work on every client.

cosmic light
#

if i set up the HC on the same server it will help?

urban juniper
#

I also want to know if worth to have server and HC on the same computer (i5 4670K with 16 GB RAM).

#

If yes, i will start to code my mod to full HC support.

slim lily
#

I would say it is better, arma is a single core application so having the other cores do nothing is a waste of money I think. Also if you have the HC on an other server means it needs more Internet traffic between the two. If you have them on the same server bandwidth is minimal.

cosmic light
#

how do i check if unit is in the HC? i to add marker if he in the HC on the unit

noble root
#

Is it better to run a HC on a single core and have multiple HC's, or have 1 HC using many cores?

cosmic light
#

personal taste is 1 on many

urban juniper
#

@cosmic light you can run on the server the code "_isOnServer = local _unit;" and if _isOnServer is true the unit is hosted on server. You also can run on server the code "_result = owner _unit;" if _result is 0 (zero) then the _unit is hosted on server.

#

I had run 2 servers on my computer, one Arma 2 and one Arma 3 server, at the same time. Use of processor was not 100% but when i turn off one of the servers, the other have instantlly increase in performance. So just for that i believe Arma 3 + HC on the same machine can goes wrong... but only test will say.

urban juniper
#

If the machines are all local to the same router (and i believe this must be the case always) there is no internet consume by the HC.

misty ether
#

dude, it's not wise to try to achieve near 100%

#

what you want to achieve is software not colliding and queueing eachother

#

on the cpu that is

#

i believe the noggins call it algorithmics, which is almost a philosophical thing

cosmic light
#

@urban juniper its show me always 0 even when the RTP say that 5 group moved to HC

urban juniper
#

I answered you wrong. Use "_isOnHc = local _unit;" on the HC, if _isOnHc is true, so the unit is hosted on the HC.

ripe helm
#

@cosmic light
Use the owner command on the server

chilly urchin
#

@cosmic light It's also the cheaper way. Having only 1 HC on multiple cores and easier to setup.

#

@ripe helm Any idea if it's possible a player to use Headless Client against the server?

#

So if HC is enabled, but the server doesn't have one setup

#

A player could setup some kind of cheat thing

#

So it would execute shit and be able to do cmds and shitv

ripe helm
#

Well you have to whitelist the HC IP(s), so no @chilly urchin

cosmic light
#

how do i set affintiy on TADST?

#

anyone have expriance?

cosmic light
#

i have problem with HC
i was thininking that make the problem
it show me for a split a second that the HC is ready and back to hourglass icon
any idea?
i running the werthless headless module

cosmic light
#

😩 😖

urban juniper
#

This can be a little crazy question, but may someday we will able to offset players to the HC?

obsidian raven
#

?!?!?!

cosmic light
#

?

urban juniper
#

I lied, it's not a crazy question.

cosmic light
#

it show me for a split a second that the HC is ready and back to hourglass icon i get this to work by using "remote" HC

#

what the diffent from conneting from the the same machine?

urban juniper
#

@heavy tiger if someday they have a real secondary server, and not a client simulating a secondady server, the two instances can receive players, and for the other instance a player will be like an AI unit.

cosmic light
#

when i make HC on my PC and direct him to the server(the dedi that not on my pc) its work

#

i just want this to work already i spent f***ing 5 days and awake up to 3 am

#

and this still noot work the dedi arrrrrrrrrrrrrgg

cosmic light
#

the HC is not working from the same machine.

#

😡 😡 😡 😡 😡

urban juniper
#

@cosmic light what ip you is asking the HC to connect to? I believe this is the problem.

#

Try the ip that apperas in ipConfig DOS command or 127.0.0.1

#

the public IP is not the one to use

cosmic light
#

I know

cosmic light
#

the game has to be on the server to create the headless client?

kind crystal
#

HC deslots on Tanoa, vanilla and modded missions works on every other island

#

Rebuilt config, profiles, reinstalled server and tried a few pref builds

#

Anyone has any clue as to what to try next?

#

Fairly stumpted to be fair

noble root
#

Your HC has to have mods too to join a modded server,has to have Tanoa to join a Tanoa server, and has to be vanilla to join the vanilla server @kind crystal

cosmic light
#

the game has to be on the server to create the headless client?

urban juniper
#

Yes

kind crystal
#

If I understand you correctly @noble root You are suggesting the dedicated server install needs to have a copy of tanoa, how does that even work seeing as it's downloaded by steamcmd?
We don't have an issue with the headless client not being able connecting, it simply deslots when loading any given mission on Tanoa, vanilla or any mission created from our mission frame work.

#

I always figured -mod=curator;kart;heli;mark;expansion;dlcbundle would simply load the dedicated server correctly as well as the HC

noble root
#

So any mission that doesn't use the mods? @kind crystal

#

It deslots?

#

I think I'm not understanding the way you have your stuff set up

kind crystal
#

ANY mission on Tanoa that is created to use headless client, with and without mod requirements deslots the headless client.

#

We keep one arma 3 server director, launch both the server and the headless client off the same server exe through our bat file

#

And the server + HC loads the mods from the same mod directory

cosmic light
#

@urban juniper you talked to me?

cosmic light
#

But i read everywhere that it dosn't need the game

urban juniper
#

So i may be wrong. Sorry.

cosmic light
#

it work with the game installed on the server

#

spend 5 days just to figure it out

#

but i asked a few people that have HC they dont have the game on the server what the diffrent?

urban juniper
#

@cosmic light "his can be a little crazy question, but may someday we will able to offset players to the HC?"
No, the way Arma 3 works is that everything that's local to the machine, the machine is responsible for calculating everythnig for, like movement and whatnot.

#

That's why desync is a thing, IIRC.

cosmic light
#

i didnt say it

trim socket
cosmic light
#

it work with the game installed on the server
spend 5 days just to figure it out
but i asked a few people that have HC they dont have the game on the server what the diffrent? @trim socket

trim socket
#

@cosmic light i assume you talking about HC issues vs Tanoa ownership on account w/o the ownership (already got this reported, wip/investigated)

cosmic light
#

I talking why i need to dowload the game from steam to have HC

#

In the wiki it says you dont need to i was stuck for days becuse of that

urban juniper
#

Oh, my bad @cosmic light , I meant to ping @urban juniper

trim socket
#

@cosmic light you just need to have registered steam account, not own the game ... in short, not fully anonymous download support

cosmic light
#

but i download the arma3server from steam

#

i was needed to verified the server files?

trim socket
#

sorry i do not understand then what's your problem @cosmic light

cosmic light
#

the headless client didnt work until i downloaded the game

#

it show me for a split a second that the HC is ready and back to hourglass icon i get this to work by using "remote" HC this was the problem

trim socket
#

@cosmic light are you running mission on Tanoa ?

cosmic light
#

no

trim socket
#

weird, should work w/o needing the game (arma 3 dedicated server data package with server binary which is also client binary shall not need (ever) install of arma 3 client for anything)

cosmic light
#

yea...

#

but at least it work now

trim socket
#

i would suspect another cause and that there was wrong appid number in the steam_appid.txt

cosmic light
#

what nubmer it should be?

trim socket
#

107410 for both client and server data packages

cosmic light
#

where i need to put the steam_appid.txt on root folder?

trim socket
#

@cosmic light it goes where the binary is and should be there by default already

cosmic light
#

i must say this that was a seroius crash course about arma 3 dedi servers and HC
i wish that i could make this learning to some $$

soft wedge
#

Trying to set up remote headless client with our server but can't seem to get it to work. I've gone through everything I could find but remote client keeps getting kicked like 2 minutes after joining, while our LAN client testing stuff seems to be working fine.

normal frost
#

Has anyone any experience how many AIs can one HC handle without noticeable performance degradation? I'm wondering because we might do very AI heavy mission in future, would like to know how many HCs we need. Using top notch hardware like i7-4790k or Xeons.

urban juniper
#

I think it will be impossible to answere such a question because we dont know which scripts, Mods you usw how the Server is configuratet, how many people will play, on which map, on which Palace of the map and so on. You have to test it out by yourself.

normal frost
#

@urban juniper Let's say that scripts and mods have very small (unnoticeable) impact, so the server load would be caused by AI and sync only. Altis and Tanoa as maps (whole map in use), extremely lightweight configuration on server to maximize performance. About 30-60 players per server.

urban juniper
#

And how I should now calculate? Do you think there is a formula to calculate the serverfps? Test it out by yourself. On our Server there was only a very small impact of HC. The HC was only a bit helpfull Ehen mich AI was spawnd.

#

*when much

#

So without HC we had 20serverfps and with we had 22-25.

normal frost
#

@urban juniper Thanks for the info anyways. But CPS from 20 to 22-25 with HC? Jesus, I was expecting a bit better results.

chilly urchin
#

@normal frost Arma tends to use 1 Core, and the HC would use another core. That's the point of a HC

urban juniper
#

@chilly urchin correct

cosmic light
#

i used on the server parameters -cpuCount=2 and for headless i use 3 cores

#

160 ai with 25 playes at 30~ server fps

normal frost
#

@chilly urchin I'm well aware of the technical details. I was asking if anyone had any experience of the magnitude of the performance increase with HC. Thanks for help anyways. :)

shadow kraken
#

@normal frost try asking the ALiVE devs and community - i think they make/made use of HC

trim socket
#

•Tweaked: Data signature checks are now disabled for Headless Clients soon in PROFILING branch performance binaries too

idle granite
#

@normal frost Our single HC can support up to 250 AI, after that its fps starts dropping below 20 (thats with no players connected) When you have over 40 people on server HC is useless. Its best result when you have 4-8 people if you running maps wth over 400-500 ai.

obsidian raven
#

Another Benefit of HC:
If you use extDB -> Offload that stuff to the HC. So its independent from Server CPS (lessen the chance, that the DB-Update are beeinb blocked/get delayed by low ServerCPS)

trim socket
cosmic light
#

What with the apex and the hc?

#

Tanoa to be percise

trim socket
#

@cosmic light what problem ?

cosmic light
#

when the HC dosnt load up in tanoa

#

its stuck on hourglass

#

@trim socket

Jager - 08/09/2016
ANY mission on Tanoa that is created to use headless client, with and without mod requirements deslots the headless client.
We keep one arma 3 server director, launch both the server and the headless client off the same server exe through our bat file
And the server + HC loads the mods from the same mod directory
trim socket
#

@cosmic light that issue of @kind crystal is specific-related to weird setup combining steam client downloaded server/client, i've yet to see single complain from normal usage of dedicated server / hc via steamcmd vs Apex content

cosmic light
#

well...we have the ssame set up

#

we also use steam server and client

trim socket
#

as always, it's not recommended to use steamclient for/at dedicated server / headless client (which is dedicated server binary /content anyway)

cosmic light
#

yea i know but i was not the one who set up the server 7 years ago...

trim socket
#

in that case i would simply need to know exactly how it's setup to try replicate it (which will be nightmare 😉 )

#

overally i prefer if you do clean slate install with/via steamCMD as much as possible and avoid using steamclient on the same box

#

otherwise it's just asking for unforseen collisions on the steam api/libraries level etc.

cosmic light
#

to do new install its a big problem of people ego

#

its easy to replicate install steam --> install from tools "arma3server" --> install on different drive -->"arma 3"

#

and configure the HC

#

@trim socket

trim socket
#

but that's wrong approach, HC is not anymore using the normal client at all, this is approach from Arma 2: OA times

scenic dove
#

yea i know but i was not the one who set up the server 7 years ago...
may I ask how Arma 3 server was setup 7 years ago when it hasn't been released yet haha

#

your best bet is to redo your setup

#

with how A3 works

cosmic light
#

my bad my clan is 7 years old

#

sorry for that

#

yea i know but i was not the one who set up the server 3 years ago...*

scenic dove
#

re-set it up then 😃

cosmic light
#

its easy to say

trim socket
#

yes but headless client changes were rapid and dynamic to address many 'complains' and issues so utilizing setup which is outdated could lead to those problems

#

i would suggest to reconsider clean slate for 1.64 😉

crimson saffron
#

@obsidian raven is there any info on offloading extdb2 stuff to HC?

obsidian raven
#

Just send the UpdateRequests to the HC, instead of Server

cosmic light
#

@trim socket reisntalled just now the server via steamCMD HC work on Tanoa

#

but is 1.62 not 1.64

scenic dove
#

uhm yes, 1.62 is current stable

#

1.64 is not released yet 😛

cosmic light
#

Ohh okey

maiden finch
#

Did anyone had any luck using HC with Zeus? Whenever i try to change formation or behaviour of utins transfered to HC, it keeps reseting itself to the original setting. For example, if units in "combat" state (doing bounding movements, moving very slowly), there is no way to make them rested, to make them do what is needed

urban juniper
#

I've been doing some thorough testing and it appears that we are actually experiencing worse server performance with the headless client than without it!

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The average fps is not much lower, but the minFPS suffers quite a bit.

#

Is there any explanation for this? We're using the stable 1.62 binaries

trim socket
chilly urchin
#

@urban juniper if I'm not mistaken, if your on a Zeus server without a HC the server load is transferred to ZEUS

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That's why if Zeus losses connection mid-battle the AI get God mode

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And then when he/she fully disconnects it all updates

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And fires everything at once.

#

I saw a video about "When Zeus losses connection in an operation" on the Arma Reddit page

scenic dove
#

if your on a Zeus server without a HC the server load is transferred to ZEUS

#

not exactly

#

when Zeus spawns units, those units are local to Zeus, spawned on Zeus' machine

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when Zeus disconnects, the units are transferred to server

cosmic light
#

does the HC give random waypoint to UAV?

idle granite
#

does HC really has no head ?

chilly urchin
#

@scenic dove ok, but in reality... (And rip for the delay) since its local to Zeus because it was on the zeus's machine which is transferred to the players... In reality, the server "load" as the units/ai/etc are put on Zeus

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Also what if the Zeus spectator shit place a unit (if I give perm to it)

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Would that unit load be put on that player? Or shoved on Zeus

scenic dove
#

I don't understand what you are saying

#

Zeus is a player, Zeus machine == player machine

ancient sphinx
#

Our server runs three HCs (or at least, our host says it does), and even still I notice that trying to open Zeus usually has a lag long enough to trip TFR (our radio mod). I know that Zeus wasn't originally meant to be with so many mods, but there must be other ways to optimise the loading times

trim socket
trim socket
topaz hornet
tame glen
#

Just to clarify, is the HC being run from an Arma 3 Server install with -client?

#

I'm asking because the steamcmd or the separate Arma 3 server install have a different set of vanilla PBOs compared to a standard steam Arma 3 client. For the server installation the PBOs are greatly reduced in file size, and they essentially replace all textures with a very small image (since the server doesn't need to display textures). There are apparently some other file size reductions but I can't recall the specifics. Only reason I bring this up is that using the server installation should in theory reduce the memory used by the HC.

dry robin
#

Hey guys, whats up!? im having a little trouble here setting up my server with HC

topaz hornet
#

@tame glen I basically use the same installation for the HC as for the server. Obviously different folder, server.cfg and .exe but the installation .bat is basically a copy ^^

#

@dry robin I guess some more info would be helpful ^^

dry robin
#

Hey, yeah sorry thught i had it fixed but i didnt 😃

#

can anyone please look at my mission sqm? maybe see something that i apparently wont

#

i get to the point that i see this in console:

#

06:01 Successfull attempt to execute serverCommand '#kick 99' by server.
17:06:01 Successfull attempt to execute serverCommand '#kick 100' by server.
17:06:01 Successfull attempt to execute serverCommand '#kick 101' by server.
17:06:01 Successfull attempt to execute serverCommand '#kick 102' by server.
17:06:01 Game started.

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then HC's starting up and go on an endless loop spamming: headlessclient uses modified data or something like that

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modified data file

#

Moony, u need a server.cfg for the client too?

#

?

topaz hornet
#

Its not like i'd be the best addresse (as shown above) but posting it wouldn'thurtI guess ^^
However, do you load all the mods that are also loaded by the server? "uses modified data" sounds like a missing addon.
Maybe a look in the rpt file for the client would help aswell.

dry robin
#

for the client? i havent tried connecting yet =p because its locked or you mean server rpt?

#

i load the same mods on HC yep

topaz hornet
#

Sorry, I meant Headless Client :3

dry robin
#

aah =p

#

there is also Warning Message: Script \A3XAI\init\client\fn_preStart.sqf not found

#

hmmm "A3XAI blocked execution of A3XAI\init\server\fn_postInit.sqf.

topaz hornet
#

@tame glen I kinda overread that, yes it is run with -client.
@dry robin Is the HC actually connecting to the server?

dry robin
#

nope, the mission doesnt unlock so it cant

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but without the HC inside the mission sqm, it does unlock, and can connect to it and play so must be doin something wrong there just cant see it

#

double double double checked the numbers etc

#

class Item99
{
position[]={13220.003,15.385726,11697.254};
special="NONE";
id=99;
side="GUER";
vehicle="Exile_Unit_GhostPlayer";
player="PLAY CDG";
skill=0.60000002;
};
class Item100
{
position[]={13220.003,15.385726,11697.254};
special="NONE";
id=100;
side="LOGIC";
vehicle="HeadlessClient_F";
player="PLAY CDG";
skill=0.6;
text="HC1";
forceHeadlessClient = 1;
};
class Item101
{
position[]={13220.003,15.385726,11697.254};
special="NONE";
id=101;
side="LOGIC";
vehicle="HeadlessClient_F";
player="PLAY CDG";
skill=0.6;
text="HC2";
forceHeadlessClient = 1;
};
class Item102
{
position[]={13220.003,15.385726,11697.254};
special="NONE";
id=102;
side="LOGIC";
vehicle="HeadlessClient_F";
player="PLAY CDG";
skill=0.6;
text="HC3";
forceHeadlessClient = 1;
};

#

also tried with the init inside the HC classes

topaz hornet
dry robin
#

yeah you mean the: headlessClients[]={127.0.0.1};
localClient[]={127.0.0.1};

#

and battleye license?

topaz hornet
#

I can only say how I did it. I also allowed the server IP (not only the local IP) because my HC didn't want to connect with 127.0.0.1 either for some reason

dry robin
#

hmm omg i see im missing ""

topaz hornet
#

Lets hope thats the problem then ^^

dry robin
#

haha

#

i hope

#

but another question

#

as i am trying to load 3 HC's how dows that work with local ip?

#

k im also gonna add the server ip^^ thats a good one

topaz hornet
#

They will, when its working, just normally connect to the server and pick an empty Headless Client spot. Nothing needs to be changed if you add multiple HCs. (at least in terms of connection)

dry robin
#

k thnks 😃 gonna try now, brbr

#

what do you have in your servr.cfg for the HC?

#

17:56:25 Dedicated client created.
17:57:07 Client connected: 127.0.0.1:2302
17:57:07 > This server is currently locked.

topaz hornet
#

Sorry, the local IP and the Server IP.

I don't really understand what "locked" means. FYI, I have no real knowledge about Exile at all!

dry robin
#

ok, well the locked part is for that people wont join while everything it still loading in and then spawn weird

#

thnks for help anyway

topaz hornet
trim socket
cosmic light
#

my HC back to be hour glass after i updated server to 1.64

cosmic light
#

Any thoughts?

cosmic light
#

solved:steam client was runnig in the backgroung on server

trim socket
#

grins ... just wanted to point that out as possible cause

kind crystal
#

So I got a weird one our HC crashed last night with the error message: Too many virtual memory blocks requested

#

Anyone come across this?

#

The only occurance I could find of this was some patch notes from arma 2 where this error was fixed

topaz hornet
#

I have a similar problem (I posted a link to a BI Forum thread) a week ago

trim socket
runic storm
#

Can I get some help with a headless client?

#

It is starting but not connecting to the server

#

it just says dedicated client created and just sits there

#

I have been trying everything to get it to work

#

I have spent the last 3 hours trying to get this damn thing to connect