#headless_client
1 messages · Page 3 of 1
@elder sail also very interested in that... i run my HC on a headless machine without steam login... :/
@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....
You will probably be required to download the Apex content along with the engine update.
Access will be lock to authorized clients, but loading it as a headless profile would be possible.
Am i not right in saying the content is technically there but due to the lack of a valid licence its inactive
yeah thats the question. Whether the HC will ignore if it has the license and just be able to use it without it
Is there any difference between using "arma3server.exe -client" or "arma3.exe" for HC?
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.
Either you have a lot of other scheduled scripts running on the HC or it's running at extremely low FPS.
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..
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.
What's your test exactly?
You mean like sleep 0.2 will reliably only fire every two seconds?
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.
yeah. tried uisleep too.
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"
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.
So it's not the sleep time? The effects of your commands just seem delayed from the client side?
yep
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.
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.
So you really want to keep the HC logic object somewhere near the units that are spawning on it.
So it is better to have HC within viewDistance of the units? I had this thought, though it didn't make much sense, but it's arma.
The obvious effect is on Fired/FiredNear event handlers, but it would plausibly affect network updates too.
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.
didn't help unfortunately. Really weird how HC works with AI.
Welp, didn''t work for us. Client-only or make a full-client bot.
hmm. Might test that later.
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
what was the variable names for the HC's? I used HC1 and HC2 but they connect but dont transfer over any AI
nvm I figured it out lol
@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?
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
@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?
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?
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
Paste your server and HC RPTs.
How can i find them?
With Faster? In a folder with a giant random name.
It shows you the command line somewhere, so where -profiles points.
i spent my all night troubleshooting this and i found that this mod was causing it https://steamcommunity.com/sharedfiles/filedetails/?id=1793762277&searchtext=white+phosphor
and i find that thanks to you btw i checked HC RPT and saw that weird error happens with this mod
thank you so much
v10 is out #perf_prof_branch update ur HC too
@trim socket can you comment on the apex license stuff above
cant for the life of me get ZHC to work
followed the setup steps and all the AI say "Untransferred"
Is there anyone that can help me with this?
: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
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
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?
@craggy zephyr @sharp topaz Using Profiling/Performance for Server and/or Headless Client?
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.
Haven't tried yet, but to clarify I was having this problem with a localhost server and a HC, and I've read different things about this being viable or not. Could you give me a definitive answer on whether it's possible to use a HC on a localhost server?
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
The 0 ping seems weird since HC isn´t on the same machine
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.
All this in the context of the SOG PF CDLC
Also do I need to buy a copy of the CDLC for the HC?
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
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.
Zulu works good if not better
https://steamcommunity.com/sharedfiles/filedetails/?id=2450921295
Just don't enable both of them.
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
this is a linux HC/dedi, for context
nevermiiiiind, was just linux permissions being an ass!
Any idea why my HC logic is still local to the server when my HC is connected ?
running 1.56rc, running dedicated + HC on the same machine
nevermind, the HC logic locality probably doesn't change, I'm use the profileName to differentiate which one it is.
nope, isn't as of 1.56rc
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.
welp, now I know that's the case.
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;
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
The server.cfg entry has no underscore in it.
But also localhost should be whitelisted by default, so something is weird here
"battleyeLicense" also is not a server.cfg entry
localhost is only whitelisted, if the "headlessClients" config parameter exists. But it doesn't, that's why its not.
Thx for your help; I figured out the problem—it was the wrong headlessClients and localClient class name:
Wrong | the problem
headless_clients[] = {"127.0.0.1"};
local_clients[] = {"127.0.0.1"};
Correct | fixed the problem
headlessClients[] = {"127.0.0.1"};
localClient[] = {"127.0.0.1"};
As I said above.
The server.cfg entry has no underscore in it.
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.
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 ?
Well, it's definitely a panel bug or feature. Arma doesn't rewrite your server.cfg.
the dedicated server even locks your server.cfg handle when running
is the server running while you're trying to edit it?
no, the server stop when edit the cfg
¯_(ツ)_/¯
the thing is only the headlessclients setting that revert back after edit, everything I edit in .cfg is saved but no the hc setting
yeah, try contacting their support or something
If it's a third-party server provider then they may be doing it intentionally. There may be good reasons to block remote HCs.
Or bad reasons, like they want to charge you for them :P
I wish this is the cause of the problem. buuuut i self hosted the server and install the panel my self so either the egg or human error xD
you can still try getting support from the pane folks
yep thank for the suggestion, i already try ask the pelican folks if they do something about the config. I hope there will be something to help solve the problem
Its part of the base pelican egg a3 config, and hardcoded to localhost only
should be "fixed" by removing that from the replace here
wow yap, i think the problem is fixed, thanks alot for the help
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
^ diag_activeSQFScripts
does anyone else have the problem that missions created with 3den don't work with hc?
nope mine works.
@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?
nope, just wanted to confirm that we are not the only one having that problem
Was your mission a completly new mission or an imported 2D one? Also: Am I right to assume that you are with TTT?
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
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.
Same issue here. HC wont load into the mission with ported missions form the 2D editor. I did not test "native" Eden missions.
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.
I did a quick test. HC won't load with native Eden mission as well.
So did anyone get the HC working with Eden yet?
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.
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.
aaactually nevermind, it just took a bit longer than usual to load it's profile, but it did join the server properly
Okay interesting. Now we have to figure out why your HC loads up the map and ours does not.
want the mission i'm using ?
that could be helpful!
can you give us the pbo so that we can test it?
pbo + modstring 😉
https://www.dropbox.com/s/k4dfxrotcy9m2ii/Co-ops.altis.pbo?dl=0 + cba 2.3.0 and up
up ?
"cba 2.3.0 and up"
well i'm running the cba RC for 2.3.0 I didn't bothered updating, which i'm doing now
but any newer version should work.
ahhh
that what is meant by up
check
well on my local setup the HC does not fnish loading the mission
weird :/
how long did the HC take to load on your system?
just did some testings again with the latest version of cba, my HC connect properly
just checked my server RPT, the HC does connect but it doesn't run inits for some reason.
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.
So it seems to partialy load....
I diag_log the profilename of each connected client in init.sqf
HC doesn't appear :/
nah, cba
tried with vanilla?
will try soonTM
cool
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.
my latest RPT from the HC https://www.dropbox.com/s/ryw459ykftdvcmx/arma3_2016-02-21_18-39-40.rpt?dl=0
alganth - I notice your using arma3.exe -client, is there any difference compared when using arma3server.exe -client`?
nope same
just launch arma3.exe as console
hey it seems that I somehow got it to work !?! uploading files
mission inbound
OOOOH
IT USES THE WRONG FUCKING PROFILES
It does create the profile it's supposed to use but never uses it.
interesting
so I redid some checks, still doesn't receive remote data.
forcing the profile, did made it use the right one.
meaning using -profile=<profile name> made it work?
doesn't fully load tho.
bah
any forum topic created about it yet?
or anything at all done to make BI aware
dwarden and the minions are always around, they're pretty aware I think
I hope 😃
just tested my Linux HC yesterday.. worked fine with ALiVE :X didnt change anything from earlier arma versions
running 1.56 or the linux branch ?
1.56 linux dedicated server
Ours ended up running after just reloading the mission (Windows, 1.56), and it looks like it was a different error.
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).
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
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
I am also fairly sure -headlessclient doesn't do anything
any official statement on this issue?
Well this is really frustrating
totally agree
i will need some more clear reports on what's newly wrong with HC (we definitely working on several linux-server/hc bugs now)
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.
same issue here.
Same here
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
Confirm this is an issue in initFunctions.sqf
We had the issue with the HC not fully loading
But only sometimes
The other times HC connected just fine, but it appears it had no effect at all
Any severe issues currently with HC running on Windows server?
If with eden missions, yes
What kind of issues? @indigo sand
Ok, thanks 😃
new 1.56.134739 performance builds in #perf_prof_branch !!!
Does HC require Apex purchased to connect on server running Apex stuff?
considering you don't need Arma 3 bought on the Steam account you use to download it (using SteamCMD), I would say no
@scenic dove Nice! Thanks for the info 😃
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.
Headless client is acting a bit weird with the Eden update, I think
I recall someone saying it works for missions made in the 2D editor, but not with the 3D
Werthles' says it's under repair, but the newest version should work with the 2D editor at least
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.
it's 100% broken atm, as @zealous panther pointed out the inits are borked for HC and logics.
to the conversation in #arma3_scripting my HC also works fine with ALiVE on a mission created pre 3DEN
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
mission's here if anyone wants to run tests with it: https://github.com/GreuhZbug/greuh_liberation.Altis/releases
vanilla compatible
if i stick to the old 2D editor to edit and export the mission, is it gonna bork the HCs ?
If someone saw BI working on this problem ?
@trim socket HC doesnt work for me with eden (creating seagull (no person))*
same for you?
@gusty acorn there're such problems with EDEN, some fixed in DEV/internally some wip
are you planning on releasing a hotfix when the crucial issues are fixed or are we looking at a longer waiting period?
@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)?
@sturdy mica the HC never done loading
Of course he did.
I don't talk of eden. This is more general and is present since a long of time
ok
i dont have any issue with HC mission loading
the HC was the first client in the mission
Well, how big is your mission?
300KB for me, HC download nearly instantly.
Mine is about 55 mb
Skins...
dude, make an addon.
Not really
anything above 2MB (PBO) is already big.
And why should it be to big?
update the HC directly, don't download from server ffs
same goes about the mission sizes, what was built to be few kB isn't exactly optimal to be dozens or hundreds MB
so...HC fix or not fix in today's release?
apparently not
some are, if it's not then it would be nice to have some details / repro-steps or similar (e.g. BIForum thread/post)
initFunctions.sqf line 557 .. gets stuck at the (!isNull cameraOn) check.
@scenic dove is there still the issue?
@zealous panther @urban juniper says so, I haven't tested myself yet
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.
["BIS_fnc_GUImessage","A3\functions_f\GUI\fn_GUImessage.sqf",true,205]
Why is there a GUI function running on a HC?
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
@urban juniper @tidal pawn thanks we will look into those
Yay!
@tidal pawn @urban juniper i need repro missions , please provide together with exact reproduction steps
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 😃
Can confirm, my HC load properly since the hotfix.
@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.
@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 😃
[redacted]
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
HandleDisconnect doesn't work with BIS_fnc_addStackedEventHandler
It's for https://community.bistudio.com/wiki/addMissionEventHandler
See: https://community.bistudio.com/wiki/BIS_fnc_addStackedEventHandler
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.
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
gee thanks for the info, the wiki could be clearer on which stack it goes to.
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"
I though that the page wasn't updated 😦
(I also wasn't getting errors from that piece of code)
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
Quick question for anyone watching this channel, when you run your HC, how many cores do you allocate to it vs the server itself?
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
guess I could lower the cores on my VM then
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
it's a Windows feature
well saves you have to set affinity manually every time you start the game
indeed, hence doing it in a bat file
I do use that command :P
should be added to the Community wiki really, took me a lot of reading to figure it out
probably, it's a good thing to know
Windows does a pretty good job with affinity by default, we don't have anything manual set up for it
@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
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
I wish there was a way to set affinity easily in TADST
Simple, don't use TADST.
I've been using bats to launch the server for a while now
I prefer monkies, they're less squeaky than bats
but they're not as cute
@sterile cove just set the servers up as Windows Services, one click launch/stop/restart
through NSSM
failed to find your scripts on gh @scenic dove, do you have a link?
setup.bat is the the setup one
it also automatically builds the -mod and -serverMod lines from directories
How many hc would you recommend for VPS 2.4ghz 4vcores 8gb ram?
would any additional HC on localy connected machine help it out? (using round-robind load balancing script for HC)
I have a better HC balancing mod
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?
did you make it playable?
Did you give it a variable name?
new 1.58.135689 performance binaries in #perf_prof_branch channel !
Anyone know why a headless client would just stick before the connection screen?
does it need battleyeLicense=1; ?
@zenith timber yes it does if you use BE on server
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
@zenith timber i will work with programmers on solution to disable signature checks for HC defined in server.cfg alltogether
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?
new performance binaries in #perf_prof_branch
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?
@icy wedge yes if you have the processing power for it
Use 127.0.0.1 for the HC address
Release Candidate for an upcoming 1.58 hotfix is now available see #dev_rc_branch for details
new performance binaries v3 , newer than 1.58.hotfix in #perf_prof_branch
@trim socket any news on headless client checks?
atm. no, sorry definitely not this week
is their any benefit from having multiple headless clients in alive?
after a couple hours of running alive with headless client i end up getting really shitty frames and tonns of rubber banding. What do?
@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:
@urban stream just using RHS figure if it was caused by that there would be some documentation, will give it a go.
yeah i've seen some crazy stuff testing with ALiVE... try with just CBA_A3 and ALiVE loaded then go from there
also no problems running HC on same machine (from other channel)
yeah thanks i saw it
that other guy is an idiot
Don't know what he was on about lol
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?
@static reef: Are you sure your script spawns the AI properly?
https://community.bistudio.com/wiki/Arma_3_Headless_Client#Spawning_the_AI
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.
@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.
@urban juniper by this do you mean they have to be the same ?
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
ofc its linux what else?
those who got HC issues with the too many files open (sig timeout etc), please PM me, got something to discuss/test
It is of course Linux shenanigans, I will test this later tonight when I am home. Thanks for the help Hartzie
always a pleasure
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.
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.
That would be an awesome featue.
@urban juniper Are you running your HC using the same mod directory as your server?
yes we are
@urban juniper while it seems easy, it's not hence it will take some time before done
Alright, thank you for the answer!
@urban juniper i'm told BEfilters are already skipped for HC
Must have missed that update, i check later 😛
ye, keep me posted if that's false 😉
new performance binary 1.58.136046 in #perf_prof_branch
Dose anyone use @vcom_driving in the HC!?
@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??
@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!
@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.
@alpine sonnet Do you have an "Alowed File Patching" option in Linux!? If You have you should enable it on you Server!
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
@alpine sonnet in server.cfg change allowedFilePatching = 0; to allowedFilePatching = 1; as in https://community.bistudio.com/wiki/server.cfg
@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.
new performance binary 1.58.136191 in #perf_prof_branch !
new performance binary 1.58.136234 in #perf_prof_branch !
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!
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
I turned off verifysignatures and get errors when connecting to the server with CBA, so it must be something else currently
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?
I do have the correspending config files, and the HC is running from the same directory yes
Does it need its own?
No that should be fine, I was just going to suggest mismatched addon versions if you said they were separate
thats currently what im trying now, going to copy them over and make sure they are the same
What errors did you get when you turned off verifySignatures?
That the pbo's were not signed by a valid key on the server
Regardless of whether that was on
Were you able to connect?
No
Have you put the CBA bikey in the keys folder?
Yes
No, I still receive the PBO signing error. Still working on getting the same version on both to make sure.
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
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.
No problem, glad it worked out 👍
Ah it's wondermous, thank you!
Anyone had issues with headless client as of late?
Currently not spawning in units after latest patch
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
new performance binaries (1.60.136493) in #perf_prof_branch
@kind crystal please try the new perf build
Will give that a go
Wipped together a quick HC test mission, http://steamcommunity.com/sharedfiles/filedetails/?id=695799753 First screenshot shows the hc1 being correctly slotted, load the mission and 10 seconds later http://steamcommunity.com/sharedfiles/filedetails/?id=695799659, slightly stressed about this seeing as our international members are flying in for the yearly lan in about a week
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
new performance binaries (1.60.136515) in #perf_prof_branch
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?
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.
k. what i wrote is happening on my server
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
Thanks for the info. We don't use/need BE, though. Guess I'll try it on a clean unmodded server/mission
new performance binaries (1.60.136560) in #perf_prof_branch
can someone help me about HC ?
not connection to the server on server machine (same machine)
but connection on my own pc.
any idea 😄
so first... your mission has support for HC?
yeah
second, you setup server.cfg properly for HC to be allowed?
HC and server are on the same remote machine?
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"};
-client -connect=127.0.0.1 -port=2302 -password=xxxx -name=HC -profiles=HC -mod=@extDB2;@life_hc;
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?
that might be the problem...is HC starting at all?
wrote what?
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.
you have some script that tries to spawn PP effect on headless client which has no interface that will fail
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
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
only problem might be running from same folder
you must set multiple server instances I guess
theres a guide for that
I installed Arma 3 on Dedicated * for HC with different account but again noting *
Not Arma 3 Server* just clientside
I know how to make
Thats works Great! But on the same machine have problem 😦
is some ports are blocking ? or other something* 😐
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
if its on same machine no I dont think so
well out of ideas..fix that PP script and try again
ok i will try it :>
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
ppEffectCreate on flashbang script* maybe its doing that 😐
well yeah it cant run on HC
execVM "flashbang.sqf";
};```
something like that should be wrapped around the script so it runs only on client with interface and server
if (!hasInterface && !isServer) exitWith {
[] call compile PreprocessFileLineNumbers "\life_hc\initHC.sqf";
execVM "flashbang.sqf";
execVM "smoke.sqf";
}; //This is a headless client.
isnt?
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
};```
yes I saw it :]
else {
if isServer then {
[] call life_fnc_flashbang
@fallow hamlet Arma 3 Client dont connect also on DS 😄
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";};
[] 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
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.
can you enter your server and play?
yes
@fallow hamlet Arma 3 Client dont connect also on DS 😄(edited)
?
I think we have language barrier problems here
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*
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?
just dont post sensitive data..
He is running the Headless Client from Altis Life
Which hasn't been designed to run without AL in any sense of the manner
yeah it is.
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
make sure server is actually reading your config files
all works fine.
Would wnt you make meeting on teamviwer haha 😄
@ripe helm you want?
sure
Teamview was hacked
better disable if you dont want to loose moneys and passwords @urban juniper
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
new performance binaries (1.60.136638) in #perf_prof_branch
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
Do you definitely have the right IPs in he corresponding entries in the server.cfg?
What is the headless client actually for?
For example: Offloading AI to another CPU/Machine/Core
@brittle wasp My error with the hc logic was, that i didn't make it "Playable".
@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.
https://dl.dropboxusercontent.com/u/14576264/hcissue.png that's an image of what's happening.. nothing relevent in the logs unless we use something to log 'HandleDisconnect', in which case it shows it disconnecting when the mission starts.
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.
server log: http://pastebin.com/raw/rfHLtfvN
HC log: http://pastebin.com/raw/qy5vKnF0
tried disabling firewall, deleting profiles, renaming HCs, just using 1 HC..
tried reinstalling the server from scratch and running with the config from werthless headless kit ( http://pastebin.com/raw/a9SmbupP )
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
@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
@ionic whale yeah, i'm just double clicking the .bat files (which runs it from the folder)
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
ok, will try that now
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)
so you can confirm it is actually working?
ours was working.. not sure when it stopped.. guessing with an update
it looks like it works unless you check while ingame
my server runs latest 1.60 stable
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
idk, I have just set up server config once, and just replicating it d:\a3master > d:\a3server1, server2 and so on
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
argh.. steam was running on the server for another game
Closing steam fixed it. Thanks for the help @ionic whale
nice to hear you sorted it out
Anyonr know how to use the "Launch as headless client" option properly in the Arna 3 Launher
it is better to do from command line
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.
I actually do not know, if you want several instances of arma on same PC - try to avoid using stock launcher
any chances we see linux hc signature fix in apex?
hc dont work for me with apex windows 😒
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?
Would using the performance executable fix this maybe?
If anyones knows, please do PM me, I'd love to figure it out
@kind lotus headless client is only for usage with dedicated server
@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.
nope, as per my answer on BIForum (i assume it was you also) it's designed on purpose this way
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?
sure, no warranty on answer
Awesome, thank you. You guys work hard, and the community appreciates it.
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.
http://pastebin.com/JJNWqvYg is my config
And my HC command line is arma3server.exe -client -connect=74.208.153.131 -port=2302 -name=XXX -profiles=XXX
What happens when it connects? Continuously connects and disconnects? Always has an hour glass next to its name?
It never connects.
I get to this in the logs. "Attempt to override final function - rscunitinfo_script"
and then NUTHIN
:/
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
Already tried.
Any mods being used?
Nope
Just the standard DLC fare
Apex Marksman Kart Zeus Helicopters
And both appear to be loading them fine.
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
arma3server.exe -ip=74.208.153.131 -servermod=@marma -port=2302 -profiles=YYYY
@iron vector and you follow the basic settings and rules as in the biki ? https://community.bistudio.com/wiki/Arma_3_Headless_Client
Pulling it out and trying
Is the correct Profile loaded?
Did you enabled that BE License stuff?
😃
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
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
that's just cashing right ?
it's way more http://alivemod.com/#Features
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
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
new client / server v6 performance binaries 1.62.137698 in #perf_prof_branch
@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?
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?
Is your server and HC on the same machine?
yes
Is your HC connecting with 127.0.0.1 or the server's actual IP address?
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;
Try removing the localhost
ok
Sorry, this one -localhost=127.0.0.1
i also realized i put in profile instead of profiles
I don't think profiles and accepting the BE license are an issue anymore
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.
Can you post your updated parameters
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;
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
-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
```
For code blocks
```
For code blocks
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
I don't know if quotes matter, but definitely add 127.0.0.1 to the headlessClients entry
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.
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
IP should be Strings
What is the ideal number of headless clients on a server?
The more the merrier?
We're using Werthels headless module
Anyone having issues with headless client hourglassing on tanoa?
Works fine on all the other maps
@kind crystal try new #perf_prof_branch build
new v10 performance binaries 1.62.137790 in #perf_prof_branch
@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.
what the benefit of using headless client?
Less load on the server. AI calculations can be done by it, can improve overall fps.
how do i set it up?
thanks
does headless client work with triggers?
if i set up the HC on the same server it will help?
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.
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.
how do i check if unit is in the HC? i to add marker if he in the HC on the unit
Is it better to run a HC on a single core and have multiple HC's, or have 1 HC using many cores?
personal taste is 1 on many
@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.
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.
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
@urban juniper its show me always 0 even when the RTP say that 5 group moved to HC
I answered you wrong. Use "_isOnHc = local _unit;" on the HC, if _isOnHc is true, so the unit is hosted on the HC.
@cosmic light
Use the owner command on the server
@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
Well you have to whitelist the HC IP(s), so no @chilly urchin
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
😩 😖
This can be a little crazy question, but may someday we will able to offset players to the HC?
?!?!?!
?
I lied, it's not a crazy question.
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?
@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.
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 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
I know
the game has to be on the server to create the headless client?
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
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
the game has to be on the server to create the headless client?
Yes
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
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
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
@urban juniper you talked to me?
But i read everywhere that it dosn't need the game
So i may be wrong. Sorry.
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?
@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.
i didnt say it
new client / server v13 performance binaries 1.62.137911 in #perf_prof_branch
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
@cosmic light i assume you talking about HC issues vs Tanoa ownership on account w/o the ownership (already got this reported, wip/investigated)
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
Oh, my bad @cosmic light , I meant to ping @urban juniper
@cosmic light you just need to have registered steam account, not own the game ... in short, not fully anonymous download support
but i download the arma3server from steam
i was needed to verified the server files?
sorry i do not understand then what's your problem @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
@cosmic light are you running mission on Tanoa ?
no
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)
i would suspect another cause and that there was wrong appid number in the steam_appid.txt
what nubmer it should be?
107410 for both client and server data packages
where i need to put the steam_appid.txt on root folder?
@cosmic light it goes where the binary is and should be there by default already
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 $$
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.
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.
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.
@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.
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.
@urban juniper Thanks for the info anyways. But CPS from 20 to 22-25 with HC? Jesus, I was expecting a bit better results.
@normal frost Arma tends to use 1 Core, and the HC would use another core. That's the point of a HC
@chilly urchin correct
i used on the server parameters -cpuCount=2 and for headless i use 3 cores
160 ai with 25 playes at 30~ server fps
@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. :)
@normal frost try asking the ALiVE devs and community - i think they make/made use of HC
•Tweaked: Data signature checks are now disabled for Headless Clients soon in PROFILING branch performance binaries too
@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.
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)
new v16 is now in #perf_prof_branch
@cosmic light what problem ?
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
@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
as always, it's not recommended to use steamclient for/at dedicated server / headless client (which is dedicated server binary /content anyway)
yea i know but i was not the one who set up the server 7 years ago...
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.
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
but that's wrong approach, HC is not anymore using the normal client at all, this is approach from Arma 2: OA times
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
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...*
re-set it up then 😃
its easy to say
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 😉
@obsidian raven is there any info on offloading extdb2 stuff to HC?
Just send the UpdateRequests to the HC, instead of Server
@trim socket reisntalled just now the server via steamCMD HC work on Tanoa
but is 1.62 not 1.64
Ohh okey
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
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!
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
use perf binaries from #perf_prof_branch main stable is obsolete 😉
@urban juniper if I'm not mistaken, if your on a Zeus server without a HC the server load is transferred to ZEUS
That's why if Zeus losses connection mid-battle the AI get God mode
And then when he/she fully disconnects it all updates
And fires everything at once.
I saw a video about "When Zeus losses connection in an operation" on the Arma Reddit page
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
when Zeus disconnects, the units are transferred to server
does the HC give random waypoint to UAV?
does HC really has no head ?
@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
Also what if the Zeus spectator shit place a unit (if I give perm to it)
Would that unit load be put on that player? Or shoved on Zeus
I don't understand what you are saying
Zeus is a player, Zeus machine == player machine
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
new binaries 1.62.138440 in #perf_prof_branch
new 1.62.138470 performance binaries (v20) in #perf_prof_branch
I'd like to throw that in here in hopes people might have an idea: https://forums.bistudio.com/topic/194386-headless-client-crash-to-much-ram-usage/
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.
Hey guys, whats up!? im having a little trouble here setting up my server with HC
@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 ^^
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.
then HC's starting up and go on an endless loop spamming: headlessclient uses modified data or something like that
modified data file
Moony, u need a server.cfg for the client too?
?
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.
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
Sorry, I meant Headless Client :3
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.
@tame glen I kinda overread that, yes it is run with -client.
@dry robin Is the HC actually connecting to the server?
nope, the mission doesnt unlock so it cant
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
Does the server allow HC's: https://community.bistudio.com/wiki/Arma_3_Headless_Client#Headless_Client_Overview
yeah you mean the: headlessClients[]={127.0.0.1};
localClient[]={127.0.0.1};
and battleye license?
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
hmm omg i see im missing ""
Lets hope thats the problem then ^^
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
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)
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.
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!
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
Because it might have fallen under the radar T^T: https://forums.bistudio.com/topic/194386-headless-client-crash-to-much-ram-usage/
new 1.64.138510 performance binaries (v0) in #perf_prof_branch
my HC back to be hour glass after i updated server to 1.64
Any thoughts?
solved:steam client was runnig in the backgroung on server
grins ... just wanted to point that out as possible cause
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
I have a similar problem (I posted a link to a BI Forum thread) a week ago
new 1.64.138587 performance binaries (v1) in #perf_prof_branch