#headless_client

1 messages Β· Page 4 of 1

runic storm
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I am launching the HC through a batch file

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it is in the same directory as the main server

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Launch params: @start arma3server.exe -client -nosound -connect=127.0.0.1 -port=2790 -mod="@CBA_A3;@SpearheadCollectionExile;@Sabre;@CUP_Terrains_Core;@CUP_Terrains_Maps;@MRT;@minigunfix;" -profiles=HCLogs

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well, batch file

runic storm
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Problem solved

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Do not use -port

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instead use 127.0.0.1:2790

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Just saying that for whoever finds this. Alot of forums have it listed as the above way, which does NOT work

trim socket
urban juniper
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i got a crash with the hc with the new 1.64.138681 performance build

trim socket
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@urban juniper if you have mdmp, bidmp, rpt then compress those into archive (e.g. 7zip) and upload e.g. to dropbox and send me pm with url to download that

urban juniper
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ok I will do that

trim socket
white lichen
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Any thoughts on an HC getting kicked for "steam authentication failed"?

12:32:48 Dedicated client created.
12:32:53 Client connected:
12:32:55  > Player headlessclient connecting
12:32:55  > You were kicked off the game. Steam authentication failed.
tame glen
white lichen
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Thanks @tame glen. No luck there, but I'm still investigating.

white lichen
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Okay, so the server RPT is telling me:

16:56:02 Server error: Player without identity headlessclient (id 155173978)
16:56:02 Client: headlessclient - Kicked off because of invalid ticket: 1 - 8

And the client RPT is kicking out:

17:01:19 Client kicked due to failed Steam checks: 1 - 8
trim socket
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make sure you don't have installed steam client on the server

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make sure you restarted the whole server OS

white lichen
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Hm, speaking of that; Should the ID in the steam_appID file for the server be 233780 or 107410?

tame ember
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steam_appid.txt should be 107410

white lichen
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Thanks @tame ember, just wanted to verify it.
Server OS reboot hasn't helped, running with no mods. I might resort to reinstalling the whole thing and see what happens.

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App validated fine through SteamCMD, so something could've been messed up during install.

white lichen
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If anyone has any other suggestions in the mean time I'm down to hear them. I probably won't reinstall tonight, but if I do and it works I'll check back.

ancient sphinx
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@white lichen That ID seems to not be a HC id. What's the target line you're using when starting up? (Feel free to delete the password)

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Also, while I'm here: Is there any methidology around to how many HCs are needed?

ancient sphinx
white lichen
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@ancient sphinx Thats similar to what I get directly from the server_console log.

14:20:51 Dedicated host created.
14:20:58 Host identity created.
14:20:58 Game Port: 2312, Steam Query Port: 2313
14:21:00 Player headlessclient connecting.
14:21:01 Mission testMission.Altis read from bank.
14:21:03 Player headlessclient connected (id=HC2816).
14:21:03 Player headlessclient disconnected.

All I get from the HC's console is what I posted above (with my initial question). I've been launching with:

C:\SteamCMD\steamapps\common\Arma 3 Server\arma3server.exe" -client -connect=XX.XX.XX.XX -password=XYZ -port=2312
ancient sphinx
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@white lichen Are you running mods? If so, the HC needs to load them all

white lichen
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Nah, no mods launched with either the server or the HC. Server is launched with:

"C:\SteamCMD\steamapps\common\Arma 3 Server\arma3server.exe" -config=cfgbravo.cfg -port=2312
ancient sphinx
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Does the mission you're loading have HCs down?

white lichen
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Aye, it does. Three of them in this case.

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I also tried it with one of the headless client guide test missions from the links on the BIS wiki, getting the same thing.

ancient sphinx
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You may need to check to be sure your server is allowing HCs to connect

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

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In your config file

white lichen
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Yeah, have the same

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Woa, okay. Hmm.

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Well thats different.

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I added the server's IP in with the loopback IP in the headlessClients[] array and it worked.

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I figured 127.0.0.1 would be fine since the HC is running on the same box as the arma 3 server. Today I learned, I guess.

ancient sphinx
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It depends on how it connects, or if you manually force the server to an IP @white lichen

glass kettle
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Good evening everyone, I have been running into an issue where my HC's won't connect to a mission if I have placed down any modules in the editor. Everything works perfectly without any modules and I can see the HCs take on the AI. Once put down any module, ACE, TFAR, I get the stock message "You cannot play/edit this mission, it is dependent upon downloadable content that has been deleted". Has anyone seen this before? Thanks again for your help!

topaz hornet
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HC need to load the same mods as any other client aswell. Have a look in your HCs RTP Logfile. "You cannot play/edit this mission, it is dependent upon downloadable content that has been deleted" means that a mod thats needed for the mission is not loaded

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RPT*

glass kettle
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Moony, thanks for the quick reply. The RPT file for my HCs says: 18:29:18 task_force_radio_items
18:29:18 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.task_force_radio_items
18:29:19 Starting mission:

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This was after I placed the TFAR module to enforce freq. Before I placed this module, the HC connected with no problems with TFAR running on the server. This is also the case if I add any ACE modules.

topaz hornet
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As I said, the HC needs to run the same mod, so it also needs to run TFR

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and/or ACE

glass kettle
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Yes, both HCs are running the exact same mods. Everything works fine, until i plave down a module in the editor. If i do not, ACE/TFAR both work fine and the HC's work.

topaz hornet
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the error message clearly shows that the do not seem to run the mods. How about you show me your rpt file (post it on pastebin and gimme the link) ^^
but make it sort of quick. I have to leave soon ^^

glass kettle
topaz hornet
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Okay, at this point it has to be TFR. While I can see that it is i your startup parameters it is not listed in the addons table in the middle of the RPT.
Please check if the TFR mod folder is really named "@task_force_radio" or if it is missing files (maybe just redownload it)

glass kettle
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Thanks for the suggestion, it is definitely worth a shot!!

topaz hornet
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Keep look for an error regarding TFR. I have to leave now. Hope you find out what is fishy. Good luck hunting! πŸ‘

glass kettle
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thanks again!

glass kettle
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#update: It was the order of TFAR in the commandline. When i moved TFAR up right after ace, @cyan drum;@tfar, it worked.

topaz hornet
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Interesting, doesn't happen for me. But good you found it!

ancient sphinx
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@glass kettle @topaz hornet Any OS will trip up running the command if you have spaces, so you were having some mods loading, but not others. You want to do: "-mod=@derp derp; @herp derp;"

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Any time it hits a space, the mod line stops

topaz hornet
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Yeah, you are right, I did came across this fact when we had ourserver running on linux. Since then I use "_"

glass kettle
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Thanks guys!

hallow widget
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Anyone use more than 1 headless client?

alpine sonnet
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I use three on my server.

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Well, I guess just two now. We use one headless client for civilians and militia and a second headless client for conventional military units. All on the same server instance, of course.

hallow widget
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Do you use CPU pinning?

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On our communities server we use 2 HC's pinned to 2 cores each

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using binary affinity masks

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and bat-files

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‭00110000‬ -> 30HEX

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‭11000000‬ -> C0HEX

alpine sonnet
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Nah, nothing so in depth for us. We just open them and let 'em go.

glass kettle
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Has anyone had issues with their Headless Clients not working with Modded AI? It works great with CSAT, but if I drop any modded AI at all, they all get picked up by the headless clients and cannot be killed.

ruby hearth
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Headless clients require all the mods the DS uses

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@glass kettle

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HC's are clients therefore clients without the correct mods won't work probably

glass kettle
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@ruby hearth, thanks for the reply, I will doublecheck that the HC is absolutely running the same mods and give it another test. Thanks!

trim socket
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there is new #perf_prof_branch binary i would like to know if anyone with linux server / hc can actually run it fine

peak heart
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What are the benefits of Headless Clients guys, especially for a Life server?

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Wanted to hear some hands-on experience / opinions.

slim lily
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HC is only good for AI

obsidian raven
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Or having all the Database stuff handled on the HC

urban juniper
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Actually

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Not true

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@peak heart I did a tiny experiment quite a while ago and was able to successfully send a remoteExec function

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to a headless client and use the headless client to apply an operation and return it to the client

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E.g

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Headless Client script listener loop:

params [["_changeTime",0],["_rainValue",0]];
[_changeTime,_rainValue] remoteExec ["setRain",player,false];
_changeTime setRain _rainValue;
[24] remoteExec ["skipTime",player,false];
[] execVM "scripts\HeadlessProcessor\HeadlessListener.sqf";
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Message was passed from server execute debug console via
[60,1] remoteExec ["HC_fnc_updateRain",-3,false];
HC received message ran
[_changeTime,_rainValue] remoteExec ["setRain",player,false];

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So no HC can do other things other than clean up vehicles and manage the database @peak heart

ripe helm
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I don't think he was explicitly implying it could do only those few things

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It can do pretty much anything you want it to do

peak heart
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And it can increase performance for clients?

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And decrease server stress, no?

urban juniper
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@peak heart As it gives you access to a secondary virtual machine to execute scripts in yes.

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Anything that allows you to remove load from the primary server loop can improve performance

urban juniper
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Anyone know if headless clients require you to do the same with with servers

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settings -exThreads=1

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@ripe helm Do you know?

trim socket
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yes @urban juniper headless client is using arma3server binary, so same

urban juniper
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does -cpuCount=# matter at all?

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@trim socket

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should I set it to? -cpuCount = 1 ? on the server.exe and headlessclient?

trim socket
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no, cpuCount is something else

quiet jackal
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Does the HC still block a player slot like in a2?

obsidian raven
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iirc its a "hidden" slot now

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In the Side-selection (BLU/OPF/etc)

quiet jackal
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but still use a slot if you look up via steam query?

obsidian raven
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puh, i can't rly remember, tbh. But i don't think so.

quiet jackal
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okay it doesnt look up via steam/server browser πŸ‘

nimble oracle
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Hi guys, what would you guys recommended specifications for a HC server?

kind crystal
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Generally don't see our headless client really utilize more than one core, but I figure a decent clock speed would go a long way

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Any reason your not running the headless off the server?

nimble oracle
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@kind crystal Well currently for our dedicated server we only have 2 cores. In anycase we dont even know how to modify our server to allow us to use one of the cores as the HC. Can you maybe provide a helpfull link?

kind crystal
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@nimble oracle Affinity set for CPU is what you are looking for, but again depends on frequency of your CPU

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Not sure how well it'll run with just two cores, no idea

urban juniper
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@nimble oracle at the crude level you can use bitmasks

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Bitmasks are set using a binary representation

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to the CPU cores.

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so 0 0 0 0 0 0 0 1

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For an 8 thread CPU

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or 8 Core

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is equal to 1 is hexidecimal

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so you would use start /affinity Hexmask

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after converting the binary mask to hexmask

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0 0 0 0 0 1 1 1 ‭= 0x7

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so.

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That would run on cores

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Core0,Core1,Core2

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If you want to lock at a HC to a specific core.

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You just assign a bit mask that is a single cpu

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1 0 0 0 0 0 0 0
= ‭HEX80
Also Core7

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so your application you would do the following.

nimble oracle
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@urban juniper Thank you very much. Will send this over to our server admin. We also had long conversation with Jager. Will be trying all of these things over the vacation period. Once again thank you

urban juniper
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You can also do it with powershell

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If you run a dedicated like I do for a clan

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FireDaemon

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They'll give it to you for almost free as a clan if you display their banners

nimble oracle
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Yea we run a dedicated

urban juniper
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I manage the clan I am apart of the server is managed completely by me.

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Windows Server 2012 R2

nimble oracle
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We unfortunately run Ubuntu

urban juniper
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Yeah... Ubuntu Linux is general doesn't play nice with games.

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Sorry to say.

nimble oracle
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Yea we found out the hard way. It is still 50% cheaper here than windows based servers so we slog through the crap.

urban juniper
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Don't get me wrong I love linux personally

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But it'sa problem in regards to getting programs that you know play nice?

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Most of the GNU stuff is great but when you need a specific application to run.

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Windows is sometimes easier. I love Ubuntu running on GENOME

nimble oracle
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Yea, we end up just writing scripts etc to do the things we need to do. We hired a windows server waaay back and it was a brease but its just too damn expensive. But regardless, thanks for the tips. Hopefully we can get things working in the weeks to come.

fossil tulip
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Anyone have a fix for triggers firing at mission startup when a HC is connected?

split void
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Anyone know if DAC is still being supported?

robust yew
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yo my game is saying steam is not online or not running when it is

tiny flume
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is there a way to force the headless client to use the loopback device? It seems on my linux box it defaults to use eth0

vital panther
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Howdy folks, anybody here familiar with headless clients and the release of 1.66? It seems they're broken at the moment and I cannot figure out why. I can get them to connect to my server but only briefly (a minute to a minute and a half) before the HandleDisconnect eventhandler trips showing them having disconnected. In their log files, I see creation errors that also stay "game finished" so I'm guessing they're disconnecting due to their being told the mission is over. Anything like this familiar with the newest release? Everything worked perfectly prior to it. Thanks.

vital panther
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I swear they're broken now. I've tried modifying server.cfg and description.ext, nothing works... turning BattlEye off, verifySignatures to 0, nothing seems to work. All three of them seem to get bumped off after about 60 to 90 seconds no matter what

scenic dove
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They are not broken, works fine here

trim socket
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@vital panther is your server and headless client updated properly to 1.66 hotfix (139586) or performance binary (139634) from #perf_prof_branch ?

vital panther
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I updated using the arma3_steam_updater file on branch.. 233 something, can't recall exactly what. Ran the hotfix on it yesterday

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Can any of ya'll think of any reason why they'd get disconnected very early on? They appear to not even be finished loading in scripts tied to Init.SQF yet they're tripping the HandleDisconnect EH on the server, showing them kicked (per a function I wrote that keeps track of that). The remaining entries in the respective HC's log files show creation errors (I'm assuming not wanting to create units, or global variables, or run any scripts/functions) with a state 'GAME FINISHED' next to them. So it seems to me like something is making them think the mission is complete and therefore don't do anything else. Does that make sense?

trim socket
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as usually first check server.cfg if the HC IPs are properly set, also just in case of some issue with steam autho restart the server box ...

vital panther
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Thanks Dwarden. I did a few times yesterday but can go over it again. I had to reconfigure the router from scratch but everything is configured back in it properly as it was prior. I run the server here so I can deal with any of that locally. Is the version 139586 the proper one to use?

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I'm also using arma3server.exe with the -client switch in the server load batch file to run the three HC's. It's worked like this for a very long time. It just happened to break after the 1.66 update. So I'm wondering if by chance there's something that was changed in it (not necessarily directly with headless clients) that might seem mundane but would have an effect on any client from being prematurely disconnected

vital panther
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Ran a couple more tests on this. The headless clients are showing a clientstate of 11 for Game Finished shortly after finishing completion of Init.SQF which is occurring about 90 seconds after the server is done with its portion. All three of them tripping the HandleDisconnect EH on the server and then everything stops. Is there any information I can read up on anywhere that would explain how the client game state changes and why? I think it's tied to that.

tame glen
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Have you tried different missions?

vital panther
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I've got 5 different versions of the same mission; some without mods and I get the exact same thing happening. As far as missions outside of that that require an HC, no I haven't.

tame glen
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It would be a good idea to make a blank mission with HC slots and see if the issue still occurs

vital panther
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Not a bad idea Pennyworth. Not exactly sure how I'd go about it that easily, though.

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Is there maybe some sort of automatic client disconnection timer somewhere?

vital panther
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Just ran another test. I had the HC's bypass all scripts within init.sqf. Basically nothing runs. They all still get kicked and they're all showing 'GAME FINISHED' as client state.

vital panther
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Can't say that I fixed it but it is fixed. Went to shutdown and restart the server box itself and while doing so I noticed a weird NET exception error. The server had been up for a few weeks and I figured I'd bounce it. Never saw the error until during the shutdown process. Came back up, Arma Server is running just fine. No clue what happened so I'm dismissing it as a weird gremlin. Anyhoo, thanks Pennyworth and Dwarded for your time.

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πŸ‘

ionic whale
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If anyone ever was curious about knowing headless client's PID from SQF:

handlercon = addMissionEventHandler ["PlayerConnected",
{
    diag_log "Client connected";
    diag_log _this;
}];

Run this on server before HC connects, and when HC connects in log you will see something like:
2016/12/16, 15:29:21 [1.64863e+009,"HC12160","headlessclient",true,4]

Where "HC12160" is reported as getPlayerUID, and 12160 is actual process PID in system

vital panther
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πŸ‘

fossil tulip
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Anyone have a workaround for a.i. units not waiting on a waypoint trigger when a HC is connected?

trim socket
urban juniper
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Verify your game.

torpid sentinel
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anyone had this with HC 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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the HC can join but it seems to be stuck in loading forever

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linux server

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linux server

scenic dove
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make it use a different profile than the dedicated server

torpid sentinel
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its weird because it's the first time i see it, i'll try that

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nope same

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it seems to load so nvm i guess

brittle shore
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I applied 3 headless client to the server

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But its all using same one core

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is there a way to distribute it?

brittle shore
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By the way my group is using MCC

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and Spawns 120 ai with 30 + players

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uisng ASR AI

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I am not sure if using 3 HC is right

urban juniper
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@brittle shore Are the HC's using seperate cores?

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To the server?

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3 HC's would be valid but you are required to set their exThreads=1

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and their CPU cores they are allowed access to.

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You must also understand this.

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@brittle shore 120 AI will degrade everyones performance.

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No matter the case.

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HC or no HC only part of their brains are offloaded from the server.

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Headless clients make AI more responsive / intelligent

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They however do not improve performance.

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Abusing the arma 3 scheduler is bad.

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And all AI contribute to the schedulers load.

brittle shore
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@urban juniper Thanks for the great reply

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So this is the current text im using

urban juniper
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I'll give you a look at one of mine.

brittle shore
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That would be great xD

urban juniper
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cd "D:\Steam\steamapps\common\Arma 3 Server"
start /affinity FF arma3server.exe -name=HC -port=2314 -client -cfg=basic.cfg -config=server.cfg -port=2302 -exThreads=1 -cpuCount=1 -showScriptErrors -connect=127.0.0.1
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```bat ``` syntax highlighting πŸ˜ƒ

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What does affinity do?

brittle shore
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That was gonna be my question

urban juniper
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sets the hexidecimal assignment of the application to the specificed CPU

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You can calculate it manually by using the mask size

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0 0 0 0 0 0 0 to hex

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So for example 0 0 0 0 0 0 0 1

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== 1

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aka CPU 0

brittle shore
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I have a Xenon CPu

urban juniper
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Then needs to be converted to Hex.

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Oh nice which Xeon?

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We are running a very old Xeon currently.

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But it's got 24 threads.

brittle shore
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Yeah ours too

urban juniper
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and a low clock speed.

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If you are running mods

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and the HC connects

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the HC must have the EXACT same mods

brittle shore
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E3-1245V3 (ν•˜μŠ€μ›°)

urban juniper
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as any client would when attempting to connect.

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Alright so this is a Quadcore hyper-threaded unit.

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Which CPU is the server running on?

brittle shore
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i guess the first and second

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00 and 01 then is it?

urban juniper
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so it would be 00000011 = 3 in HEX

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Which is cores 0 and 1

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Your HC's want to be on a different core

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So.

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0000100 = HEX 4

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Thats cores 2

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And your final HC

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00001000 = HEX 8

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so CPU affinity is the following.

brittle shore
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so it should be affinity 04 and affinity 08?

urban juniper
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cd "D:\Steam\steamapps\common\Arma 3 Server"
start /affinity 4   arma3server.exe -name=HC1 -client -cfg=basic.cfg -config=server.cfg -port=2302 -exThreads=1 -showScriptErrors -connect=127.0.0.1:2302 
cd "D:\Steam\steamapps\common\Arma 3 Server"
start /affinity 8   arma3server.exe -name=HC2 -client -cfg=basic.cfg -config=server.cfg -port=2302 -exThreads=1 -showScriptErrors -connect=127.0.0.1:2302 
brittle shore
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Damn this is so great

urban juniper
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I wrote powershell scripts too for our community

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but we have FireDaemon

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Now.

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Runs all our servers as services.

brittle shore
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So myth buster for today HC doesnt increase server performance

urban juniper
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It increases "server" performance yes.

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Client performance no.

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What happens is the server is no longer needed to calculate AI

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So the server spends it's time sending client network updates

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and the AI are offloaded to a seperate core.

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I can basically prove it to you.

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Try getting the HC to connect

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Spawn 120 AI

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let them fight.

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Be next to them.

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then do the same on a normal server.

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Clients will still suffer performance loss, our old server was a I7-4790K

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It had a 4.0Ghz raw clock.

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AI still made it cry itself to sleep.

brittle shore
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xD

urban juniper
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I've suggested to our community a E5

brittle shore
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e5?

urban juniper
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Intel Xeon E5
E5 1650v3 6c/12t
3,5 / 3,8 GHz 128 GB of RAM
DDR4 ECC 2133 MHz

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That will be our new servers specs

brittle shore
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wow thats gonna cost

urban juniper
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With new 64bit executables.

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$139 USD

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I don't pay for it.

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I just manage it.

brittle shore
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lol

urban juniper
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What we've currently got is a Xeon 8050

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Best thing is with that server

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We can take the cheaper route instead of requiring an SSD

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which is $150 USD

brittle shore
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so can i ask u what ur server frame rate?

urban juniper
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46 - 48

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As long as people don't abuse the scheduler it's happy.

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I mean think about it this way.

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60 or 120 AI?

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60 AI is a fair bit?

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and if you want dynamic spawning just use ALiVE

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It can spawn an entire 1000 AI

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in increment at 60 at a time.

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Making sure the scheduler stays content.

brittle shore
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We were always considering it

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Is the performance okay?

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During Heavy gun fights?

urban juniper
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Yeah just don't go overboard with the AI you'll be good.

urban juniper
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^

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I always wondered why the AI in combat

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FPS would tank itself.

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Makes perfect sense now.

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Wait @urban juniper

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The danger FSM isn't that big

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You ever loaded into the FSM editor?

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I've got it loaded right now.

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The FSMs are very simple.

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Looking at these FSMs I now know why AI is stupid.

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Thats the most complicated FSM

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I can now see internal function calls

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to somewhere.

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@urban juniper

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formationNextTarget

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searchPath

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Hm.

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Definitely interesting

scenic dove
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Headless clients make AI more responsive / intelligent
They however do not improve performance.
well that's not fully true, they do improve performance, hence why AI can be more responsive and intelligent πŸ˜›

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also I can't recommend a Xeon E5 for Arma servers specifically

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single core performance is not one of the best

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you'll get much better off a 4790k for example, with 4 GHz

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not sure why you'd ever need 128 GB of RAM, but ok

urban juniper
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That Xeon @scenic dove Isn't far off 4Ghz

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The E5

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3.8Ghz

pulsar heron
scenic dove
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it may not be far, but it's a difference

urban juniper
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I've got Intel Core i7 6700K's available starting at 79$/month. Clocked at 4.2 Turbo

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Got a few clients with them, they have had nothing but good things to say about the performance of them.

urban juniper
#

@scenic dove I think my next CPU might be a Xeon E5 for my current PC

#

I have an I7-5820K currently

#

Also reason for that CPU

#

it's a 12 thread 6 core CPU

#

at 3.4 - 3.8Ghz

#

It will boost core 0 to 3.8Ghz to compensate for ArmA 3

#

Also allows me to use 2 cores dedicated to the HC

#

Not surprised by the drop in speed with ECC ram

scenic dove
#

you are saying that like Arma ever uses what you give it

#

it's overkill if you ask me

#

a big one

urban juniper
#

With 64bit it will be capable of doing it.

#

8GB RAM allocated for the HC

#

8GB for the server

#

4 cores for the server

#

2 cores for the HC

#

@scenic dove still overkill?

#

I mean there is about 4GB or more of mods

scenic dove
#

64-bit will not improve CPU usage

#

and AFAIK server/HC doesn't render anything, thus RAM is not needed, but I could be wrong about that

urban juniper
#

My current HC hammers the pagefile

#

if it reaches 2GB

#

Which it regularly does with a lot of AI

scenic dove
#

what is "a lot"?

#

because at certain AI count Arma will suffer from "network" talking between the dedicated server and HCs

#

and there will be notable lag due to the amount of information

urban juniper
#

Actually maybe not the case since I started

#

reducing the AI to 60 limit

azure glacier
#

Trying to setup headless client. It does not even try to connect, it just stops on

23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:07 Attempt to override final function - rscunitinfo_script
23:45:08 Loading movesType CfgGesturesMale
23:45:08 Creating action map cache
23:45:08 MovesType CfgGesturesMale load time 361 ms
23:45:08 Loading movesType CfgMovesMaleSdr
23:45:09 Creating action map cache
23:45:21 MovesType CfgMovesMaleSdr load time 12636 ms

And does not go on.

#

Starting with

arma3server.exe -client -connect=IP -port=2402

On windows

tame glen
#

None of those entries indicate an issue, you'll see them in your client RPT as well. Seems odd there is nothing else. Does the console window show anything? Not even an attempt to connect to the server?

Some things to check/clarify based on it not even showing an attempt to connect:

  1. Are you actually trying to connect with the IP set as "IP"? Or did you edit it out for this message?
  2. Verify the port and IP are correct, if it's on the same server you can always try using localhost or 127.0.0.1 as the IP
  3. Confirm the headless client is running the same game version
  4. It appears you are running with no mods and the server doesn't have a password, is this correct?
urban juniper
#

Where should i start if im converting my server from a normal to HC

#

trying to gain performance

obsidian raven
#

Connecting to your Server.

#

erm, you know: HC = HeadlessClient? You know what he does/is?

urban juniper
#

Not like that. im saying what should i use script wise for an Exile-like mission system (DMS)

obsidian raven
#

whatever you like.
HC = a Client without Interface.

#

Without Interface = No pictures to see πŸ˜›

urban juniper
#

haha

obsidian raven
#

On any other case -> Ask in the Exile Forums, they might have some presets/config/Files/Whatever in it. More chance of success than in here.

urban juniper
#

thank you

spring fog
#

is it possable to use a headless client over the internet (my firend has a server setup and i have my local server witch i can use for a headless client but i would like to know if its possable to do it over the internert
i have 30mb up and 50mb down and he has 300 down and 40 up

urban juniper
#

Yes @spring fog

brittle shore
#

i applied two HC to my server

#

however im not really sure Missions generated comes with HC in it

sweet root
#

what mission is it ?

brittle shore
#

just random mission generations

sweet root
#

are you using any mods ?

brittle shore
#

yep ASR AI

#

ACE RHS

sweet root
#

perfect you can use ace_x to split units between headless clients

#

afaik

brittle shore
#

ace_x?

sweet root
brittle shore
#

thnx

sweet root
#

It should be a module..

#

so you have to edit the mission.

brittle shore
#

Thanks alot i will check it out right now

brittle shore
#

Awesome Thanks again xD

sweet root
#

happy it works out for you. πŸ˜ƒ

brittle shore
#

Its great but one kickback

#

After it goes HC we cant control it via Zeus

#

Is there a way to get in control again during game

sweet root
#

do not know a 100% but check with ares

#

you can add units in a radius with it

scenic dove
#

ACEX Headless has nothing to do with Zeus, you simply have to add it to the Zeus interfance somehow, one such thing is Ares

#

ACE3 also adds units automatically to Zeus if you enable a setting

spring fog
#

do headless clients require all mods im running ?

#

also the mission im using is teoan libaration

#

sorry for spelling i havnt had any sleep in 40 hours

obsidian raven
#

Do that first

spring fog
#

had a few hour's sleep so im ok to go now

#

so do headless clients require the server mods and mission file preloaded or can i have it clean and if mods are required can i use symlinks (so im not using more space)

tame glen
#

When you say server mods do you mean mods that only the server is using? Or just mods anyone is using? It should run mods just like a normal player's client would. Don't worry about the mission file, it'll download it if needed. No need to symlink things really, you can just use the full path to the mods.

brittle shore
#

i used acex module

#

which says it converts unit spawned in to HC control after 15 seconds

#

however this doesnt seem to work on MCC created missions

#

Any help?

brittle shore
#

Well anyways deploying HC was a great success

#

With same amount of AIs we get 10 ~ 15 more frames

#

and better game experience

#

Thanks to everyone who helped me out

spring fog
#

Anyone know why my headless client keeps disconencting and reconnecting ?

west mica
#

Hi all, im having some issues with my HC setup. I've created a batch file to run the HC form a dedicated server. Host server and HC runs from same dedicated server.

I've made a copy of my A3 server files nd are running the server from one copy and the HC from a second copy. The server IP/port/mod are good and the HC connects to the server but its not taking on any of the games work load. Its just connected but seems to be idling.
Best i can describe it is its like a player that connect to the server but never joins the game. Im starting a Tanoa campaign and desperatly need a HC or 2 to connect to my mission nights so i can make the mission i envision.

Any suggestions out there...kinda at my wits end.
πŸ˜•

half spruce
#

Do you have a HC game logic in the mission? (might be a dumb question, but I'm used to starting with "is it plugged in" πŸ˜ƒ )

west mica
#

yup, tested on my own missions were i have set up my own HC slot on the mission. Also tried with the likes of Invade and Annex and Liberation all which has it already build in into the mission....no joy

half spruce
#

Do you have the IP address of the HC (same as server, in your case... but I think it's still needed) in your server.cfg?

west mica
#

ill have to double check it...cant access server atm. Also im using TADST

half spruce
#

Which version? Looks like v3 has a couple of checkboxes to set up those parameters. πŸ˜ƒ

#

(hm... no images in discord?)

west mica
#

yup have tried the HC settings on TADST, like before it connects but still does not work

half spruce
#

Hm. addresses in server.cfg, logic in mission... is the logic set as a playable unit and not a player?

west mica
#

yup most def playable...gonna double check the addresses in server.cfg as soon as i can

half spruce
#

Yah, cuz otherwise it's Aliens or Russian Hackers. πŸ˜‰

west mica
#

F&%king russians

half spruce
#

heheh

west mica
#

ill check it and get back to you

#

thx for advice so far

half spruce
#

You bet. It's definitely worth it - boosted the FPS on our server from high 20s to high 40s.

west mica
#

sweet

#

how have you set yours up, server with tadst of batch files?

#

also how have you done you HC also batch files

half spruce
#

SteamCMD to get the server, and we use ARMASync because we have an obscene number of addons. HC is managed with ACEX and ALiVE for balancing, but the HC is launched with ARMASync as well

#

(Server and HC machine are both windows, and I have access to both desktops)

#

wait, no

west mica
#

not familiar with ARMASync's way of hosting servers

half spruce
#

HC isn't launched with ArmaSync - it's a big batch file because I wanted to set up something I could use PSEXEC to start and stop. πŸ˜ƒ

west mica
#

would it be too much to ask for a example of you batch file coding...obviously remove any ip and password sections

half spruce
#

I guess ARMASync is like a couple of tabs in TADST - just really for setting up a few client command-line options and the mods. I manually build the server.cfg file, but TADST is likely just a graphical interface for doing that same thing (I've not used it, but reading the forum for it)

west mica
#

aah o

#

ok

brittle shore
#

So to use ACEX module do ineed to sync it with HC modules?

scenic dove
#

no

#

it will find them automatically

urban juniper
#

Any reason why one headless client will connect to a server, but another won't get past "Dedicated client created"?

#

It has the same exact launch parameters and same file structure.

obsidian raven
#

.rpt

urban juniper
#

I checked. Nothing.

obsidian raven
#

hmm

#

2nd one connects on the Server? (validated by Server Console)

urban juniper
#

Yes. One connects just fine. Other doesn't do anything.

obsidian raven
#

You starting the correct one? With the correct Params?

#

(like connect=IP)

#

etc

urban juniper
#

Yep. I launch both of them with the same parameters.

obsidian raven
#

Mission has a 2nd HC?

urban juniper
#

I am double checking that now. Client issue =/

obsidian raven
#

strange

urban juniper
#

It should connect to the server or attempt to at least.

hasty tusk
#

Probably a silly question but...

Do I need to run mods on a headless client?

west mica
#

yup

#

what ever the player need to connect to the server is the same the HC needs

hasty tusk
#

Okay cheers, how do people get around the limited space in the target line?

west mica
#

essentially you can run a duplicate of your server as the HC

#

limited space?

#

my one i use for Liberation Altis is massive

hasty tusk
#

As in, i'm creating a shortcut to arma.exe and then adding the mods as a command line but it runs out of space and I can't fit all the mods in

west mica
#

ACE, CBA, 2 Rappelig mods, TFR, Enhanced moveds

#

make a batch file

hasty tusk
#

ahhh okay I'll google that

#

thanks

#

since you mentioned liberation, that's what I'm testing it on and the ai seems to take ages to spawn

#

is that normal?

west mica
#

make a new text file and rename to HC.bat for instance

#

add code to it

#

when a region activates?

#

yeah it takes like 30 or so seconds

hasty tusk
#

Yep, as in I can just strole in to bases and there wont be any enemies

#

then they'll spawn

west mica
#

not sure why it takes so long

#

maby check the spawning script to reduce the time but might be a can of worms if you mess with it

hasty tusk
#

Yea, I was more concerened that I hadn't set it up right, if it's just normal for liberation I can get over it

west mica
#

Hi all, my HC get kicked off du to steam authenication failed. I suspect it could be becuase of the ID mismatch , should be this but its something else.
were can i go to change the id so the mismatch issue can be resolved.

#

Getting this ...```19:43:48 Player headlessclient disconnected.
19:43:58 Player headlessclient connecting.
19:44:00 Player headlessclient connected (id=HC7708).
19:44:00 Player headlessclient disconnected.
19:44:12 Player headlessclient connecting.

tame glen
west mica
#

yup it connects to server ok just gets kicked

tame glen
#

Yes, but that could be because the correct IP isn't set

west mica
#

will have a look thx

half spruce
#

Could also be mismatched/missing addons. If the IP isn't in the server.cfg, then the client should still join but it won't fill in the HC slot.

west mica
#

thanks for the input, will have a look at both suggestion tommorow as soon as i can πŸ‘

west mica
#

FYI and im using TADST to launch the server

west mica
#

Ok got HC to connect to the server with mods and seems to be working fine, dont see much diff in FPS (still need to test extensively)

Im currently using ACEX with it send the curator module, does any one here have experiance with ACEX

#

Alos one more thing, any recommendations for a ingame server FPS counter, the Liberation game mode had something like that on the bottom left of the map that indicates server and HC FPS with units counter aswell.

Have any of you come across something like that?

half spruce
#

The ACEX headless module is dead simple... just drop it on and enable it, then don't touch it. πŸ˜ƒ

#

I don't know that your client will notice any fps difference with a HC connected - but the server will run better and AI may appear to be smarter combatants.

#

I just use #monitor to keep track of the server fps if I suspect an issue. I will say that the server fps jumped significantly with a HC attached. We also use ALiVE for a lot of AI spawn, so I enabled HC in their modules as well.

west mica
#

will do thx

scenic dove
#

@half spruce thanks, I am going to steal the description of ACEX Headless module! πŸ˜„ Glad to see it's serving its purpose either way!

#

and indeed, if anything you'll notice with an HC is less desync and stabler performance (no severe drops in server FPS)

half spruce
#

Glad I could contribute. πŸ˜ƒ

zenith timber
#

What would cause a HC to not slot up?

#

they're in server, and there is a slot for them

tame glen
#

Can a logged in Admin move them in? Does it get slotted if you start a mission, or does it get stuck in the lobby?

obsidian raven
#

Didn't they received their own "slot" (not visible for ordinary players) ?

obsidian raven
#

Dscha - Today at 4:30 PM
Didn't they received their own "slot" (not visible for ordinary players) ?(edited)

#

Check the Editor @zenith timber

#

I can't tell you exactly where, but it should be somewhere around "Modules"

zenith timber
#

first screenshot shows that I already placed that

#

I'm logged in as admin

obsidian raven
#

No clue how it looks like now. Too long ago

#

Auto Assign player in the server.cfg on?

#

(no clue if this counts to HCs also)

zenith timber
#

that shouldn't be needed according to docs

obsidian raven
#

"shouldn't" πŸ˜„

zenith timber
#

ikr

obsidian raven
#

+You miss the most important part: HC .rpt?

zenith timber
#

rpt = console output?

zenith timber
#

Linux server outputs the "RPT log" messages on stdout/stderr

#

so yeah

#

console

obsidian raven
#

No, but okay.

obsidian raven
#

And?

#

Full .rpt?!

zenith timber
#

no, just a slice off the end

#

from where it's connected

#

full RPT is thousands of lines long

obsidian raven
#

No rly?

#

(that was sarcasm)

#

You need help -> we need informations

zenith timber
#

ok, then give me time to extract this SOB

#

there

#

that's this latest boot of the HC

obsidian raven
#
16:04:23 Warning Message: You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.
a3_characters_f``` Why has Arma still those messages? hmmm (not related to your prob)
zenith timber
#

oh shit

#

wrong file

obsidian raven
#

Also:

2017/01/25, 21:27:13 File description.ext, line 14: '/CfgFunctions/COB/functions/HALO.file': Missing ';' prior '}'
2017/01/25, 21:27:13 File description.ext, line 15: '/CfgFunctions/COB/functions/paradrop.file': Missing ';' prior '}'```
#

Yep, its from yesterday.

zenith timber
#

Yeah the SFTP tool i'm using on winblows forces sorting by title first, then by date

#

makes finding stuff annoying if you forget

#

that's now the HC logs

obsidian raven
#

And Server?

zenith timber
#

coming

#

there

obsidian raven
#

rgr

zenith timber
#

sorry that took so long

obsidian raven
#
2017/02/02, 16:05:49 File description.ext, line 14: '/CfgFunctions/COB/functions/HALO.file': Missing ';' prior '}'
2017/02/02, 16:05:49 File description.ext, line 15: '/CfgFunctions/COB/functions/paradrop.file': Missing ';' prior '}'```
#

fix that

zenith timber
#

yeah, there is a mission file that has those

#

not this mission though

obsidian raven
#
2017/02/02, 16:06:00 Mission GRavyExfil.noe: Missing 'description.ext::Header::maxPlayer'
2017/02/02, 16:06:00 Mission GRavyExfil.noe: Missing 'description.ext::Header::minPlayer'```
and this
zenith timber
#

you think that last one is the reason?

obsidian raven
#

nope ^^

zenith timber
#

cos I don't even have a description.ext

obsidian raven
#

Wut?

#

Doesn't the mission need Infos about the HC in it?

zenith timber
#

not afaik

obsidian raven
#

(I can't remember, tbh)

zenith timber
#

that's the PBO

obsidian raven
#

nope, no DLing for me (can't even test, even if i want to πŸ˜› )

zenith timber
#

you can't download from there?

#

and it was just so you could see what I had

obsidian raven
#

I maybe could, but i wont.

zenith timber
#

that's fair enough

obsidian raven
#

I mean, nothing i could do with it anyway. Just another pbo on my harddrive.

zenith timber
#

lol yeah, fair enough

obsidian raven
#

(can't even test, even if i want to :stuck_out_tongue: ) <-- No Server installed, my DediMachines also, sooo... can't do it.

zenith timber
#

i see the docs mention description.ext, but only as a way to turn on/off HC script in your mission

#

which makes sense if you plan on releasing your operation

obsidian raven
#

yep

zenith timber
#

from what I can see I've followed all the steps needed, because there is a HC slot for the client to join and the HC itself connected and stayed connected to the server

obsidian raven
#

Wich one?

#

link plox

obsidian raven
#
Add a Headless Client entity to the mission:
Add a player unit
Then you can insert a Headless Client unit:```
Oh damn
#

No, thats what i said in the beginning:
Check in your Editor for a HeadlessClient Module (or something like that)

(wait... or is this the new one, wait a sec)

zenith timber
#

sec then

#

loading editor

#

if that's what you mean.. I already have it

obsidian raven
#

Yep, that one. Okay. Missread then (awake since 18 Hrs, so be gentle with an old fart)

zenith timber
#

lol it's fine πŸ˜ƒ

#

I'm frustrated at this, not you.. so if it seems I'm being short or whatever it's not intended

#

wait...

#

does the name have to match or something?

#

cos it doesn't mention that

#

but I can see that being something arma would do

obsidian raven
#

Try: Search top Right in Discord (in this Channel)
with: in: #headless_client lobby Maybe something usefull in it

zenith timber
#

good idea

#

gonna test turning off sig checking

#

apparently that's still an issue

#

nope

#

😦

zenith timber
#

it is something up with my mission

#

grabbed a test HC mission and that worked first try

half spruce
#

Is your headless client object marked as Playable? (just read quickly through the rest of the thread, and didn't see that mentioned)

zenith timber
#

Yes @half spruce, it's showing up in the lobby too

#

feel free to take a look at the PBO if you have any ideas

tame glen
#

Well I tried to test it, but there are mods being used that I don't have downloaded

zenith timber
#

ahhh

#

good point

half spruce
#

It needs to be named.

#

Your HC Logic:
class Item374
{
dataType="Logic";
class PositionInfo
{
position[]={11267.44,140.5722,7753.4678};
};
isPlayable=1;
description="Headless Client";
id=1286;
type="HeadlessClient_F";
};

#

Mine:
class Item122
{
dataType="Logic";
class PositionInfo
{
position[]={20448.563,8.2974005,20465.91};
angles[]={6.2590122,0,0.031782445};
};
name="Ichabod";
isPlayable=1;
id=142;
type="HeadlessClient_F";
};

#

@zenith timber

zenith timber
#

oh.

#

@half spruce does it need to be the same as the headless client's name?

half spruce
#

I don't think so. Mine creates a new profile for the HC based on whatever name I give the logic :)

oak rampart
#

Just trying to see if anybody here has any advice. We are running a dedi server with 1 HC, using ACE to handle it. In the mission file we have the ACE HC module placed and one HC Game Logic placed and set as playable. We launch are server using TADST and the HC using a .bat file with the same mod line, server ip, password, etc. The server loads up then we start the HC and it connects to the server but won't go into the HC slot we have made for it. Any ideas what might be causing that or are we forgetting a step somewhere?

scenic dove
#

you set your HC entities to playable?

oak rampart
#

yes

half spruce
#

HC logic needs to have a name

oak rampart
#

it does

half spruce
#

Hm. Is the IP of the HC entered into the TADST launcher?

oak rampart
#

what do you mean by that?

half spruce
#

There's a section (I don't use it, but I recall seeing a screenshot) near the middle that is where you can enter the IP address(es) of HC

oak rampart
#

Ya we've done that. Both the local and server IP are in the TADST settings.

half spruce
#

Is the HC running on one of those machines?

oak rampart
#

HC is running on the same server.

half spruce
#

Hmmm..

#

Logic, named, playable, not player, acex module with HC enabled (not sure that if you missed this it would stop the HC from taking the slot, though), IP of HC in the HC list and the Local list... that should do it.

#

Do you have access to the mission.sqm file?

#

If so, search for HeadlessClient_F and let's see that class entry. πŸ˜ƒ

oak rampart
#

Ya we are a realism unit so we make all our missions. Give me a sec and I'll look it up

half spruce
#

Here's what one of mine looks like:

#
class Item213
        {
            dataType="Logic";
            class PositionInfo
            {
                position[]={4899.998,114.33022,4799.9985};
            };
            name="ichabod";
            isPlayable=1;
            id=744;
            type="HeadlessClient_F";
            atlOffset=101.42049;
        };
scenic dove
#

acex module with HC enabled (not sure that if you missed this it would stop the HC from taking the slot, though)
no it can't, it doesn't do anything until the mission is fully loaded

half spruce
#

That's what I figured. πŸ˜ƒ

oak rampart
#

Ya that's what I thought to.

#

Forgot I binarized the missions so now I have to go in and undo that.

#

class Item138
{
dataType="Logic";
class PositionInfo
{
position[]={6342.6108,51.470894,7487.1479};
};
isPlayable=1;
description="HC1";
id=341;
type="HeadlessClient_F";
atlOffset=-0.0089988708;
};

#

so thats mine. Looks like the only thing different is you have it named and I have mine with a description

#

Fuck me. I figured it out

#

i think that was it

half spruce
#

Excellent. Yeah, the name doesn't seem to matter what it is, as long as it exists. My HC makes a new profile for whatever name I enter.

oak rampart
#

ya i think that's what it was, my group is in an op so i'm not able to test atm but I'm pretty sure that was it.

half spruce
#

Gotta be it. Everything else you already had right:)

oak rampart
#

ya, I'm so pissed that it was that. I've been double and triple checking for like a month. lol

half spruce
#

Heheheh. It's the thing that was making me pull my hair out when I first set one up, too

oak rampart
#

yup. also how'd you do the formatting with the code?

half spruce
#

For single line, single back tick at beginning and end. For multiline, triple back tick on first line and last line

oak rampart
#

ah cool.

oak rampart
#

@half spruce thanks for the help, turns out that was the problem and everything is working perfectly.

half spruce
#

Awesome :)

delicate scarab
#

Does HC require full game license, or is the dedicated server enough for it? I've seen conflicting posts about that (maybe some info is just obsolete by now), would like to know before I even start setting anything up.

tame glen
#

No it doesn't. It'll work from the SteamCMD dedicated server download

delicate scarab
#

Thanks, I'll try it when we get back to regular Arma sessions.

trim socket
urban juniper
#

I can't seem to find an explaination for it, but what causes this? http://imgur.com/a/pvcpC

It doesn't seem to want to do anything after loading up and saying "Dedicated Client Created"

#

Nothing in the logs either. This is the startup parameter:

"C:\TCAFiles\Users\xxx\xxx\arma3server.exe" -noSplash -noPause -noSound -maxMem=2047 "-profiles=ARMAHOSTS" -client -connect=xxx.xxx.xxx.xx -port=2332 -password=******* "-mod=@XXX;"
heavy tiger
#

failing to find profile?

urban juniper
#

Nothing signifying that being an issue?

#

The profile is working just fine it seems @heavy tiger

heavy tiger
#

Does it continue without -mod= ?

urban juniper
#

No difference when running vanilla to test.

heavy tiger
#

why -noSplash -noPause -noSound all these 3 do nothing on Server.

urban juniper
#

True, but I don't think it would contribute to it at all?

trim socket
#

@urban juniper dedicated server and HC has
no rendering or UI
active state already
no sound subsystem used on either
... so ye i wonder too, it's all from past, urban myths etc. (same goes for maxmem, unless there is reason to limit server from reaching 3GB or more)

urban juniper
#

I have tried many configurations of the startup parameters with no changes in the behavior. If I launch 2 HC's, the second one actually attempts to connect but says there is a packet mismatch. But that is all the further I can get out of anything.

half spruce
#

why quotes around "-profiles=ARMAHOSTS"?

#

the quote before the dash might be messing with it

urban juniper
#

It doesn't @half spruce

#

Thanks for your input though

half spruce
#

Hm. How long have you left it waiting there? It shouldn't take very long (mine might sit there for 30 seconds or so)

#

But maybe give it a couple minutes (which you probably have, just thinking of anything at this point)

urban juniper
#

Ya, nothing after hours.

tame glen
#

To confirm, if you launch two instances of the headless client from the same PC and the same startup file, the first one only shows "Dedicated Client Created", while the second one attempts to connect, but fails.

Just to confirm, the server and headless clients are definitely all on the same version? Could you show the server's start parameters?

urban juniper
#

The server is external. But I have had this issue in the past when I was testing myself on the same server.

#

The second one seems to be able to connect, or at least attempt to connect. But because 2 "clients" are trying to connect to a server on the same network, the packet mismatch occurs. Which makes me think that the first one has attempted to send something to the server, I am unsure as nothing is being displayed anywhere on the HC side.

#

In the original message from the client:

Let me preface by saying the target server is setup to handle headless clients correctly as I set my personal PC as a headless client to test and had no issues.
tame glen
#

So the server and HC aren't on the same box?

urban juniper
#

No. But his personal PC was able to connect just fine, which was external as well.

tame glen
#

Could you get the server's starting parameters? I have a theory that the issue is related to using -IP from the server's start parameters and then trying to connect an HC from the same machine.

urban juniper
#

Waiting on hearing back from them.

half spruce
#

I have had two headless clients attached to a single server, all three on the same network on three different boxes... not sure what you mean about the thought of why the packet mismatch occurs...

#

Ah, I think I understand - since both clients have, from the server point of view, the same IP address (since the server is remote). Sorry, just took me a second to work it through in my head. πŸ˜ƒ

#

Firewall on HC?

urban juniper
#

Firewall is open where needed. Still waiting on the server startup parameters πŸ˜•

urban juniper
#

Server Startup Parameters:

-ip=xxx.xxx.xxx.xx -port=2332 -noPause -noSound -cpuCount=4 -maxMem=4096 -exThreads=7 -cfg=config.cfg -config=server.cfg -profiles=profile -world="empty" -mod="@CBA_A3;@ace;@ACRE2;@RHSAFRF;@RHSUSAF;@RHSSAF;@RHSGREF;@ACE Compat - RHS United States Armed Forces;@ACE Compat - RHS Armed Forces of the Russian Federation;@CUP Terrains - Core;@CUP Terrains - Maps;@CUP Terrains - CWA;@CUP Weapons;@CUP Units;@CUP Vehicles;@CUP ACE3 Compatibility Addon - Vehicles;@CUP ACE3 Compatibility Addon - Weapons;@IFA3LITE;@IFA3_LITE;@IFA3_Objects_LITE;@IFA3_Terrains_LITE;@I44_Objects;@I44_Terrains;@Iron Front ArmA 3 - ACE 3 Compatibility patch;@JANFU Tactical Core;@JANFU Tactical Maps;@ADSG - JointRail;@FHQ_Accessories;@HLC Core;@HLC G3 Pack;@HLC M14 Pack;@HLC Mods AUG, FAL & MG3;@HLC M60 Pack;@Ares Mod - Achilles Expansion (Alpha 0.0.5);@BackpackOnChest;@Dynamic-AI-Creator (DAC);@Fallujah;@FAMAS Pack by Purple;@3den Enhanced;@Isla Abramia 1.8;@RH_acc;@RH_m4;@Killochs Multi National Pack;@MCC Sandbox 4 - Mission Making The Easy Way;@Lingor Island v3.80;@MRT Accessory Functions;@Project OPFOR;@Kunduz, Afghanistan;@LEN - Waffen SS Infantry pack for IFA3 LITE;@ASR AI3"
tame glen
#

@urban juniper Try having them remove the IP, and try again.

urban juniper
#

Will try that. Thanks for the suggestion.

tame ember
#

wasn't it the rule when using quotes to enclose the -mod= part with the quotes, too?

trim socket
#

are the HC identified properly as unique or same (server thinks one is duplicate and this the second times out)

urban juniper
#

Identified by what exactly? @trim socket ?

tame glen
#

That seems a little irrelevant considering the issue is present with one HC by itself.

half spruce
#

In the RPT file, does the executed command line look right? (it's line 3, I think, of the RPT file)

#

Hm. Where you're using -ip I use -connect

tame glen
#

The message from 10 hours ago is the server's start parameters, not the HC

half spruce
#

Ohh, sorry

urban juniper
#

HC Startup parameters have been brought down to a bare minimum up to everything needed with no changes at all.

half spruce
#

Did you make any progress on the HC over the weekend? I didn't think of anything else that might have been helpful...

half spruce
#

if you add the -netlog option to your HC command line, it might tell you something. I tested with my HC (which just connects on a LAN, so...), but intentionally put in the wrong IP address for the server. It hung at the same place as yours. The net.log doesn't show much in that case. I also logged a successful connection.

#

assuming -connect on HC matches -ip on server (is the server multi-homed?), then I'm still coming back to firewall (which I know you said was configured correctly). Maybe double-check that HC machine has 2302-2305 UDP open.

glass oxide
#

Is there any way to use more than one virtual Core with a Headless Client? If not, do i have to setup 2 oder 3 Headless Clients for using all cores? By the way, my HC is running on e external Virtual Machine.

heavy tiger
#

Afaik HC's can use more than just one cores. But yeah you have to run multiple HC's to fully load all cores

glass oxide
#

On our Server are playing more than 100 Players. The HC takes all Database connections. (Servertype: Altis Life) But it is just using one of the 4 virtual Cores

urban juniper
#

Apparently it suddenly started working one day with no changes made.

half spruce
#

The A3 gods work in mysterious ways, I guess. πŸ˜‰ Glad it's working, though.

remote marsh
#

guys i'm freaking out with HC, i was able to run fine and load initHC with extDB previously, but now everytime i load HC connects but there is not initHC or extDB load in HC rpt
i'm starting with "arma3server_x64 -client -connect=127.0.0.1 -port=2302 -mod=@extDB3;@life_hc"
rpt and hc shows connection is fine, i get also the lobby messages in HC but no init or db is loaded : (

#

any tip?

#

tried also 32bit exe, rpt always stops at
14:59:27 MovesType CfgGesturesMale load time 23 ms
14:59:27 Loading movesType CfgMovesMaleSdr
14:59:27 Creating action map cache
14:59:30 MovesType CfgMovesMaleSdr load time 3228 ms
previously i always got the " End of Altis Life HC Init " dialog output in RPT with extdb connected

remote marsh
dreamy coral
#

@remote marsh i think there is something larger than just the hc not loading.

ripe helm
#

Is it loading into a slot?

remote marsh
#

yeah, logs in, gets to lobby slot, doesn't init anything from the pbo, tried also to redeploy life_hc from AL repo
it is quite weird since i was able to let it init easily before, even upgraded with extdb3 commits and i was running it fine on linux
i now have the same codebase from before but running on win, also using autoinit and loadmissiontomemory, thought that would impact and tried without but no change
retried to run the working setup on linux and that also didn't init so i thought i might have changed something server side, but beside few conf or start params it is the same lifeserver/mpmission
i will retry from scratch tomorrow, hope it is a typical noob error but with the clean retries not working is pretty weird
any tip welcome

ripe helm
#

And have you configured your server config for the HC?

dry tangle
#

IPs do need to be in the config to allow them to do anything I believe

remote marsh
#

yeah sure, first things done where server.cfg hc ip whitelisting and AL hc support
I repeated multiple times the steps from scratch and double checked on ip definitions or their cfg syntax , no luck : (
i always tried both to connect to localhost or also externalbound ip, so whitelisted that too,
the ip settings look like this currently
headlessClients[]={"127.0.0.1","217.x.x.x","192.168.x.x"};
localClient[]={"127.0.0.1"};
beside localhost i tried to add external bound ip (the 217) or local bound ip(the 192) when i was testing from that subnet.

to be honest now that you are asking me i remember i had a similar behaviour on the initial tests, when i was connecting to the wrong address or hc wasnt whitelisted it didn't connect/init neither...
but the fact that connects, goes to lobby and gets even the chat messages should confirm ip whitelist settings in server.cfg are fine right?

#

btw thanks for the toughts/tips

remote marsh
#

ok,
executed tests again on linux test server,
downloaded latest life_hc pbo from AL4.4r4 repo releases
checked server cfg and tried to connect again
below i will try to provide as much debug details as possible.

current server.cfg hc ip settings:

localClient[]={"127.0.0.1", "213.x.x.x"};```

current hc output getting stuck after connection:

```Attempt to override final function - rscunitinfo_script
18:01:51 Loading movesType CfgGesturesMale
18:01:52 MovesType CfgGesturesMale load time 91 ms
18:01:52 Loading movesType CfgMovesMaleSdr
18:01:58 MovesType CfgMovesMaleSdr load time 6712 ms
18:01:59 Client connected: 213.x.x.x:2312
18:02:04  > Player headlessclient connecting
18:02:04  > headlessclient uses modified data file
18:02:04  > Player headlessclient connected```

description ext:
```HeadlessSupport = 1; //Enable/Disable Headless client support. Default: 1 (1 = Enabled / 0 = Disabled)```

current exec cmnd:
```./arma3server -client -mod=extDB2 -mod=life_hc -connect=213.x.x.x -port=2312 -password=xxxxx``` (test server on linux with extdb2)
#

in mission sqm:
class Item1088 { dataType="Logic"; class PositionInfo { position[]={8495.3291,102.70491,25179.354}; }; name="hc_1"; id=6027; type="HeadlessClient_F"; };

in init playerLocal:

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

hc mods load output:
```18:15:09                                               name |               modDir |    default |               origin |                                     hash | hashShort | fullPath
18:15:09 ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
18:15:09                                            life_hc |              life_hc |      false |             GAME DIR | c17xxxxxxxxxxxxxxxxxxxxxxxxxxxxxx |  eb824d30 | /home/steam/steamcmd/arma3/life_hc
18:15:09                                             extDB2 |               extDB2 |      false |             GAME DIR |                                          |           | /home/steam/steamcmd/arma3/extDB2

what i've noticed while comparing to the logs where the initHC was initializing correctly is that there it's visible that the mission was really loading HC side, while now i do not have any sign of that.
the feeling i've is that the server refuses to pass the mission to the HC or something like that...

#

i dream of seeing this again (excerpt from initial working phase):

13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 "------------------------------------ Starting Altis Life HC Init -----------------------------------"
13:22:46 "-------------------------------------------- Version 4.4r4 -----------------------------------------"
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46 "                 End of Altis Life HC Init :: Total Execution Time 0.00100708 seconds "
13:22:46 "----------------------------------------------------------------------------------------------------"
13:22:46  Mission id: 78xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
13:22:47 Error compiling '' in 'HitPelvis'
13:22:47 Error compiling '' in 'HitAbdomen'  
#

sorry big spam, i just hope to get some feeedback and eventually provide help to anybody having similar issues

nimble oracle
#

Hi guys. We are looking at hiring a server as a HC. We just want to know what kind of specs should we be looking at. Would a single core and 1gig ram be good enough since only the unit processing is ofloaded to it?

#

Or do I have a misconception of what is required for hc?

clear pollen
#

@nimble oracle You don't need to rent another server if you have a dedicated server

dry tangle
#

@nimble oracle a 64bit HC, has taken over 4 gigs of ram alone, I'd dedicate atleast 2-3 for a 32bit HC

nimble oracle
#

@dry tangle Okay thanks. Yea while doing some research today we realised we completely underestimated it.

half spruce
#

in case b0ns comes back... it doesn't look like the HC logic is marked playable (based on his mission.sqm listing), and doesn't x64 require extdb3, not extdb2?

naive oyster
#

@Frost Indeed there is no x64 version of extDB2

trim socket
#

another profiling branch with performance binaries available, addressing even more crashes read #perf_prof_branch

dim star
#
19:16:26 Transfer of uninitialized variables is not supported
19:16:48 Transfer of uninitialized variables is not supported
19:16:49 Transfer of uninitialized variables is not supported
19:16:49 Transfer of uninitialized variables is not supported
19:16:58 Transfer of uninitialized variables is not supported
19:17:03 Transfer of uninitialized variables is not supported
19:17:07 Transfer of uninitialized variables is not supported
#

getting a lot of this in the headless RPT recently any ideas?

heavy tiger
#

publicVariable "undefined Variable" ?

remote marsh
#

@half spruce tnx for spotting that, i just checked the commits and looks like my beloved colleague removed it (letting me swear for several days),
yeah i reviewed the file multiple times but i was probably blind too, i just got it to init! (extdb2 was just because i was testing on old linux setup)
many thanks again for spotting the typical overlook and excuses to everybody for the big spam.

half spruce
#

Glad it's working :)

trim socket
#

so just FYI, the new (1.68.141231) #perf_prof_branch has already (again) more fixes and tweaks than the #2 hotfix (1.68.141205)

dusk radish
#

This might be a very basic question but can I use my PC both as a HC and also play as a role at the same time?

dry tangle
#

yes

#

I use two batch files, one to launch Arma, and one to launch the headlessclient

dusk radish
#

okay thanks I'll look into that

timid vigil
#

quick question for anyone here

#

Is it possible to offload player data onto headless clients?

heavy tiger
#

Define player data

timid vigil
#

Player actions

#

Such as movement

#

anything related to mods

#

or are the Headless Clients only usable for AI?

heavy tiger
#

You can't do local stuff on a remote client

timid vigil
#

I am meaning the traffic

#

more or less

heavy tiger
#

Headless clients are just like a seperate client. They can do anything a client can

spring crypt
#

No

heavy tiger
#

A client can't process Server's network traffic because it's a client

spring crypt
#

server must process all that, but truth is, player actions are very light on the server for most part

#

AI calculations are by far biggest compute waster

timid vigil
#

1 sec

#

so we have about 5 headless clients running on the server already

spring crypt
#

seems like a lot

timid vigil
#

we have 2 dedis running them, and we host abundance of addons

obsidian raven
#

What is your target? What are you trying to achieve?

timid vigil
#

Essentially increase server fps

obsidian raven
#

How?

heavy tiger
#

Get Profiling binary and check why your fps are bad

obsidian raven
#

Thats what i am asking. What are you trying to achieve.

spring crypt
#

well, HC are bound to server

heavy tiger
#

If it's caused by the network load.. Remove the HC's that are running on the 2nd dedicated server

spring crypt
#

and what Dscha said, you need to see what's causing FPS problems

heavy tiger
#

If it's caused by scripts you know what to do. If it's caused by AI. Move more AI from the server to the HC's

timid vigil
#

The AI are fine

#

its just the logs are uhhhh bad

#

one sec

obsidian raven
#

There we go

heavy tiger
#

Well.. RPT Spam will bog down your server fps. disable logs.. Problem fixed

obsidian raven
#

🀦

timid vigil
#

The reason why they are enabled is to find the root of the problem

#

its coming from an addon

obsidian raven
#

Then start with the very first Error Message in the log. The FIRST, not the Last. The FIRST

timid vigil
#

that I cant seem to find

heavy tiger
#

What kind of RPT stuff are you getting. And should maybe move this conversation to #server_admins

obsidian raven
#

☝ That also, since its not related to HCs anymore

timid vigil
#

I will move there

scenic dove
#

Dedmen, if I see you recommend disabling logs again, I'll come find you myself :p

heavy tiger
#

Ok. But you bring the cake

scenic dove
#

πŸ˜›

feral bronze
#

Hey guys does someone maybe know why the AI walks always to the HC at the Bottom Left Corner of the Map ?

obsidian raven
#

"3, move back in position"

#

So i guess, its in the same group, HC is the leader, HC want's all his minions around him.

tame glen
#

Can't say I've ever heard of that happening. Is your HC's playable unit at [0, 0, 0] (bottom left corner)? If you change the position of the HC's unit, do the AI go there as well?

feral bronze
#

its the HC Module on playable just placed in the editor

#

the ai gets spawned by T8, but with EOS the same happens

jade epoch
#

Is headless client going to help with anything other than AI? what does it offload beside it

dry tangle
#

AI and their vehicles I think

ripe helm
#

You can offload other things to it if you so wish (like code execution for certain things)

south kindle
#

Hi guys, I want to host the server and play the game on my gaming pc, and have the headless client running on my laptop. Using acex for the scripting, because it sounds like the easiest solution. Couple of questions: 1. What would be the best way to do this? 2. Can I use the arma3server.exe in the arma folder without downloading the server seperately? Will that use the server.cfg? 3. Can I use the integrated hosting solution in the arma 3 server browser? WouldnΒ΄t that be the easiest? 4. Does my headless client need all the mods and the mission on his machine? 5.When using Localconnect, do I need to use the internal IP addresses of my pcs? Thanks!

dry tangle
#

@south kindle 1, Would be ideal to have the server on a dedicated machine, 2 You should be able to, if you define the location of the server.cfg, it definitely should, 3 I doubt it, 4 The HCs need to run the same mods as everyone else, 5 When connecting locally you can try either and choose the one which works for you, internal or external, shouldn't matter

south kindle
#

Thanks!

sharp falcon
#

Hello there, how good is the Headless Client System supported nowadays? How much units you got at your best on one map without laggs @here ?

obsidian raven
#

I rly like that fact, that "everyone" is disabled...

dry tangle
#

I do too to be honest ^

#

@sharp falcon I think I've had around 200-300 on seperate HCs without issues#

surreal jacinth
#

@dry tangle what is the syntex code to check the headless clients in game?

#

@anyone what is the syntex code to check the headless clients in game?

dry tangle
#

In what way? Wanting to see if they're connected or? @surreal jacinth

surreal jacinth
#

I would like to see the red vs blue square over the heads of the AI to make sure my headless is working

#

I forgot that code

#

enableDebugConsole = 1;?

dry tangle
#

Ah, not sure as I only run em, I don't do server side stuff as used for group n let em deal with it all

surreal jacinth
#

should I use the worthless nod to host headless or the acex module?

dry tangle
#

I think my groups uses ACEX

scenic dove
#

Worthless has more features you can manipulate, ACEX is lightweight as possible

#

We use ACEX (but I am biased because I wrote ACEX Headless :p)

slim lily
#

What does it mean if the Logs from the HC says Overflow? Is the HC overflown or just too many error messages that it overflows the log system?

west mica
#

Hi all, im having this issue...
https://cdn.discordapp.com/attachments/139438446614675456/317208504442159104/20170525095159_1.jpg

HC's connect but they dont seem to help at all, like they are not offloading anything from the main server
(using ACEx mostly, on dedi, HC's on same dedi, running off bat file)

"C:\Users\Administrator\Desktop\JRAS-EU-HC\arma3server.exe" -client -connect=127.0.0.1 -port=2302 -password=xxx -profiles="C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\Profiles" "-mod=@45KO SO Equipment;@CBA_A3;@JRAS Mod Pack;@L3-GPNVG18 Panoramic Night Vision;@NIArms AR15 Rifles;@NIArms Core;@Spec4Gear.v4.6;@task_force_radio;@TF47 Launchers"

Also using TADST to launch

#

any idea what im doing wrong?

scenic dove
#

Enable log in ACEX Headless to see if something is even trying to be transferred

#

For the rest just basic HC setup, something there you missed probably

west mica
#

@scenic dove something in my .bat file ^^^ maby. Seems like a fairly straight forward HC.bat format(if im not mistaken)

#

any idea were the logs for ACEx will be saved

scenic dove
#

RPT

#

I wrote it, so I should know xD

west mica
#

did you create ACEx? πŸ˜ƒ

scenic dove
#

I partially wrote it

west mica
scenic dove
#

there are script errors at the very end

#

and not even giving it a chance to do transfer

west mica
#

which line are you looking at, the heli restriction scripts

#

are they interfering with transfer of units

#

to hc

scenic dove
#

I can't say

#

but there is no log from ACEX apart from it starting

#

try it on an empty mission first, see if it works, then move to proper missions

west mica
#

it does'nt create its own log right

#

will do

#

process of elimination now

#

ill do blank mission with ace, acex, cba and nothing on map besides one playable and say 50 friendly AI (various vehicles and soldier groups).
with only acex module for hc and see what happens

#

thx for so far

west mica
#

@scenic dove

RPT log after test...line 821
[ACEX] (headless) INFO: Headless Module Initialized.

RPT log.....https://drive.google.com/open?id=0B_R538AAfiF1eHJhUnlNcXd4RkE

Still no diff, had nunch f units fight each other and monitored server FPS with and with out HC connected. no visible performance increase

scenic dove
#

You are not going to see a magic performance increase with HCs

#

Search for more logs, if you ena Headless log setting, it will show when and what it moves to HCs

trim socket
#

there is no automatic AI/etc. transit to use of HC, all that is opt-in (mission/mod design or DIY)

scenic dove
#

He is using ACEX Headless

west mica
#

yup, i know its not a magic bullet for fps but im looking for more stability

grizzled portal
#

Anyone ever come across an HC not loading the correct profile using -name= and -profile=. They always create addtional hc or headlessclient profiles no matter what i put in the start up params.

scenic dove
#

you can't name a HC profile

#

well you can, but it will only be used until HC jumps into a slot

#

it then takes the name of the logic varname

grizzled portal
#

Oh fair enough, thanks.

scenic dove
#

I am seeing NetServer errors @west mica can you confirm headless clients are still connected and loaded properly in the game when the mission fully loads? (press J, the diary thing, and click players when logged in as admin, they should have the rack icons)

west mica
#

i have a look when i back on the server, from what i saw when i was logged in is that when activated they do join the instance and they do occupy the HC slots...will check the rack icons

#

πŸ‘πŸΌ

trim socket
#

please reupdate via steamcmd, beserver.so was updated little later

scenic dove
#

also @west mica you should be seeing this stuff in the log (only if you enable the "Log" setting!):

15:47:59 [ACEX] (headless) INFO: Registered HC: <HCx-Name>
15:49:35 [ACEX] (headless) INFO: Present HCs: [<HC1-Name>,<HC2-Name>,<HC3-Name>] - Full Rebalance: true
15:49:35 [ACEX] (headless) INFO: Groups Transferred: Total: 6 - HC1: 2 - HC2: 2 - HC3: 2
#

that happens on unit spawns (including first load) with delay of 15s by default (IIRC)

west mica
#

ill deff have a look for those thx man..muuuuch appreciated

scenic dove
#

np

west mica
#

will it transfer zeus spawned units aswell

scenic dove
#

yes

#

you have to run ACEX on your client anyways, and that's all that's needed

west mica
#

cool

dry tangle
#

any suggestions on what I can try to connect headless client to another server on game port 2302 while my server's running on 2302? I'm imagining I'm gonna have to change the server port 😒

half spruce
#

Not sure I understand your setup. Can you elaborate? πŸ˜ƒ Your server is running on Host A. Your HC is running also on Host A, or on Host B? If Host B, is it on the same LAN, or is it somewhere out in the wild? Which other server do you want to connect it to - Host C?

dry tangle
#

Server is A, HCs are on A, I want to connect HCs to server B on port 2302 but server A is on that port

half spruce
#

Should still be OK - as long as the IP/Port combo is different. Let's say A is 192.168.1.1 and B is 192.168.1.2. Tell your HC to connect to 192.168.1.2 rather than 192.168.1.1, and the ports shouldn't matter since they're on separate IPs.

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(or am I making a bad assumption that B is a separate piece of hardware, and you actually mean "server" as a software process rather than a different computer? πŸ˜ƒ )

dry tangle
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Server B is a different computer, I think I know how to get em sorted again

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I have the HC batch file with 3 IPs in the command line where as before, I only had two and it'd connect just fine, I'll remove one/two and give it another go

half spruce
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multiple IPs for which parameter? -connect=?

dry tangle
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Yep ^

half spruce
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That's interesting. Pretty sure it's not a supported thing. πŸ˜ƒ Functionally, does it just try each one in order until it finds one to connect to? I'm guessing that's what it does, if it kept connecting to your A server as its IP came earlier in the list? Do you do multiple -connect= or just comma separated IPs?

dry tangle
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Just multiple -connect= -connect= Has worked previously

half spruce
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Funky. As long as it works for you, I suppose. I would expect that it will only ever try to connect to either the first or the last one that is defined, though.

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Or will it actually connect to multiple servers at the same time?

dry tangle
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The IP I wanted it to connect to was #1 in the list, I think I've worked out how to fix it again

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^ Only to connect to 1 at a time, so if one's down, it'll go to the other

half spruce
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Neat. πŸ˜ƒ

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If you can nail down exactly how it's deciding which server to connect to, I'd be interested to know.

dry tangle
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It'll try connect to the first -connect= if that fails, it'll try the next -connect=

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If I want it on the second IP whilst the first one is up, I gotta change them around

half spruce
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Ahhh, OK. I'd make two batch files. πŸ˜ƒ But that wasn't working when your new server was in first position?

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(I've gone from trying to help you to trying to learn from you - hope that's OK)

dry tangle
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Ahaha np

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The server I want it to connect to has two IPs, sometimes it's pick and wants to use the least used IP instead πŸ€” so I just threw the second -connect= in there one day to see if it'd be sweet enough to connect without me having to interact with it

half spruce
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Ahh, ok. You can use ip= on the server startup to force it to one of the multihome IPs (theoretically - I don't have first-hand experience with it)

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Anyway, I learned something. Off to sleep now before I learn two things and overload. πŸ˜‰

dry tangle
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Lmao I'm planning on sleeping but I've been planning on sleeping for about 3 hours almost

half spruce
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Yeah, I get that way when I'm chasing a solution, too. Hope you can get it sorted. πŸ˜ƒ

dry tangle
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Fingers crossed

half spruce
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Oh, one thought before I go - make sure you added the hc IP to server B's server.cfg file for localClient and headlessClients

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::poof, gone::

dry tangle
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Lol, was added previously, probably gonna double check again

dry tangle
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@dusk rock Is the HC on the same server?

dusk rock
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yes

half spruce
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That's a pretty severe drop in fps for only having 20 spawned units (15-20 fps on the server, without the HC). What map? I'd have expected high latency between the HC and the server, except you said they're on the same machine, so that's also quite weird. I've not fiddled with setting affinity on processes for A3, but do you have anything that will monitor your cores on your CPU? It's possible that it's saturating one core.

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Did you get your HC running yesterday, @dry tangle ?

dusk rock
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it's on taunus. i monitor it with TOP on linux. the load is at 3.5 of 8 and CPU usage is around 30%. maybe i'll let the HC run on a different machine and see if it helps

idle granite
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@dusk rock Check if the CPU speed in linux is correct, i know some distro's like to control the speed based on load and most of the time it wont consider arma as high load there for will never raise the lock. I have done 1 to 1 testing between linux and windows on 5 ghz cpu and windows showed about 15-20 fps increase. (basic map map with 500 AI standing not doing shit, no mods all vanilla)

dusk rock
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thx for the hint, but they are all on max. speed @idle granite

half spruce
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Taunus is a beautiful map... but I get the impression it's more an art piece than an actual playable map. πŸ˜ƒ Regardless of that, though, did you get a chance to try the HC on a separate machine?

dry tangle
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@half spruce Forgot to reply, I've not tested yet as it's used for my groups server when doing missions which're once/twice a week

half spruce
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πŸ‘

dusk rock
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testing it atm.. steam auth failed. steam account which runs the server and steam account which runs the HC on separate machine must be different?

arctic sand
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@dusk rock Make sure your headless client IP is listed in your server config's headlessClients[]

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If it's on the same machine, try this:

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headlessClients[]={"127.0.0.1", "publicIP"};

dusk rock
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nope it's on a different machine and i wondered, if i have to buy another copy of arma or if i could run it on 2 different machines

dry tangle
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@dusk rock Try kickduplicate = 0; in the Server.cfg

arctic sand
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Is the public IP of the machine running the HC in your headlessClients[] entry of your server.cfg?

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It should disable steam auth

half spruce
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You can use the same account to run server and HC on different machines. Are you running the dedicated server install for both? Updated with SteamCMD? I think you only need a Steam account to download and update the servers, not to actually run them. Shouldn't even need to own A3. πŸ˜ƒ

dry tangle
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Steam acc is need to DL/Update, no need to own Arma on the server account

clear steppe
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I got a problem with my HCs. Once AI get's transfered from Zeus to HC using ACEX some of them just loose all their gear and are naked

dry tangle
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@clear steppe Does the HC have the exact same mods as the (player) clients?

clear steppe
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Yes server/client/HC have the same mods

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I also noticed if you place units down slower it doesn't happen

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Might be some desync happening when ACEX needs to transfer 3 groups in 10 ish seconds

half spruce
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you can bandaid it by increasing the delay

but it's a bug with HCs
scenic dove
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Zeus + HCs, gear sync happens after unit transfer, that's why increasing delay supposedly bandaids it

half spruce
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Thanks. That'll be good for me to know, too, since we use ACEX. I've not seen the issue, but maybe because we don't often use Zeus.

clear steppe
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Thanks

dusk rock
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putting the public IP in the headlessClients[] entry of the server.cfg solved it. runs better now, but still a little start/stop motion when i pass a certain number of ai.. like 60 or so. but maybe the cpu of the remote HC is too weak, it's just an older pentium dualcore. thx for you help @arctic sand, @half spruce and @dry tangle

idle granite
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i have reported naked bug to Bohemia like 9 months ago about transfer of ai to HC, still have that issue

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to help prevent that we slowed down the transfer speed

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this fucking game .....

scenic dove
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It's just Zeus

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It's already super wrong that Zeus stuff is spawned local to the Zeus

trim pulsar
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If the Zeus'd units were spawned to the server, the Zeus would loose quite a bit of the fine control over the units. Many of the stance changes, etc only run when the unit is local to the Zeus.

torpid sentinel
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which of course is not harder to fix than executing where local

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bi needs to do some regression on zeus

torpid sentinel
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seems to already be fixed in upcoming ace

glad mist
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If I'm getting a steam ticket check failed when running arma3server in HC mode - what is the most likely culprit? IP is whitelisted, be=1; belicense=1, etc. do I have to mess with filePatching?

dry tangle
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@glad mist I've not had the issue, imo it's the one issue that doesn't have a definitive answer to solve it. There shouldn't be any need to mess with filepatching though.

glad mist
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Thanks for that @dry tangle , makes me feel a bit better - been wrestling with this one for a while

tame glen
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I'm voting for the issue being the IP not being whitelisted. I haven't seen a confirmed case of be=1 or belicense=1 for well over a year, if not more.

  1. Is it always Steam ticket check failed, or are there any other error messages?
  2. Is the HC on the same machine as the server?
  3. Does the HC stay connected briefly, or is it instantly getting kicked when connecting?
glad mist
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@tame glen

  1. always steam ticket check related
  2. different machine, same LAN
  3. instantly kicked, rejoins, loops like this forever
glad mist
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headlessClients[]={"192.168.192.111","127.0.0.1","X.Y.Z.142","172.17.0.1"}; where 192.x is the LAN IP of HC, .142 is public IP of both server and HC, and 172.17.0.1 is the docker bridge IP (server running dockerized)

glad mist
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@tame glen @dry tangle turned out to be IP related after all. I added a linked container and whitelisted it's docker IP and it was able to connect without issues, thanks for the help

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still can't connect a HC from my desktop yet, need to figure out what the server thinks my IP is (192.x, 172.x, public ip) when hc connects

dry tangle
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@glad mist Should be easy enopugh, watch the console for when you're connecting? If you're on windows 10 you can use task manager and check the network adapter on the performance page for your 192.168.x.x IP

glad mist
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yea I was whitelisting the IP that the console showed but it wasn't working - will run a netstat later

south kindle
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My hc is giving me this: 15:33:13 > Player headlessclient connecting
15:33:13 > You were kicked off the game. Steam authentication failed.

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anything I can do about it?

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Server is saying "Batleeye server: Player #0 headlessclient connecting" and the disconnected

slim lily
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@south kindle what OS?

tame glen
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Steam authentication failed is usually a wrong or missing IP in the headlessClients array in the server config.

south kindle
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@slim lily win

slim lily
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@south kindle k yea check what penny said

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I'm on linux so not sure then

south kindle
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Checked the IPΒ΄s, using the local ones but it doesnt work

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@tame glen

glad mist
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@south kindle triple check IPs, I fought against that one for a week, not realizing internal bridge ip was being used

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add public IP too

south kindle
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Ok gonna do that

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@glad mist how do i do that, with a comma? -connect=192.168.178.88, 217.232.344.32?

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on my HC side

urban juniper
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I believe he is talking about the server configuration file, not the HC. Add all the possible local IP's to the configuration file.

dry tangle
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^ Pretty sure he is

south kindle
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k πŸ‘

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alright I now got the local and public ip in the server config

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and the local in the HC launch parameters

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IΒ΄ll try with the public in the launch parameters too

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Looks like it works with the public IP

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Thanks a lot Guys you are all very helpful πŸ˜ƒ

jade epoch
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anyone has a working script for transfering units from Zeus to HC? I can't run ACEX :/

scenic dove
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why can't you run ACEX?

urban juniper
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You can try Werthless HC Module.

jade epoch
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ACEX requires ACE, doesn't it?

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Or am I wrong

scenic dove
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yes

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but you don't play with ACE!? πŸ˜›

vague walrus
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Could you not just have ACE installed but disable its features?

arctic sand
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Not sure if it was WHC's problem, but I had issues in my community with some triggers and AI at times on HCs, may have just been the mission devs fault though

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But it work fines otherwise

scenic dove
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Triggers can be weird with HCs

arctic sand
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How does AceX transfer? WHC slowly transfers things and can take quite a while for a mission with a couple hundred AI

scenic dove
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Uses setGroupOwner on all groups

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Transfer only happens after set delay (configurable) of unit spawn, to prevent desync

thorny terrace
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i use acex with 3 headless clients and about 75 groups of ai per mission, and it works as expected, except sometimes units placed by zeus will lose their gear when transferred to a HC (about 1 in 10 infantry units)

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not sure if its acex specific or not tho

tribal fjord
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Are headless clients just "slave" computers that run AI to take load off the main server?

thorny terrace
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yep, except you can run multiple hcs on the same system the server is running on

scenic dove
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@thorny terrace it's not ACEX specific, it's a problem with Zeus syncing, you can increase the transfer delay to negate the issue, but it's currently impossible to fully fix it (without hacky workarounds)

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increasing the delay will give Arma more time to synchronize gear between the Zeus machine and HCs

kind crystal
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Is there a way to track headless client fps?

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#monitor works for the server only I assume

slim lily
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@kind crystal You use CBA by any chance?

kind crystal
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Don't we all? πŸ˜ƒ

slim lily
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πŸ˜›

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In the last update you can Target Watch