#headless_client

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lean reef
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21:57:51 Client kicked due to failed Steam checks: Invalid ticket - Ticket invalid
21:57:51  > You were kicked off the game. Steam authentication failed.```
trim socket
lean reef
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Correct, sorry my internet cut out

heavy tiger
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Are you sure your HC is listed in BOTH server.cfg entries on the server?

lean reef
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@heavy tiger yes

heavy tiger
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Okey.. I would guess it's a configuration error. But if everything is 100% configured correctly then I don't know.

fossil tulip
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Is there an optimal number of HCs to be used?

heavy tiger
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no.

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The answer is "it depends". Which means no there isn't a general optimal number

cunning sage
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if you are using ACEX to distribute the AIs, avoid even number of HCs

cold gull
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do you still need a separate steam account and copy of arma3 for each hc you want to run?

heavy tiger
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no... and "still" you never needed

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How would you do that even? HC's are made to run on the same machine. Don't even know how you can be logged in to multiple different steam accounts on the same machine at the same time ๐Ÿค”

cold gull
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so i couldn't run a headless client on a second machine?

heavy tiger
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you could do that too

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but HC's weren't made for that. The ping will make it less efficient

thin kernel
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how do i setup a HC for my server i have tried to follow the tut on the wiki but it didnt work ๐Ÿ˜ฆ

heavy tiger
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what part doesn't work?

thin kernel
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i set it up on my box same as server it says dedicated client created but isnt connecting to server i added the HC module to mission

heavy tiger
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What command line are you using to start the HC?

thin kernel
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start "arma" /min "arma3server.exe" -client -connect=127.0.0.19 -port=2399 "-mods=" "-profiles=HC" -world=empty -enableHT

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127.0.0.1 xD

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fat fingersd whemn i typed here

heavy tiger
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"-mods=" useless parameter that does nothing?
-world=empty irrelevant on server/HC
-enableHT Do you have a Intel CPU with Hyperthreading? If yes then that parameter is useless. If no then that parameter is wrong because you don't have HT

thin kernel
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ill remove them then xD

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i have the @life_HC mod but its not connecting yet so thsats y blank

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thats FFS

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removed them stil not connecting

heavy tiger
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What does the headless clients RPT log say?

thin kernel
heavy tiger
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the parameer is -mod not -mods

thin kernel
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xD trying now xD i typed it fast really need to stop that xD

heavy tiger
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But it should still atleast try to connect. No password?

thin kernel
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oh shit yeah xD

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lol

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forgot that paramiter

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is it -password=mypassword

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as did that still not connecting

thin kernel
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anything its still not connecting have tried everything can think of even followed a YT vid and still not working ๐Ÿ˜ฆ

heavy tiger
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Also don't know more.. It just freezed just before it should be connecting

thin kernel
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hmm strange im very confused now ๐Ÿ˜ฆ

normal frost
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Does HC still need purchased A3 license?

heavy tiger
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no. And can't remember that it ever did

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But I remember that you already asked here. And got told that the HC doesn't need Arma 3 bought.
Okey well. That was 2 years ago now.

normal frost
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@heavy tiger You remember a lot of things... ๐Ÿ˜„

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I've managed to forgot that 100 times during those two years

cunning sage
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arma3server can spawn HC without license at least

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rule of thumb, anything you can do with arma3server is fine without license

vague saddle
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Any idea what the Overflow in .RPT of a HC means?

23:00:51 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
23:00:51 CWeaponSlotsManager::DeleteWeapon: wrong weaponID!
23:00:54 Bad muzzle direction in RGMuzzle:'usti granatometu'-'konec granatometu'
23:00:55 "HC1/BIS_fnc_log: [BIS_fnc_addStackedEventHandler] Stack as been updated with ID (rhs_pfh_eject_O Alpha 1-1:7) for Event (oneachframe), Replaced: (false)"
23:00:55 Overflow
23:00:55 Overflow
23:00:55 Overflow
23:00:55 Overflow
23:00:55 Overflow
23:00:56 Bad muzzle direction in RGMuzzle:'usti granatometu'-'konec granatometu'
23:00:57 Bad muzzle direction in RGMuzzle:'usti granatometu'-'konec granatometu'
23:00:57 Bad muzzle direction in RGMuzzle:'usti granatometu'-'konec granatometu'
=======================================================
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 6301A9CB
cpu:  Intel(R) Xeon(R) Platinum 8168 CPU @ 2.70GHz
graphics:  No
resolution:  160x120x32

And then it crashed

spring crypt
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looks like mod caused issues

trim socket
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@vague saddle on the stable branch or profiling branch ? would be nice to obtain mdmp,bidmp, rpt files from moment of crash (either 7zip and send me url to dropbox or make A3FT ticket and attach the 7z with the files there)

vague saddle
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It's a stable windows x64 version. I will ask the server owner to obtain them.

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Some insight on what the overflow means would be nice. Sometimes windows shows a message that it's running out of virtual memory at the moment of the crash, sometimes it doesn't.

hybrid notch
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Hello @trim socket @vague saddle , I currently host the two machines having issues

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Here are the logs archive, one contains all the historic, the other one only the most recent crash after I separated the profiles for HCs in the launch parameters

hybrid notch
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We have two VMs, both are Win Datacenter 2016 hosted in Azure Cloud

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On one VM we have the server running Stable branch

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On the other one I start up 2 HCs also Stable branch

spring crypt
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Dan, what series machines are you using?

hybrid notch
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F-Series : F4s_v2

spring crypt
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hmmm, not resources then

hybrid notch
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Doesn't sound like it no

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I get the same behavior with only a single HC running

spring crypt
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your modlist is cancerous

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anyways, looking at that ACE module, it might be out of date

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never mind, it's latest

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you don't need -enableht, it probably isn't causing the problem but it's not accomplishing anything either

unborn robin
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Have you tried getting HCs to work with no mods?

hybrid notch
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Cancerous as in the parameters are not reader friendly ? Will try without HT also, if you have any informative material that would clearly explain when and why activate it, I'm interested.

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About running the HC with no mods, do you mean no mods on the HC when the server has some activated, or no mod also on the server ?

hybrid notch
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Currently running the server alone with the same config/modlist and no crash today

unborn robin
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I mean have a no-mod server instance just to get HCs working.

austere fulcrum
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My headlessclient
is getting kicked for steam auth failed?

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Anyone that can help me a hand here?

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With experience on Headless clients?

heavy tiger
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@austere fulcrum #rules don't cross-post.
I'll delete my answer in the other channel till you learn to follow rules

austere fulcrum
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I litteraly didn't knew they had a seperated channel for HC questions ...

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As soon as I noticed I copied my answer in the section for it ...

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It's not like I spammed every channel ...

heavy tiger
austere fulcrum
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Posed my question in Ask a Question > noticed this seperate channel thought it be more approriate to put it here.

heavy tiger
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Yeah. It is.

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Why not delete the message in the wrong channel then, to not violate rules?

austere fulcrum
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Because technically ... I just asked a question.

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In the ask a question channel ...

heavy tiger
austere fulcrum
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Like I said ... I just noticed the more appropriate channel and that's why I copied in here.

heavy tiger
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And I informed you that you are violating #rules unless you delete that other message. And that I won't help you till you start following rules.
So you can now either delete it. Or ignore me and wait till a moderator notices and asks you again to delete it.

austere fulcrum
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I already deleted the message before you wrote yours . ^

heavy tiger
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yes. Exactly 1.22 seconds before.

austere fulcrum
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When I was done typing my like I said message I realised the other should be deleted...

heavy tiger
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So. You either are not launching the arma server or your headless client is not configured properly in server.cfg
I realised the other should be deleted Except that I told you 2 minutes before that you should delete it

austere fulcrum
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I was reading the rules when you posted it was against rules.

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Arma server is launched and recognized it's connecting/disconnecting.

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server.cfg

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localClient[]={127.0.0.1};
headlessClients[] = {127.0.0.1};
battleyeLicense = 1;

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To my thinking is also set oke.

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21:34:32 Player headlessclient connected (id=HC6764).
21:34:33 Player headlessclient disconnected.
21:34:33 BattlEye Server: Player #0 headlessclient disconnected

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As so ...

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

Yes. Wrong.

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entries are strings.

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not invalidly formatted numbers with multiple decimal points

austere fulcrum
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Wouldn't it not detect it anyway then? As it's reading the HC when I boot it up.

spring crypt
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second question, does the mission have HC slots to join?

austere fulcrum
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  • I just chanegd it as ""
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yes

heavy tiger
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Wouldn't it not detect it anyway then?. It would not not not detect it. Because it can't read your mind

austere fulcrum
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But it was still seeing the headlessclient connect even when it wasn't stringed.

heavy tiger
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Yes. Because that's his name

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Any player can also call himself "headlessclient"

austere fulcrum
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Wouldn't it deny entry then if it couldn't read the ip? If it wasn't string?

heavy tiger
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no.

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If it's not in that list. Then it's a normal client

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A normal client that has to authenticate via steam -> is getting kicked for steam auth failed

austere fulcrum
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Still kicking the headlessclient of

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Steam authentication failed.

heavy tiger
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what parameters do you give to the HC

austere fulcrum
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set armaparamshc="D:\Games\arma3\a3files\arma3serverhc.exe" -client -connect=88.198.20.108 -port=2302 "-profiles=D:\Games\arma3\a3files\config\HC"

heavy tiger
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-connect=88.198.20.108 He's not connecting via localhost

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meaning the server see's a different IP

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connect via 127.0.0.1 insetad

austere fulcrum
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ah

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Indeed

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When I added server ip

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It connect properly. Guess I was wrong assuming it would know itself it's local.... ๐Ÿ˜„

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Cheers for pointing out. ๐Ÿ˜‰

heavy tiger
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But that not connecting via localhost doesn't show the localhost ip is a thing few people know I'd say

austere fulcrum
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Well yes, doing allot of things at same time make you overlook the parts you think shouldn't be looked at.

placid flame
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Hi there. My community has used HCs in the past (using ACEX), but we stopped using them since we had issues using it together with Zeus.
After the unit would be transferred to the HC, it would be impossible to change waypoints or stances.
Is there a method of using HCs that doesn't compromise Zeus too much?

unborn robin
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Use HCs for things you don't need to Zeus control.

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If players approach an HC group, delete it and respawn it under Zeus before they make contact.

placid flame
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Okay, but that partially compromises Zeus though.
Is there a method of using HCs that doesn't compromise Zeus too much?

unborn robin
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I believe Zeus starts to do weird things when you interact with non-local units. So separate your AIs into those that need to have fine control and need to be with Zeus, and those that are cannon fodder and can be on HCs

restive quartz
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that's a bit confusing

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so would a good example of using HCs for units spawned would be a non-engaged unit or something

weary dew
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Hey! ๐Ÿ˜„ i just setted up my Headless client ! ๐Ÿ˜„ but my problem now is, that my Server says its full. normaly it says 0/10 now it says 1/1
do u guys need logs or did i just messed something up ๐Ÿ˜„ ?

heavy tiger
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does the mission have enough playable units?

weary dew
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it has 30

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whitout the Headless client module i can login on the server and play normal

heavy tiger
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what if you join first and the headless client later? can the HC join? Can other people join after the HC?

weary dew
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i use the normal "HeadlessClient" and the "AceXHeadless" Module.

ill check, but i can say people cant join after Headless.

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i now started the server and didnt start the client, still remains on 1 Slot. now its 0/1

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in the serverconfig i have set to 10 slots

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i just placed both modules on the map. didnt do anything else. was that wrng ?

heavy tiger
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It's the same that I also do

weary dew
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hmmm

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But i didnt connected these to something

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do i have to connect the acex Headless and the normal headless togehter ?

heavy tiger
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no

weary dew
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hmmm

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what shoud i do then ?

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RIP

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i put it in the wrong mission ๐Ÿคฆ

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@heavy tiger is there a way to check if the client is owned by a HC ?

heavy tiger
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a HC doesn't have an interface

weary dew
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what i ment to say is if i can check if the AI is owned by HC

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sorry ๐Ÿ˜„

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that there is no one in the headless client slot. but the user headlessclient is connected

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because as soon as i fight with much ai server fps drops to 10 fps

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and as far as i see on CPI the headless process uses 0,4% and the server 20% so that souds to me that the headless doesnt work

unborn robin
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Basically it's using groupOwner on all the groups.

weary dew
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i spawn AI via Zeus because of a dynamic mission. and for what i now if i spawn via zeus it sets the owner to the server instead of HC right ?

unborn robin
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Units spawned via Zeus are owned by the Zeus client. ACEX will, after a delay, assign those groups to an HC.

weary dew
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Soo i have to go with Werhles right ?

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and acex

unborn robin
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I mean, ACEX works fine. I only bring up werthles because the code maybe easier to understand.

weary dew
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I jus did everything according to AceX to work but the performance is as terrible as before.

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is it normal that the headless client does not assign to the headless slot in the server ?

unborn robin
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The HC should definitely connect to that slot.

weary dew
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Hm.

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thats pretty weird then. because i really just want that to work ๐Ÿ˜„

unborn robin
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What do you see in your Server and HC windows?

weary dew
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lemme SS that.

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it connects to the server but doesnt join the slot.

heavy tiger
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Is your HC properly configured in your server config?

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aka the local IP's

weary dew
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lemme check / ss that too ๐Ÿ˜„

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or coud the problem maybe related to TADST ?

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i just saw it coud be a TADST issue, HC is checked but in the CFG there is nothing at all

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lemme add that

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disgregard its added.

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so lemme paste that.

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headlessClients[]={127.0.0.1};
localClient[]={127.0.0.1};
heavy tiger
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what is your headless client's startparameter?

weary dew
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and my startscript for the headless is

mode con: cols=60 lines=10
@echo off

start /min "" "C:\HyplexCommunity\Gameserver\Arma3\Realism\arma3server_x64.exe" ^
 -profiles="C:\HyplexCommunity\Gameserver\Arma3\Realism\Profiles" ^
 -client ^
 -connect=127.0.0.1 ^
 -port=2302 ^
 -password=hyplexbeta^
 "-mod=mods......
heavy tiger
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looks correct :/

weary dew
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i coud provide ftp access if you want to check ?

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๐Ÿ˜„

heavy tiger
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no time ^^

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The headless slot is under logics right?

weary dew
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yes.

heavy tiger
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You could google for the issue. There are many forum threads about "headless client doesn't slot in"

weary dew
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Okay! ๐Ÿ˜„ ill try my best ๐Ÿ˜„

unborn robin
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The server config lines, aren't those supposed to be in strings?

headlessClients[]={"127.0.0.1"};
localClient[]={"127.0.0.1"};
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That's what I have, at least =p

weary dew
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do i have to restart the whole server when changing something on the HC ?

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just the HC right ?

heavy tiger
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๐Ÿ‘† correct. should be strings

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If you only change on the HC then only HC yeah

weary dew
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ill try it with the strings ๐Ÿ˜„

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and if it works then ill trow tadst out the window

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TADST just puts it back without strings. ill kick that crap out xD

unborn robin
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Jeez xD

weary dew
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is this supposed to look like that ? "-mod=@examplemod;@Example2;Example3"

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so what i mean is is it supposed to be with the " " " " "

unborn robin
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only if your mod folder paths have spaces

weary dew
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it doenst ๐Ÿ˜„

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doesnt

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well now with my startscript the mission doesnt load. OOF

unborn robin
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eh, fix something, break something.

weary dew
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do u mind if i PM you so we dont bother people with unreleated stuff ๐Ÿ˜„

unborn robin
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Ok

vague apex
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Maube, anyone know, why HC trying join to the game, automatically kicked to lobby? And how exclude from onPlayerConnected event heandler HC? I add this "if (_uid in ["", "SERVER", "HEADLESS", "HC"]) exitWith" but, its not work ๐Ÿ˜ฆ

unborn robin
karmic bison
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I have a question, if I am trying to load a mod for my HC and it is in the !workshop folder do I need to put it in as -mod=!Workshop@CBA_A3;!Workshop@task_force_radio; etc.
Or just I create additional mod folders for each mod I wish to load and put them directly in my Arma 3 folder and load them via -mod=@CBA_A3;@task_force_radio; etc.

heavy tiger
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you can do both

karmic bison
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Wonderful thank you

karmic bison
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Trying the -mod=!Workshop\CBA_A3 Didn't work unfortunately, I ended up digging through the server RPT file and using the full file location that TADST prepared IE C:\Program Files\Steam......! Workshop@CBA_A3 and that fixed my issue.

tough quarry
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I am curious, why doesn't Bis use headless clients on their official servers

dry tangle
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Why do they need to?

heavy tiger
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Does BI have official servers with AI even?

dry tangle
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Apex protocol, Zeus, And I guess that's about it?

heavy tiger
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For Zeus you'd need special HC scripts. And not really needed as the AI isn't on the server anyway

heady needle
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doesn't combat patrols have AI?

trail vessel
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Combat patrol does have AI yes

arctic tartan
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Is there a place you can tweak network traffic between server and headless client? or do the settings in basic.cfg apply to headless also? Someone asked the question as they believe their headless clients are dropping off because of network limitations.

heavy tiger
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there should be no headless client network traffic at all

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HC should be running on localhost

arctic tartan
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So what you are saying, people shouldn't run a headless client from 1 server to another?

trim socket
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actually @heavy tiger HC can be run at other box e.g. within server shard (as long as the network is ultra fast with near nil latency)

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it could be run even on slower networks but that defy the primary purpose

heavy tiger
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can be run yes. But it's intended as local.

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And if you are suspecting you might be having problems because of network limitations. Then you should definitely not run it over network.

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I also sometimes run cross-server HC's but very rarely. it's easier and better to just run 2 local HC's if I have the ram free

arctic tartan
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I see, thanks.

vague saddle
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When HC and server are located at the same PC, I suppose the server and HC processes communicate through sockets anyway. So, is the HC<->Server traffic also affected by all/any options in Basic.cfg? One more precise question is, could a bottleneck caused by low settings in Basic.cfg cause a HC to disconnect from the server?

oak nymph
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Hello, comrades!

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Did anyone try to use headless client on large players number? Lately we were trying to use it on local (same) machine, and it caused massive lags on 200 player scenario

heavy tiger
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HC's are used to offload AI and scripts

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They are just another player. So they don't help with large player scenarios

urban juniper
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It certain can offload the AI cost (usually quite small although it adds up) and the script cost (usually the one that hurts). However you still get a reduction of client performance because it still has to be culled and rendered so the end result is that a game with a lot of AI still isn't actually playable from the client side perspective. It stays playable for a bit longer by taking load from the server (mainly) but in my experience with it an antistasi it did not perform much better.

vague saddle
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Did you check what server FPS you had on your 200 player scenario? With and without headless client?

oak nymph
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lags literally stopped at the moment headless was turned off

vague saddle
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Do you mean you turned the HC off in the middle of the mission being run?

oak nymph
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yes

urban juniper
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So you offloaded all AIs to HC and then switched it off and lag stopped?

urban juniper
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I did check it yes, without HC was regularly below 20, with it spent most of its time at 46. So it helped the server out but the clients still suffer because the stuff is still there and they drop a lot of frames as a result both ways.

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I have also seen HC cause severe problems and turning them off and on again helped. I think it is just a variant of the 3FPS memory leak, if they are on too long, just like the client, they eventually hit a RAM ceiling and basically die.

oak nymph
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Ais were not the deal

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i made a script that makes backup mission with current game state

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and it causes server lag at the time its being fired so got to offload it to hc

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works fine on 120 player environment, but may be just players number is the problem

arctic tartan
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On my local machine I can connect to a dedicated server as a headless client. But if I attempt to setup the headless client on the server it just stays at Dedicated client created. I used identical command lines for both environments. I tried the public and local IP. Can't seem to figure out why it won't display an error or connect.

unborn robin
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Could be lots of things. Go over your launch parameters, relevant server.cfg entries, etc, and show them.

arctic tartan
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Attempt using a cmd file

start /min "" "D:\Arma3HC\arma3server_x64.exe" ^
 -client ^
 -connect=132.53.102.118 ^
 -port=2302 ^
 -password=password^
 -name=headlessclient ^
 "-mod=@CBA;@ACE;@ACEX;@CUP_Terrains_Core;@AliVE;@Achilles;@ATM_Altimeter;@ACE_Compat_RHS_ARAF;@ACE_Compat_RHS_USAF;@Backpack_On_Chest;@Complementary_Special_Weapons;@cTab;@dzn_Vehicle_Fire;@EnhancedMovement;@EnhancedSoundscape;@FIR_Pilot&Crew_Pack;@FIRAWS;@GRADTrenches;@ILBE_Assault_Pack_(TFAR);@ILBE_Assault_Pack_RF-3080_Fix;@MBG_Killhouses;@Project_Opfor;@RHS_AFRF;@RHS_USAF;@Tfar;@USSNimitz;@USSOC_LITE_mas;@VSM_AIO;@NIArms_AIO;@ADVACECPR;@F-18;@C.O.S;@TryksMultiUniforms;@Boxloader;@Dag;@Napf_Winter;"^

Attempt using shortcut with the following parameters

D:\Arma3HC\arma3server_x64.exe -client -connect=127.0.0.1 -port=2302 -password=password -name=headlessclient
unborn robin
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What about your server.cfg? Got these?

headlessClients[]={"127.0.0.1"};
localClient[]={"127.0.0.1"};
arctic tartan
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It doesn't matter if I have the wrong mod names, password...all that stuff. It should at least attempt to connect.

The only thing I can think of is that the connection is being refused from the local host.

#
// HEADLESS CLIENT
headlessClients[]={"127.0.0.1","132.53.102.118"};
localClient[]={"127.0.0.1","132.53.102.118"};
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yup

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So I just need to buy another Arma 3 License.

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Is there a way to authenticate a user without having the full steam application on the server?

unborn robin
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You don't need a retail copy.

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You may need to put battleyeLicense=1; in your headlessclient.Arma3Profile.

arctic tartan
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headlessclient.arma3profile

version=1;
blood=1;
singleVoice=0;
gamma=1;
brightness=1;
maxSamplesPlayed=96;
battleyeLicense=1;
sceneComplexity=400000;
shadowZDistance=100;
viewDistance=1000;
preferredObjectViewDistance=800;
terrainGrid=25;
volumeCD=10;
volumeFX=10;
volumeSpeech=10;
volumeVoN=10;
vonRecThreshold=0.029999999;
arctic tartan
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What else can be preventing the dedicated HC from working?

unborn robin
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Maybe try it without any mods just to see?

arctic tartan
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Mods doesn't make a difference. It's not even connecting to the server.

arctic tartan
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So I created another dedicated server hosted in a different data center using steamCMD. Using only the basic requirements I was able to connect to the server. Then I did the exact same thing but on the same server and it fails to connect. I went to the extreme and disabled the firewall, no affect. Missing something here with having the HC and Host on the same box.

silver shale
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@heavy tiger should know a lot about these things so he might be able to give advice.

heavy tiger
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So I just need to buy another Arma 3 License. no you don't
Look at the RPT log if the command line arguments you are giving it actually come through
Does the server have a mission started while the HC tries to connect?

arctic tartan
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My troubleshooting has been the following:
-Test HC from my local computer (Success)
-Test HC from steamCMD dedicated server remote of host (Success)
-Test HC from steamCMD dedicated server through localhost (Fail)

The last 2 tests were done in identical environments. Except one was done remotely and the other local.

#

When I monitor the port traffic from the HC. The only connection I see is 2304 (which is connection port +2) and it doesn't show that its connected to anything.

heavy tiger
#

I don't see the problem. Can you send me the log files of both the local HC how it attempts to connect but doesn't work. And the remote one that worked for you?
When did you start with this? Is you local HC updated to latest game version?

#

Think I got it already.

#

Why are you launching the server with -ip=XX.XX.XX.XX ?
Why are you intentionally limiting it and making it impossible for 127.0.0.1 to connect to it?

arctic tartan
#

Ah I see what you are saying

#

So because I've declared the public ip in the command line it is causing it so that I cannot connect from a different ip like the local address.

heavy tiger
#

That means it only listens on the external adapter.

#

You shouldn't be using the -ip parameter on a server at all

ashen geode
#

What can cause a headless client to be kicked for 'Client kicked due to failed Steam checks: Invalid ticket - Ticket invalid'? I have the headless client's IP set up correctly in the headlessClients and can't see any other issues with the setup.

#

I saw @heavy tiger response to a similar question saying 'Are you sure your HC is listed in BOTH server.cfg entries on the server?' What do you mean by this exactly?

heavy tiger
#

server.cfg has to entries where you have to enter the HC IP

#

127.0.0.1 is listed by default and as your HC should be running locally anyway that's probably not the problem

#

unless you are not running the HC locally...

ashen geode
#

It isn't being run locally, but the IP is correctly defined in the server.cfg, so struggling to figure out why it keeps getting kicked.

heavy tiger
#

in both entries in server.cfg?

ashen geode
#

Yes, both entries contain the IP. But still the same issue

urban belfry
#

you may need to add a slot for the HC in your mission.sqm

cinder burrow
#

Hello, I have 3 HC slots in my mission. Performance isn't that great at the moment(might just be too demanding mission) Would I be better running HC on the same machine where I have my dedicated server(i7-3770K) or should I try running one HC with the machine I play on my server(i7-6700K)? Would that ease the load on my server pc.

urban juniper
#

why would you bother with either of those solutions @cinder burrow ? the purpose of the headless client is to offload calculations for AI onto a different computer

#

you'd be accomplishing nothing by running HC on your own machine or the same machine your dedi is running off of

#

3770K as a server chip
big think

limber basin
#

hello, can i use HC for minimalize server load? For run server side scripts, spawn objects, change mission namespace etc?

#

i'm not use AI

heavy tiger
#

you can run scripts on a HC yes

#

just like any other client

cinder burrow
#

@urban juniper i7-3770k because it is my old desktop and mans gotta do with whatever hardware he has laying around. It has performed as a server well enough for my group of friends. But this mission I made has proven to be too big of a bite for it. I was under impression that offloading some of the AI/scripts to HC would be beneficial for server performance even if its run on same machine?

unborn robin
#

HCs on the same computer helps spread the AI load across more threads. I think most(?) server admins are running HCs on the same machine as the server.

trail vessel
#

@unborn robin Yes you can run a local instance, but having seperate machines is just that much better.

unborn robin
#

As long as they are on LAN, I assume?

trail vessel
#

LAN yes.

cinder burrow
#

Is it possible for HC to load Workshop mods without launcher yet?

trail vessel
#

@cinder burrow You always could..client or server. They're symlinked to a3 install from steam install

cinder burrow
#

๐Ÿค” oh, I didn't know

trail vessel
#

Headless clienta are just like regular clients but they are setup to take the torture.

steep hornet
#

Hello I am having some issues with my HC setup. I am able to get them to load into the server just fine. However they seem to be stuck in lobby not doing anything.

#

Any idea what could be wrong?

unborn robin
#

Does the mission have hc slots and are they set to playable?

urban juniper
#

Yes, look in systems, logic entities, virtual entities, headless client. Put it on the map and set to playable

tiny flume
#

I'm currently trying to connect to a server with a headless client from Windows. From Linux on the same machine it works, but I just get 2:39:35 Dedicated client created. as output for the windows hc and no connection info

#

test connect command line is .\arma3.exe -client -connect a3server.tetet.de:3000

dry tangle
#

-connect=ip No space

#

Chances are the linux one works on the same machine due to being localhost and the HC attempting to connect on localhost as it does not "see" an IP defined

tiny flume
#

ok

#

thanks, that worked! Now I get a 'Steam authentication failed'

#

argh, I use the IP not localhost ... but localhost in the server config

#

works now, thanks for the parameter help!

dry tangle
#

๐Ÿคฃ

vague apex
weary laurel
#

TeTeTe had the same issue , thanks .

lost ember
#

How dose a headless client work?

heavy tiger
#

It's a client.

#

It connects to the server like any other player. But it doesn't actually control a character like a normal player would

#

that's about it.

lost ember
#

What dose it do thou?

#

Just sit there?

heavy tiger
#

nothing

#

yes

lost ember
#

???

#

lol

heavy tiger
#

You can move AI's onto it. Just like with a normal player

#

that's what people often do

lost ember
#

oh so I could set it as some type of admin slot?

heavy tiger
#

no

lost ember
#

huh

heavy tiger
#

it's just a invisible player that noone can control that just sits around and does nothing

lost ember
#

I don't understand why it's in the game then.

heavy tiger
#

to offload AI's and scripts onto it

#

So that it processes them instead of the server

#

You can do most things with it that you can do with a normal player

lost ember
#

Would I need another key for the game just to connect to the headless client

heavy tiger
#

no

lost ember
#

hold on I have more to ask, someone is spaming me @.

#

so how would I connect with out having the game.

heavy tiger
#

HC is part of the Arma server

#

you can just download the server files and host a server/HC without owning Arma

lost ember
#

because If so then I would Like to use this more often

#

Ok thanks

trail vessel
#

Your mission needs to support it by the way. It doesn't automatically throw tasks it's way

rose pebble
#

OwO what's this

#

No but actually what is this channel

cunning sage
half spruce
#

How would I run a HC but specify which cores it runs on? Is there a way to make it run automatically bound to specific cores, or do I just set the affinity once it starts up? Any recommendations?

#

Or is that even necessary - will windows just figure it out and shunt the work off to an unused core?

half spruce
#

Figured out how to start it with specific cores selected - but still not sure if it's even worthwhile. If anyone has insight, please do share. ๐Ÿ˜ƒ

agile sentinel
#

Has anyone managed to get HC connected with Overthrow mod? Mine work's perfectly running Liberation but nothing with Overthrow.

cunning sage
#

@half spruce start /affinity X arma3server.exe

pseudo estuary
#

Trying to get headless clients to work. I have no problem connecting the hc but after a few seconds the server crashes. Anyone familiar with this issue?

#

server is vanilla

half spruce
#

@cunning sage Thanks. ๐Ÿ˜ƒ Had sorted that part (I asked here before doing any checking in case someone had an elegant solution already in place), but still wondering if it's even necessary to specify, or if the system will just sort it out itself. Time to fire up Afterburner and figure it out myself, it seems. ๐Ÿ˜ƒ

#

@pseudo estuary Could you elaborate on "crash"? Is there anything in the rpt file for the server or the HC?

cunning sage
#

let the system deal with it

pseudo estuary
half spruce
#

What's the command line that launches the server and the client? That part wasn't included in your pastebin.

e.g.:

== C:\Games\ArmA3_x64\A3Master\arma3server_x64.exe -config=frostserverantistasi.cfg -name=FrostServerAntistasi -filePatching -profiles=c:\Games\A3Profiles_x64 -hugepages -mod=...
#

The reason I ask is that the only reference I have found so far decided that -autoInit on the server was a problem, but it's not exactly the same issue you're facing

#

When you say crash, do you mean the process stops responding, the windows just closes with no message, or does it just seem locked up? Based on the timestamps you had both doing their thing at the same time... try running the server and connecting with your real client, log in as admin and sit in the lobby. Then start up the HC and watch it connect to the game and take its slot (you should be able to see Virtual when logged in as admin)

#

@cunning sage I'm doing some tests right now to see how it handles it... but I was hoping for "Yeah, we run it like this and the headless uses a different main core than the server" or something experience-related. I'm not saying I agree or disagree, just don't have a lot to go on atm. ๐Ÿ˜ƒ

pseudo estuary
#

@half spruce autoInit is not on.

The server process just closes. As far as I can tell I can idle in the lobby as long as I want with the HC connected. Problem occurs when mission is (loading) or in case mission was already running a few seconds after the HC connected.

Server:
-netlog -ip=${ip} -port=${port} -cfg=${networkcfgfullpath} -config=${servercfgfullpath} -mod=${mods} -servermod=${servermods} -bepath=${bepath} -loadmissiontomemory
HC:
```-client -connect=85.214.xxx.xxx -port=2302 -password=xxx -mod=${mods}````
As mentioned no mods loaded.

half spruce
#

Hm. I guess the next thing to try is a different mission. Just throw together something with a single unit and the HC connectivity.

#

(It's been so long since I haven't used ACEX that I can't remember what's needed to set up HC in vanilla)

pseudo estuary
#

yeah that was my next step

pseudo sparrow
#

Just use wertless headless script its stupid friendly

weary laurel
#

Does ACEX do the mission side for you ?

cunning sage
#

ACEX will move AI groups to headless clients unless they use specific features such as synced waypoints

weary laurel
#

Just the vanilla headless client module per HC with the variable name HC2, HC3 and the ace HC module .

#

Anyone have a HC debugging script ? I want to verify they are loading .

scenic dove
#

Just enable ACEX Headless Log

#

And look at RPT

weary laurel
#
2018/10/03, 14:40:36 Server: Object 0:0 not found (message Type_181)
2018/10/03, 14:40:36 Unaccessible
2018/10/03, 14:40:36 Setting invalid pitch 0.0000 for HC2
2018/10/03, 14:40:41 Server: Object 0:0 not found (message Type_181)
2018/10/03, 14:40:49 Unaccessible
2018/10/03, 14:40:49 Setting invalid pitch 0.0000 for HC3
2018/10/03, 14:40:58 Server: Object 3:3 not found (message Type_454)```
pseudo estuary
#

3:10:12 > You are missing the following mod: ace_main an ybody knows the problem?

#

In my case the effect of this is, that in our antistasi mission AI units do not use RHS assets other than that the HC is working fine.

pseudo estuary
#

ok fixed it

#

added ; after the last mod in the start parameters and changed mod paths from absolut to relative -mod=!Workshop\@CBA_A3;!Workshop\@RHSUSAF;!Workshop\@RHSAFRF;!Workshop\@RHSGREF;!Workshop\@ace;!Workshop\@ACE Compat - RHS Armed Forces of the Russian Federation;!Workshop\@ACE Compat - RHS United States Armed Forces;!Workshop\@ACE Compat - RHS- GREF;!Workshop\@task_force_radio;!Workshop\@Enhanced Movement;!Workshop\@ShackTac User Interface;

regal lynx
#

what do I do to keep headless clients from counting towards my player limit? xD

#

I've realized when I run scenarios with a low total player limit, there's no room for actual human players

trail vessel
#

Increase your player limit

regal lynx
#

lol... problem is the server player limit is 64 but I ran a scenario for 8 players and it choked

#

does it just mean that scenario can't handle HCs?

trail vessel
#

Then you shouldn't be running a server id you down have the hw to be running 8 consecutive players.

regal lynx
#

I told you, the 8 player limit is the scenario itself, not the server

trail vessel
#

The scenario passes off processing to the HCs, I have no idea why you think it would choke as a result

#

then change the mission player limit

#

easy peasy

regal lynx
#

hm maybe so. I've never edited a mission but I guess it's time to learn

#

I'm guessing it means this mission wasn't scripted with HCs in mind though...

#

so maybe I should just turn them off when I run it

trail vessel
#

HCs don't handle processing inheritely mind you

regal lynx
#

I know

trail vessel
#

missions either support them or they don't

#

It's extremely easy to change the player count

#

Header class, maxPlayers

#

and if you need help, then ask for it.

regal lynx
#

ok, thank you very much! :D

regal lynx
#

heh I think the mission in question doesn't work on a dedicated server in the first place so scratch that xD

scenic dove
#

Running server + HCs can consume more resources, depending on hardware, they won't know how to share them that well, which is what you might be running into with lower spec server box

vague apex
#

hc required steam?

cunning sage
#

hc has same requirements as the "normal" arma server

vague apex
#

yea, i know this, but when HC connected to server, his kicked to lobby immediately

cunning sage
#

make sure it has the same mods

#

and that there is a HC slot to occupy

vague apex
#

No, I tried to run on a clean server, but the result is the same

cunning sage
#

make sure there the mission has enough number of players listed and that there is a HC Slot for it to occupy

vague apex
#

Yes, the point is that there is space, as well as there is a slot for it, the problem is that it is uploaded to the server and immediately goes to the lobby.

cunning sage
#

also, how are you "kicked to lobby"? thinkinghuh

#

do you mean kicked from server?

vague apex
#

No, it is exactly in the lobby that it is still on the server.

cunning sage
#

without taking a HC slot?

#

sounds like your mission lacks HC slots

vague apex
#

He takes the HC slot but then returns to the lobby.

#

No, i have slot)

#

12:40:11 "RRPServer - Headless client is connected and ready to work! (hc_1)"
12:40:11 "RRPServer - Player Null or Headless connected"
12:40:15 "RRPServer - Player headlessclient (HC8580) disconnected"

#

4 second and kicked to lobby

#

Why, idk...

cunning sage
#

disconnected is kicked from server

#

not to lobby

#

or that's perhaps not RPT logs

#

looks like custom log?

vague apex
#

no, that diag_log

cunning sage
#

check your HC rpt

pseudo estuary
#

So I got a rather unique problem. We connect our hcs via vpn network to the server. We had to use forcebindip to get the hcs to use the correct network adapter. While this works find from my pc, it doesn't on the pc of my friend. (putting his ip into the server.cfg and not using a vpn connection works fine tho). I suspect it is not really a arma issue more something regarding forcebindip or the vpn connection but I'm clueless about the error. Below the comparison of my working rpt on the left and the not working rpt on the right. Extensions: is end of rpt. https://imgur.com/a/DtxzT27

urban juniper
#

helloooooooooooooo any1 here

#

bichhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

heavy tiger
#

@primal prawn ^

primal prawn
#

@urban juniper you might want to tell the cat to stop sitting on your keyboard.

#

I would hate to have to use my Makarov on a cat.

dry tangle
#

meow

weary laurel
#

Can anyone explain how aceX headless works ? Ive read the ace documentation , and BIโ€™s Iโ€™ve gotten two headless clients to work for my operation server named HC2,HC3 . But on my RPT itโ€™s showing HC1,HC2 and HC3. With 50 AI loading on HC1 which doesnโ€™t exists and 50 loading on HC2 and 0 on HC3 . Also last week I had a weird bug that only the HCโ€™s clients could log on . Thanks in advance

cunning sage
#

HC variable names does not necessarily match ACEX names

weary laurel
#

What should they be ?

cunning sage
#

Doesnโ€™t matter

#

It will use the first three connected HCs

weary laurel
#

I only have two .

#

Unless itโ€™s saying the server is 1

cunning sage
#

Yeah, those are HC1 and HC2

weary laurel
#

Ok , so it is working . I guess what I donโ€™t understand is why it wouldnโ€™t let players in . When it worked fine until the CBA update . Now when the HCโ€™s are connected players canโ€™t join . I did a temp fix by removing the headless clients from starting

cunning sage
#

Your total player limit must include HC slots

weary laurel
#

We have it at 64 and about 40 players

cunning sage
#

Both server and mission limits

weary laurel
#

Yes

verbal kelp
#

I have agents run on a headless client, but if I reconnect HC or it drops some how all functionality for those agents die and they just stop and idle.. I have headless clients reconnecting and continuing as normal but the ones stuck in limbo never function again. I tried having the server pass ownership from the old HC to the new one with setOwner and that works but it quits there. if anyone has any ideas please @ me!

pseudo sparrow
#

I would suggest using Wertless AI mod

scenic dove
#

and I would suggest using ACEX Headless

#

but neither of that will solve his problem probably, since neither of us know what he is running to begin with

verbal kelp
#

@scenic dove @scenic dove thanks both for the info, I will check out both of those to see if they might help to solve my issue. I donโ€™t know if its an issue with agents versus regular units. I have a custom FSM on creation and all movement and positioning will die when its cut. Ill take a look at how their rebalancing is done and see if I can make it work with my setup

#

Thanks!

scenic dove
#

ACEX is using setGroupOwner and I wrote it, so I can answer questions

#

afaik FSM will not transfer over, or restart for that matter

verbal kelp
#

I tried restarting it/rerunning the fsm on the created agent but

#

Didnโ€™t seem to work, used setOwner per wiki stating to use that for agents

#

It properly passed them but yea, the FSM never worked again

#

I could make it simply delete and replace them, that might be the best course tbh

scenic dove
#

or just spawn them on HC to begin with

#

there are scripts that will pull all and generate code for you

#

but no clue how well they work

verbal kelp
#

@scenic dove The only thing server does is start it up, everything else is spawned, ran and checked via HC

#

So it is, the issue was when HC disconnects

#

Which is done about every 3 hours, close to when server restarts to give the HC a refresh

scenic dove
#

Ah

#

Why not just restart them together?

verbal kelp
#

That resulted of this, to change it to restart them together. The only issue is the server is locked for 30s-1min on bootup, does the HC auto retry to connect?

#

I guess I can answer my own question there... as HC is always connected so I guess so?

scenic dove
#

Yes it will reconnect

unborn robin
#

So if you load up a non-alive mission on the same server, the hc slots in fine?

fast fractal
#

having issues getting hc to connect to my main server, im running kp liberation frame work, message me if you can help please. i can send .rpt for both servers, thank you in advance

unborn robin
#

@fast fractal What are you expecting to see and what are you actually seeing?

fast fractal
#

My main server is running and loading the mission fine. Iโ€™ve duplicated all mods and mission file onto my hc, set the client connect info in command line and added the hc ip in the main server config file. But when I turn on the hc it will not load the mission file, it gets stuck right after loading mods and connecting to steam @unborn robin

unborn robin
#

It sounds like server and hc are on different machines? Can you show the hc start up parameters?

fast fractal
#

On mobile currently, both server are hosted through host havoc ๐Ÿ˜” I can dm u the Params in a few hours @unborn robin

unborn robin
#

If it's your first time setting up hc, perhaps try running it on the same machine first.

unborn robin
#

@toxic dove acex hc will move Zeus-spawned AI onto hcs.

toxic dove
#

thank you very much for that!

unborn robin
#

acex HC. I had a typo

drowsy elk
#

On that, I've noticed units will often lose their uniforms and weapons after being transferred by aceX to the HC. Is there a reason, or work around?

#

Not sure if that's an AceX specific bug to be honest.

heavy tiger
#

Arma bug last time I heard

drowsy elk
#

Any known work around? I've just made something that iterates through units, and if they don't have a uniform, give them the default loadout of their class . I guess I need to automate it when the rebalance is finished.

#

Thanks by the way.

heavy tiger
#

There was something talked about potentially fixing that. I think @sour hare maybe knows?

sour hare
#

yes, we countered the bug when switching localities with an eventhandler reapplying the loadout after ownerchange

drowsy elk
#

Thanks, I forgot about the locality event handler.

sour hare
#

actually we didnt even use it, i listened with an curator spawn eventhandler anyway because i applied additional behaviour and didnt use the acex switcher

#

but local EH is probably the best thing here, yes

west quest
#

We use the following fix:

// fix for units losing their loadout when switching to Headless Client
["CAManBase", "Local", {
    params ["_entity", "_isLocal"];

    if (_isLocal) then {
        if ((uniform _entity) isEqualTo "") then {
            _entity setUnitLoadout (getUnitLoadout (typeOf _entity));
        };
    };
}] call CBA_fnc_addClassEventHandler;```
scenic dove
#

this will reset any custom loadouts, although I guess that's better than having naked units

drowsy elk
#

Thanks, appreciate the example as well.

scenic dove
drowsy elk
#

Great.

cunning sage
#

Nice!

sour hare
#

@west quest you can directly set _entity setUnitLoadout (typeOf _entity); its allowed by alternative Syntax

#

(if you rely on vanilla loadout configs that is)

solar canopy
#

"Maximum players reached" loop ๐Ÿ™ƒ

fast copper
#

Does my Headless client need the actual mods installed to work? Or can I just put them in the start up even though they don't exist?

scenic dove
#

Yes it does, just like any client if you want it to work properly

west quest
#

@scenic dove nice, but just to be clear, wasn't mine idea in the first place, I got it from @cold turret

grizzled portal
#

Having a mental blank moment - do HC's need to launch on the same port as the server? ie with -port=xxxx command line switch.

scenic dove
#

well yes

#

they don't "launch with that port", they connect to the server using that port

#

they are clients, not servers

grizzled portal
#

Oh yeah ofc.. sorry being stupid. Thanks ๐Ÿ˜ƒ

scenic dove
#

@west quest good to know!

fast fractal
#

my headless client is getting losing connection to the server and disconnecting, then reconnecting. about every 5 minutes. the rpt says this as it happens

 2:17:08 "<infiSTAR.de>CONNECTLOG| 0h 21min | Disconnected: headlessclient(HC1032 - 6) - time: 1200.24 - serverFPS: 47.0588   [07-12-2018 05-19-56 - v259]"

any help would be much much appreciated

fast fractal
#

Iโ€™ve removed all mods, and switched mission files (using the current version of kp liberation) issue still persists....

#

While in game the headless functions fine for about 5 to 7 minutes then will say โ€œHC1 is loosing connection, HC1 disconnectedโ€ then after about 30 seconds โ€œHC1 connectedโ€ and repeat...

#

@shut flax

urban juniper
#

If any, what HC setup do you guys use? I'm thinking everything from synching HC with server startup/shutdown to moving over scripts and behaviour of AI etc.

jade nacelle
#

@fast fractal have you made sure to set the appropriate network settings for the client to have unlimited connection? How's it networked? Is this a remote client or on network? Remote clients not on same network or inside firewall will have constant drops unless you configure them appropriate. You want the lowest ping possible. Seen this connection stream from infistar on a remote HC client I was testing and it's due to drops or misconfigured on the local network.

west quest
#

@urban juniper We have a setup where the admin may decide if he wants to have the 3 HCs start same time as server (tickbox in the web interface), so in case some mission builders build a fancy mission that would break with HCs, they can disable them. Default setting is that 3 HCs start at the same time as the server. Using linux, server and HCs run on the same machine.

fast fractal
#

@jade nacelle the headless and main server are on the same machine, Iโ€™ve set the main server to allow unlimited bandwidth to the headless in the server.cfg. Iโ€™ve been speaking to the guy who set up the dedicated box. We think it is because the connection is not local, rather itโ€™s leaving the box and coming back is why itโ€™s crashing. Apparently there is a way to link server together on a local network so the traffic doesnโ€™t leave the machine, I didnโ€™t set up the back end so Iโ€™m not entirely sure. Just hoping itโ€™s not something small on the server setup side.

#

For shits and giggles I connected my home pc as a headless to one of the severs, and no crash. So in my mind it has to be a backend server setting that not allowing the different servers on ththe same box to connect to each other.

unborn robin
#

Your HCs should be connecting to 127.0.0.1

fast fractal
#

So it should look like
โ€˜โ€™โ€™ -client -connect=127.0.0.1:port .....โ€™โ€™โ€™

#

@unborn robin ?

unborn robin
#

Yup. Did you have it with the external IP before?

fast fractal
#

I had it set it the connect info, so yea I believe the external.

#

And in the main servers cfg i would only need to list 127.0.0.1 as the allowed headless and clients with unlimited bandwidth?

unborn robin
#

Oh, -connect= and -port= are separate parameters

#

Make sure your client ips are strings

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

Hmmm, every time Iโ€™ve tried it that way itโ€™ll hang and not connect

#

For example
-client -connect=127.0.0.1 -port=2302
that will not work for me
But
-client -connect=127.0.0.1:2302
That will work fine

unborn robin
#

Well, if it works, it works.

fast fractal
#

Right.... it was weird to me because all the documentation Iโ€™ve read say to put client info like you said with connect then port

#

But none the less, Iโ€™ll give the local connection info a go and let you know how t goes

unborn robin
#

Good luck!

fast fractal
#

Ty! @unborn robin your active in the kp liberation discord right?

#

I swear I recognize your name

fast fractal
#

@unborn robin so with in command line of hc
-client -connect=127.0.0.1:2302
and this in main server.cfg

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

headless will not connect.

tired this also in command line of hc

-client -connect=127.0.0.1 -port=2302

weary laurel
#

Iโ€™ve had the same issue I had to place the actual IP as well.

unborn robin
#

liberation? I don't think so.
When you say "will not connect", how far does it get?

#

@fast fractal This is my set up:
launcher.cmd:

@Echo off
cmd /c start C:\armaserver\private\arma3server_x64.exe -port=2322 -config=private.cfg %*

Server shortcut launcher.cmd -filePatching -name=private
HC Shortcut launcher.cmd -client -connect=127.0.0.1
Add to private.Arma3Profile this line battleyeLicense=1;

fast fractal
#

The headless will load mods, gets to right before the point where it filepatfhes from the server. I do have filepatching turned on in both command lines and server.cfg.

unborn robin
#

So it never gets to "Client connected" in the console output?

fast fractal
#

correct

jade nacelle
#

Shouldn't be using a loopback address if you have your HC running on a different box, other than your actual server. Loop back addresses 127.0.0.1 is reserved for local host, meaning same box or instance. So for instance where you have your CFG pointing to should be the IP of the server etc. Let's use this example, (for simplicity using some made up IP's):

#

Server IP= 10.10.10.1

#

HC = 10.10.10.2

#

then you will want this in your starting cmd line on your HC: -client -connect=10.10.10.1 -port=2302

#

Because it's connecting to the server as a client you need to connect to the proper ports for a client...be sure to change the ports for what you have dictated client traffic should connect as, ie, 2322 for clients, make it 2322

#

then on the Server side, in the server.cfg you need to dictate what clients are specifically HC and what to open unlimited bandwidth to:

#

// HEADLESS CLIENT
headlessClients[] = {"10.10.10.2"}; // list of IP addresses allowed to connect using headless clients
localClient[] = {"10.10.10.2"}; // list of IP addresses to which are granted unlimited bandwidth

#

ONLY use 127.0.0.1 if you are running a separate instance on the same PC/Server, therefore it (loopback address) looks locally for the HC. IMO you shouldn't be using this as this adds extra threads on the same box therefore impacting local resources for something you could have dedicated the main server thread for. The idea of HC was to split up the load on separate machines (and not just another virtual on the same bare metal box, unless you know what you're doing with this). In special circumstances you could see a small benefit from running HC on the same box, like trying to split of the threads, but this is more of an advanced setup. With this you should know what threads are going to benefit from being split from the main, or it's a case of "just because you can do it, doesn't necessarily make it the best". Ideally you run these on 2 dedicated boxes, and then have the appropriate scrips using HC to offload, example Ai spawning etc..

heavy tiger
#

Also HC's are made to run on the same box. The lower the latency the better

jade nacelle
#

No that's not necessarily correct.

#

look at my comment about "just because you can do something it's not the best", you are NOT looking for latency, you are looking for processing and thread offload.

#

Yes, you want low latency and want it on the same network, but unless you know what you are doing and know you are splitting up the threads on purpose with the script and there's a good reason to not have the threads ran in the same server instance, it's dumb to rob resources from the main process. The whole point of HC is to offload, no offload on the same box inefficiently. This files under know what you are doing or you might end up going through all this effort only to impact performance more. Throwing it on loopback to the same box is inefficient when it can be housed under the same process.

urban juniper
#

Running HC on the same machine will just use spare cores, unless the machine has crap hardware. It should not affect the performance of the server but benefit will low latency

jade nacelle
#

Yes and no. Implying that it will use spare cores automatically is not completely true, as the devil is in the details as there's only 1 thread per process for Ai. Need to know if or how does "my scripts" spawn Ai or offload.

reef forge
#

you would have a point when using a very old os
basically every modern os puts two demanding processes on different virtual or even physical cores (even if you havent set affinity on the processes)

in terms of load sharing, only the owner of the AI is whats important
the AI owner does all the calculations, which is what you are looking for when using a HC (even when spawned on the server "set(Group)Owner" does the trick)

whats really important is the delay it takes to sync up those calculations.. so the lower the latency the better.
Windows even redirects loopbacks internally without them ever hitting the NI(C)
(IIRC this is also the case in some distros but idk)

The latency is by far higher than any time wasted by being forced to share the same ressources. we are talking mikroseconds vs milliseconds here (even on the same network)

From another perspective: it was probably never ment to host a HC on a different box, simply because it is pretty hard/expensive to get a second box which is in the same local net ( at least on a consumer level )

jade nacelle
#

Headless Client has been around for quite sometime and originally was in early A2 at some point. Even believe there was testing and development in late A1. Origins were at a time when multi threading was in relation in its infancy with gaming.
Also you didn't have as efficient load balancing or resource allocation in VM is you do now. So no it didn't originate that way.

While you are correct on several points, you need to refer to developer documentation and not believe that's it all rests on the OS. That's not entirely true, as it depends on if it supports multithreading natively. And when the BIS wiki states that there's one thread dedicated to Ai per process, then I'm inclined to believe that than assuming it's handled by the OS and split up as multiple threads, because it's a modern OS.

heavy tiger
#

BIS wiki states that there's one thread dedicated to Ai per process where does it say that?

#

AI is processed in main thread, along with over 90% of other stuff.
There is no thread dedicated to AI

scenic dove
#

RV engine was written back when PCs were like today's embedded systems, as a real-time OS ๐Ÿ˜›

urban juniper
#

RV was written at a time when PCs mostly had 1 CPU core. The HC and the main game definitely process AI in the main thread, there isn't a separate thread for AI. We have profiles showing precisely how the game splits up the processing so we know very accurately what a frame looks like.

scenic dove
#

that doesn't state there is a separate thread for AI

jade nacelle
#

I guess I'm reading this wrong?

scenic dove
#

just that all AI calculations happen in one thread

#

not specifying which

#

but it is the main one, we can tell you that

devout cairn
#

What does this mean? Where can i get this file if its not there. C:\TCAFiles\Users\d822ed4b\tfr.zip

heavy tiger
#

That could mean anything. You have given 0 context so... No idea

devout cairn
#

Thats all it says to me

scenic dove
#

You still gave no context

#

An error message is not context

#

What are you doing, what is this even about

#

Etc

heavy tiger
#

You are desperate enough to write me a Email about why you got banned from TFAR discord and asking about further help.
But you still don't want to answer simple questions or give any kind of context... That's not how you get help. Screaming at people "help me" won't work if they don't know what your problem is

devout cairn
#

Look @heavy tiger, You don't understand. I am new to building an Arma 3 server and being in Arma 3 in general. I did not only say "help me". I have no idea exactly how to explain of what was going on. unfortunately, I did figure it out later on (Just 2 days ago). It was the host fault. I just thought since it said TFAR, I also sent you guys a picture if anyone recognized what it means, I have no idea what it means. I thought there would be some good people in the community to maybe help me out but I guess this community is just bad, even not even telling a warning. I also thought that I would be sending it in the wrong channel, just had no idea exactly. I only sent it to 2 channels as I remember.

#

So if anyone sends a picture like I did, I would help them.

#

because I would clearly recognize it.

trail vessel
#

lol

#

There is a rules page, you crossposted.

devout cairn
#

Yea i take that fault

trail vessel
#

That doesn't look like an official tfar path anyways

devout cairn
#

it did

trail vessel
#

You could've answered as to what you were trying to do

#

Where you say you are missing the file from

#

why you need it

devout cairn
#

I was trying to get the mod installed, then after i got to 60% it would say that error

#

Inside HostHovac

#

Which now i see thats something I should have explained before. But I am not always good at explaining things.

#

I was just super confused, I am just sorry.

scenic dove
#

we don't need to know anymore, you got it solved ๐Ÿ˜‚
the point is/was, you asked a question no one knew what it was even related to, and if you can't take the time to explain what you are even doing or trying to do, people not only don't want to spend their time to help you, they are also completely unable to help (talking about above Discord, I have no idea what you had with Dedmen)

devout cairn
#

I didn't even know what it was related to

scenic dove
#

I said nothing about relation

devout cairn
#

that's why i crossposted. Which I should have never done that. Wasn't thinking before.

#

Guys pls forgive me ๐Ÿ˜„

urban juniper
#

There should be #clairvoyant channel, where people could answer questions right before they are posted.

trim socket
#

@urban juniper what about #dejavu channel where people lay questions already asked and also answered ๐Ÿ˜‰

vital panther
#

Hey guys, I just posted up a video of a script package I wrote a while back that handles some server and headless client AI offloading. Some of you server admin guys might be interested in it. It's Zeus compatible as well. https://www.youtube.com/watch?v=_xno5b_xN2o

cloud panther
#

correct me if I'm wrong but doesn't that exist already? Folk ARPS made one IIRC and some others on the BIF

vital panther
#

It may. I have no idea. I don't engage the community much (probably to my detriment) so the stuff I write I just do on my home. I hope it helps out folks though.

supple vapor
#

ACEX also does that

amber badge
#

I can't figure out what I am doing wrong with installing this mod...

cloud panther
#

what mod

zenith tartan
#

hi all, someone know a good tutorial how to setup headless clients on a server?

zenith tartan
#

i mean the mission already scripted with HC, just need to make the settings on the server.

west quest
zenith tartan
#

ah wait i see there is a tutorial: HC Guide by Monsoon

#

ill check it out

urban juniper
#

Hi! I run one server in a i7 4790K processor overclocked to 4.6Ghz. Can i benefit from headless client usage?

#

Actually the server uses all 4 cores at maximum

zenith tartan
#

thats a good question! is it worth installing HC...

trim socket
#

#perf_prof_branch has new performance binary in profiling branch v01 in 1.90 serie, fixing some of new caches issues

zenith tartan
#

@trim socket so u think Headless Clients is needed on a mission with a lot of AIs?

trim socket
#

depends on mission and needs to be properly designed ... there is dimishing return so don't expect unlimited scaling as all AI still must be synchronized and tracked by all clients

zenith tartan
#

thx for the quick answer

#

i get it now, HC are just helping the server calculating a little bit.

trim socket
#

#perf_prof_branch has new performance binary in profiling branch v02 in 1.90 serie, to fix session lost issues

heavy tiger
#

@tawdry lion once more and you're getting removed

trim socket
zenith tartan
#

excuse me for asking stupid but what is this performance binary?

heavy tiger
#

It's basically dev branch. But compatible with release branch

#

testing out slightly experimental things

zenith tartan
#

ah ok thx for quick response. i thought it has something to do with HC

heavy tiger
#

I has general fixes for the recent server problems. General server related that's why Dwarden posted here

trim socket
#

another important note for recent profiling binaries,
use -servermod= for mods not available at client,
which are used only at server, for mods at both use -mod=

(this will become mandatory for stable main branch too)

urban juniper
#

That sounds quite important for some obscure discord mention

high trout
#

Has anyone tried or been able to get headless clients working on different online VPS server instances, and NOT on the same machine? I've seen many times people suggesting they HAVE to be on the same machine to work, but can anyone comment on how it actually works when they aren't on the same physical machine?

unborn robin
#

Should work ok as long as latency is low

high trout
#

I've been trying to get it working, but I keep having issues with the two headless clients I have disconnecting and reconnecting every 10 minutes or so. I can't see any reason why in the RPT or the main servers console log.

21:43:45 Player headlessclient connected (id=HC27356).
21:44:04 headlessclient uses modified data file
21:44:04 Player headlessclient (2) connecting.
21:44:05 Player headlessclient (2) connected (id=HC31440).
21:53:54 Player headlessclient disconnected.
21:54:09 Player headlessclient (2) disconnected.
21:54:21 headlessclient uses modified data file
21:54:21 Player headlessclient connecting.
21:54:23 Player headlessclient connected (id=HC24820).
21:54:41 headlessclient uses modified data file
21:54:41 Player headlessclient (2) connecting.
21:54:42 Player headlessclient (2) connected (id=HC19320).
22:04:31 Player headlessclient disconnected.
22:04:47 Player headlessclient (2) disconnected.
22:04:59 headlessclient uses modified data file
22:04:59 Player headlessclient connecting.
22:05:00 Player headlessclient connected (id=HC27864).
22:05:21 headlessclient uses modified data file
22:05:21 Player headlessclient (2) connecting.
22:05:23 Player headlessclient (2) connected (id=HC30608).
22:15:09 Player headlessclient disconnected.
22:15:24 Player headlessclient (2) disconnected.```

For some reason, the console output log file on each of the HC remains empty, trying to get my hosting provider to check it can write to them.

But if anyone has any thoughts as to things I should check, I would be most grateful.
trim socket
#

@high trout everything being 1.90.145456 build with correct data (no obsolete excess) ?

dry tangle
#

Local ips whitelisted?

#

I managed to host a HC for a server in another country ๐Ÿคฃ

high trout
#

The IP's for both the VPS instances are in the config as follows, IP's replaced, but in all cases they are the externally facing IP address, not a local network IP.

localClient[]={"XXX.XXX.XXX.XXX", "XXX.XXX.XXX.XXX"};
battleyeLicense=1;```

Primary server and both headless clients are using version 1.90.145381 it seems
#

I'm not sure what you mean by obsolete excess?

heavy tiger
#

there are obsolete pbo's that should not exist anymore but that steam didn't delete

#

obsolete excess pbo's

high trout
#

where would I look for these?

heavy tiger
#

air_f_rtd.pbo dubbing_radio_f_data.pbo

#

I guess both in the addons folder in arma directory

#

They should not exist, neither on HC nor on server

trim socket
#

best solution if in doubt, get rid of all data folders and theirs content and download fresh

high trout
#

Those two files specified are definitely not in the addons folder

unborn robin
#

I think that battleyeLicense=1; is supposed to be in your .Arma3Profile, not the .cfg.

high trout
#

Ah, I've actually had it set in both the config and the profile, because i've seen mixed messages as to whether it's in one or the other, so I just put it in both.

unborn robin
#

So your HC consoles are completely blank? nothing like

18:12:59 Dedicated client created.
18:13:59 Client connected: 127.0.0.1:2322
18:14:01  > Player headlessclient connecting
18:14:02 Loading profile "hc_1"
high trout
#

That's correct, i've no idea why :/ it's creating 0 byte files. I've checked with my server host, they're not seeing any reason.

unborn robin
#

Startup parameters?

high trout
#

-enableHT -client -ip=XXX.XXX.XXX.XXX -connect=XXX.XXX.XXX.XXX -port=2317 -password=XXXXXXXXXX -noPause -noSound -cpuCount=2 -maxMem=2047 -profiles=D:\Pingperfect\Users\XXXX\211153\profiles\ -config=config.cfg -world=empty -autoinit -mod=@620019431;@450814997;@333310405 -cfg=Arma3.cfg

-ip is the external facing IP of the headless client, -connect is the external facing IP of the primary server. Password is definitely correct.

heavy tiger
#

-enableHT don't. Server knows better.
-noPause makes no sense, server can't pause
-noSound server has no sound anyway.
-world=empty Why? You are automatically loading a map anyway
-cpuCount why artificially limit it?

high trout
#

Many of these were set by default by the server host, and the control panel I have only gives me limited access to change them, so I left them in.

heavy tiger
#

-ip= makes no sense. HC is not listening on a IP, it just connects to another server via -connect

#

does -ip equal the ip in your server.cfg for your hc?

high trout
#

It does, yes

heavy tiger
#

do the HC's actually slot in and work? between the disconnects?

high trout
#

They do connect, show in the right slots as headless clients, and do seem to improve the Server FPS nicely up until they disconnect. When they disconnect, it screws up the mission i'm running.

urban juniper
#

My server is a 4 cores 8 threads @ 4.6 Ghz with 16 GB ram. I have tons of constructions, vehicles and AI units. How do i know if HC can help me? Thankyou.

#

I also have zombies (agents), and they can be hosted on clients or on server. I see not much difference on client/server performances when hosting zombies 100% on clients or 100% on server. This incidates the machine that host zombies is not that inportant, the consume of resources on server/client is the same not obstant the machine that hosts it.

#

I fear to convert all my AI missions to HC and get no gain with that.

trim socket
high trout
#

It appears the "logFile = "server_console.log"; parameter of the server.cfg file doesn't apply to headless clients at all. So the only way to see the output of the server console, is to be able to see the physical app screen, which isn't always possible on VPS hosted headless clients.

Is there something i'm missing, how can I get the console output from a headless client ran from the dedicated server application to provide textfile console output logs?

tiny falcon
#

having weird out of memory crashes for my 2 HCs since tonight, anyone have a similar experience?

#

since the last update had 1-2 crashes, but tonight they just keep crashing

tiny falcon
tiny falcon
#

nevermind, it was just me being stupid, found a typo in both HCs mod line >,<

urban juniper
#

Currently looking for arma buddies to have a some fun with

cloud panther
silent sluice
#

Okay so trying to setup a HC
Launches, connects etc. perfectly fine on a vanilla map. The problem is where mods are concerned.

For testing purposes, i've placed my mods in my server directly. They are alongside the exe.
I am using a .bat with:

cd /D "C:\Program Files (x86)\Steam\steamapps\common\Arma 3"
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3server_x64.exe" -client -connect=78.31.67.210 -port=2302 -password=valhalla -mod="@cba_a3;@achilles;@alive;@ace;@acex;@ace_compat_afrf;@ace_compat_usaf;@ace_compat_gref;@rhsafrf;@rhsusaf;@rhsgref;@rhssaf;@cup_core;@cup_maps@mog;@mbg;@plp_materials;@plp_urbanpacks;@pkl@panthera;@isla_abramia;@paki;@namalsk;@vsm;@sma;@sma_compat;@project_opfor;@vknpmc;@vknpmcext;@fa181e;@fir_aws;@grad_trenches;@backpackonchest;@eden_obj;@eden_ext_obj;@enhanced_movement;@shacktac;@tfar;"```

In the mods section, I tried with and without the `" "` and I have also checked to make sure they're on the same line as the server directory.
#

As I said, it boots, so it's a problem with the mods not loading, however not sure what I could do to fit it?

silent sluice
#

Fixed my issue

#

missed named folder.

restive pine
#

file or folder? also looks like a semicolon is missing. @pkl@panthera

silent sluice
#

Folder and Yeah I saw that one cheers

quasi minnow
#

Hey, we are experimenting with HC right now and after some trouble we got to a very weird Issue: Our HC only works sometimes. We can start Arma 10 times and sometimes one of them might connect but sometimes none, we're really out of ideas. We've stripped everything, no mods, no password, mission with only hc and a single player, no weird command line arguments, nothing. Fresh Arma install. 2 different Servers. Anyone ever faced this issue ?

quasi minnow
#

Thats the average hit rate right there, all instances startet with the same command line and installation

unborn robin
#

If your server and hc are on separate computers, try to get hc working on the server computer first, connecting to 127.0.0.1

#

@quasi minnow

quasi minnow
#

Nah, same server. We just tried mulitple different servers. As in HC and gameserver on the same maschine.

lean prawn
#

we also tried binding on localhost/127.0.0.1 and the public IP and we tried using different installations for server and HC, its just randomly working or not working (most of the time ๐Ÿ˜‚ )

unborn robin
#

I ask because you blur your IP, when in that case the HC should say connected to 127.0.0.1

#
15:46:23 Dedicated client created.
15:47:23 Client connected: 127.0.0.1:2322
15:47:24  > Player headlessclient connecting
15:47:25  > Player headlessclient connected
15:47:25 Loading profile "hc_1"
quasi minnow
#

We had a more sucess using the public IP from the same maschine, but 127.0.0.1 should work too. But it definitly does not help.

unborn robin
#

Post the relevant parts of the startup parameters and server.cfg entries?

lean prawn
#

we simplified it as much as we could so we used only -client, -port and -connect, in the server config we have both 127.0.0.1 and the public IP whitelisted as localClient and headlessClients.

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

we tried both with and without quotes around the ip adresses

unborn robin
#

Definitely need the quotation marks.

#

Are you using any server manager like TADST?

lean prawn
#

we have a pretty big restart and server management script that does a lot of stuff, its node based but it does not matter if i run the headless client from the command line directly or with our manager

#

interestingly from my local pc i can run the HC with (for now) 100% success rate, @quasi minnow could not run it from his .. currently trying with a seperate installation on the server with the client app id

#

this might also be a problem 21:19:21 SteamAPI initialization failed. Steam features won't be accessible! in the RPT, but it might be fixed by using the client install, trying right now ..

#

ok that did not change anything .. but testing further i found that the HC connects every time when i open one HC window which is just stuck at Dedicated client created. and then open new ones which then always connect ๐Ÿค” starting to belive in magic but i am sure there is an explanation somewhere ๐Ÿ˜‚

trim socket
slim lily
#

Any idea to have headlessclient be excluded from the lobbyIdleTime?

#

I like the functionality but my headlessclient isn't liking it for a bit.

trim socket
#

or use -1 value for the *timeout values (not the kickTimeout ofc) but that's undocumented effect ๐Ÿ˜ƒ

slim lily
#

Yea using -1 now, will look into the perf branch then

slim lily
#

While I'm here a question, I'm using Linux. I use HCs however they only start loading after a while. This delay sometimes takes the whole duration for the server to be fully up and running. While the server it self starts loading instantly. Anyone encountered this issue?

heavy tiger
#

Yeah have the same. HC starts very slowly

slim lily
#

K good to hear it's not on my side then.

#

It seems to have started doing to me when I updated my Linux version I used to use Debian Wheezy it worked fine on there, but half a year ago I went to Stretch and it started doing it. However a update was around that time as well so idk if that did anything.

heavy tiger
#

Don't remember how it was on old debian version.
I might have the same

hearty lantern
#

it plays the effects of shooting like crazy (tracers, sound, etc), but actually shoots normally

#

it seems

#

please ping me if you reply

heavy tiger
#

Thanks. Need to remember that. I see that "bots shoot ultra fast or ultra slow or stuff" quite often but didn't know what problem might be till now

tight cedar
#

Anyone have much experience with remoteExecutedOwner when using a HC? I've been told it doesn't always return what we expect

thorny stone
#

Any way to turn off the Autokicking "feature" that has been added to the most recent update? HC keeps getting kicked, and I'm not going to set a ten digit value so that the HC can get kicked in like 12 hours.

(e.g.)
lobbyIdleTimeout = 300;

Does setting to -1 work, read that it's been untested but I want to know for sure.
Wiki doesn't say anything regarding disabling.

thorny stone
urban juniper
#

I think you need the performance binary to make that work though, without the performance binary you may find -1 works but it will be "fixed" in a future build to be 0. So I would say get the performance binary and go with that value.

past elm
#

so

#

it's 0

#

thanks

trim socket
balmy storm
#

Hi all.
I try to launch HeadlessClient with options -profiles=Profiles -name=Arma3
It is connecting with nickname headlessclient but after kick it is reconnecting with nickname HC
How to make persistent name?

echo flower
#

@hearty lantern hey look someone found my old issue. Glad i could figured it out for you :D

hearty lantern
#

Haha, i was loosing my mind over that

#

You helped a lot!

#

I just wrote a different cfg file and used launch params to use the tool

#

Worked great

stray gale
#

Hey guys, I've been trying to setup headless clients for my Linux server all week and have been running into one major problem preventing me from moving forward. I am able to launch my server with all the mods I use (ACE with Optionals, ACEX, RHSUSAF, RHSAFRF, CBA), start a headless client, have the HC connect to the server, join slots, and stay in the game. However, as soon as a single player shoots one bullet, the HC segfaults. I haven't been able to pinpoint the problem all week and would very much appreciate some help.

#

Here is the end of the output:

Setting invalid pitch -0.0000 for L Alpha 1-1:1 REMOTE
Setting invalid pitch 0.0000 for master
Setting invalid pitch 0.0000 for HC1
 8:04:38 a3\weapons_f\binocular\nvg_proxy.p3d: No geometry and no visual shape
 8:04:38 a3\weapons_f\binocular\nvg_proxy.p3d: No geometry and no visual shape
 8:04:38 a3\weapons_f\binocular\nvg_proxy_off.p3d: No geometry and no visual shape
 8:04:38 [1759,74.723,0,"XEH: PostInit started. MISSIONINIT: missionName=__cur_mp, missionVersion=-1, worldName=Tanoa, isMultiplayer=true, isServer=false, isDedicated=false, CBA_isHeadlessClient=true, hasInterface=false, didJIP=false"]
 8:04:38 [1759,74.757,0,"CBA_VERSIONING: ace=3.12.6.43, cba=3.11.2.190515, acex=3.4.2.13, "]
 8:04:38 [ACE] (common) INFO: ACE is version 3.12.6.43.
 8:04:38 [ACE] (common) INFO: CBA is version 3.11.2.190515 (min required 3.9.0)
 8:04:38 [1759,74.813,0,"XEH: PostInit finished."]
 8:04:38 [ACE] (common) INFO: Settings initialized.
 8:04:38 [ACE] (common) INFO: 4 delayed functions running.
 8:04:38 [1760,74.862,0,"CBA_VERSIONING_SERVER: ace=3.12.6.43, cba=3.11.2.190515, acex=3.4.2.13, "]
 8:04:41  Mission id: 0f7b46019dc2584c5a143f78a72d4f0f78a05053
./start.sh: line 25: 10225 Segmentation fault      (core dumped) ./arma3server -client -name=$hc1Profile -mod=$mods -connect="localhost" -port=2302 -password="old_fpct" -nopause -cpuCount=4 -exThreads=7 -nosound -maxMem=2048```
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As mentioned, the HC segfaults once a player shoots a shot on the server. I've tried without any mods, even loading the HC in without ACEX headless, custom HC scripts, etc... I've lower-cased all my mods (required for only Linux I think?) . The HC runs on the same machine as the dedicated server.

heavy tiger
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is the HC running on a seperate Arma installation, or the same?

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maybe corrupt files on the HC

stray gale
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Using the same installation

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I have it setup so that all of my instances link back symbolically to the installation files. I thought maybe that was the issue but my HC still crashes when I launched from my installation folder

stray gale
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I'll verify my entire installation and try again though

stray gale
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Didn't work either :/

half spruce
stray gale
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Didn't seem to work

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going to try a full reinstall of everything

stray gale
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Still resulted in a crash

stray gale
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I decided to run my headless client on a different machine to see if maybe I had a problem with my loopback interface. This does not appear to be the case however. The other machine crashes exactly the same, when a player OR an AI fires their weapon.

I can walk around and even throw nades. Both my server and my HC receive these events but the HC and other players for that matter will crash when a shot is taken. Not sure if this is a network error or a problem with the current version of the Linux server. I have all the necessary ports forwarded.

half spruce
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Might not have anything to do with it, but I am pretty sure you don't need -maxMem, -exThreads, or -cpuCount in the command line (but my knowledge is Windows-based)

stray gale
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I actually added those after I started experiencing this issue and have since removed them

half spruce
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Have you tried with a different mission?

stray gale
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Multiple different missions

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Different maps too

half spruce
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Are you using acex headless client module?

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Oh wait.. that's gone, isn't it... haven't used it in quite a while... ๐Ÿ˜ƒ

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Oh no, it's still there.

stray gale
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I was

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But I've been running my server bare bones now

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Only one headless client module, no mods, no hc scripts

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Starting to wonder if 64-bit Linux Distro is screwing me

half spruce
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You grab the HC files the same way as the server files?

stray gale
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Yes

half spruce
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do you have a different machine you can try it from? What are the specs on the machine running the hc now?

stray gale
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i5-4690k with 8gb of ram

half spruce
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Is it on the same machine as the server, or a separate machine?

stray gale
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Tried on same and seperate

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But machines have the same specs except the dedicated server has DDR3 while my laptop has DDR4 (my work laptop so it doesn't have a dedicated server distro)

half spruce
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Huh. So it's not the machine hardware, it's not the files (as you completely reinstalled), it's not the map or the mission...
What does this mean: I have it setup so that all of my instances link back symbolically to the installation files.

stray gale
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I might want to run different servers for different reasons (one for operations, one for testing etc) but it would be inefficient to have multiple installs for the different instances, so I have a folder containing the actual files for the arma 3 server while the instance folders have links they use to reference files from the installation folder.

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It didn't matter though, I tried running both the server and the HC directly from the actual install folder and it yielded the same result

half spruce
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What if you, for the sake of testing, make a copy of the files so the server and the HC are completely isolated?

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(from each other)

stray gale
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I'll give it a try tomorrow morning.

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Thanks for the help btw :)

half spruce
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I know my questions were sometimes basic, but I find that helps people who actually know what they're doing (in the case of Linux... I'd be much more help on windows) think harder when they have to explain things. ๐Ÿ˜ƒ

stray gale
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Sadly still reached to the the same result :/

half spruce
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Wow. Hm. So you've eliminated hc machine, server machine, server files, hc files, map, mission. You did say you tried it with no mods.

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Might be worth throwing ace/acex in and trying their hc module. After that, try a windows-based hc (based on your comment before about Starting to wonder if 64-bit Linux Distro is screwing me)

stray gale
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Just tried a Windows HC with the server

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also crashed

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Going to try a Windows server (on my PC) with a HC

stray gale
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Windows Server with HC works

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must be something with my implementation

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Starting to wonder if 64-bit Linux Distro is screwing me was referring to the operating system of my ded server. Since Linux only has a 32-bit arma3server binary and I'm running it on a 64-bit operating system. Normally I would not assume that being the problem, but I have all 32-bit libraries required to run the server but I'm still running into issues.

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Thinking about switching to 32-bit Ubuntu

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Loopback worked fine on Windows, crashed on Linux

half spruce
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Ah, see, I assumed you meant the 64-bit linux a3 distro, which I didn't know didn't exist. ๐Ÿ˜ƒ

stray gale
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Tried 32-bit Ubuntu, resulted in the same thing while hosting the server and the hc on the same machine, separate machines, different missions, etc...

HC still crashes just the same once a weapon is fired.

rustic wave
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Hello there, quick question here : I'm trying to set up an headless client on my server and it stays on "dedicated client created". I've try many things and i don't know why it doesnt connect : what may i have missed ?

vague saddle
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I think you need to add HC modules to the mission as well, no?

zenith pier
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hc needs to connect to the mission server

rustic wave
trim socket
rustic wave
trim socket
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@rustic wave the problem was, when the client got LobbyIdleTimeout kick (e.g. by idling in roles selection) it used the kickTimeout kickID 0 which is same as e.g. votekick

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so now it uses kickTimeout kickID 1 which is same as e.g. connectivity issue

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the other bugs with kickTimeoutand lobbyIdleTime were fixed already before

rustic wave
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oh ok i thought you were speaking about the probleme i just asked help for ^^

trim socket
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also if you get problems with timers, you need use the alternate syntax to define both 'ready' and 'not-ready' timers

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ah, sorry, i misread then too ๐Ÿ˜‰

rustic wave
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no problems, but if you got an idea: I'll try it with pleasure ๐Ÿ™ƒ

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I read a post on the bis forums where you said that if my server and HC are on the same dedicated i'll wont be able to use 2302 as a port : is it still true ? (don't think so)

half spruce
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anything in the hc rpt file that would help?

rustic wave
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How do I get this

rustic wave
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Excuse my manners frost, I'm pretty noob in all this coding and setting up server and all and I don t even know what the rpt file is

half spruce
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Sorry - was afk. ๐Ÿ˜ƒ The image you show when you're logged in as admin shows the empty HC slots, so they aren't connected. The HC image you showed means it's not even finishing loading to try to connect to the server. Your rpt file will be 1) in the folder you specified if you used the -profile command line option or 2) in your arma 3 folder in %localappdata%\arma3. If it's #2, then it's the same place your client rpt files are, but they'll start with arma3server_x64 instead of arma3_x64

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Also let's see your command line for launching the dedicated client

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And it makes sense that if you're running them on the same machine, they can't both run on the same port. You can set it to any other port - it shouldn't matter what port (though I'd recommend something easy like 2312).

rustic wave
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and another mistake that I may have made is that the server and the HC are using the same resources

half spruce
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Hm. Well, there are a couple of mods not loading, but that shouldn't stop it from connecting. It will get it kicked if they're required for the mission (Naval Boarding Actions and VCOM AI), but it should still connect.

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Try throwing the port on the end of the IP address when lauching the HC: -connect=127.0.0.1:2302

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@rustic wave

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You can also take the -ip= parameter off the server command line. That's only used if the server has multiple network addresses and you want to force it to a specific one. Having your external IP address in there might make it so nobody can actually connect to it since that address doesn't really exist on your server (it's on your router)

rustic wave
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and i delete the argument "-port"

half spruce
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nope, leave that

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that's the port that the HC will run on, the addition to the end of the IP address is the port it connects to the server on. ๐Ÿ˜ƒ

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Now that I think of it, the -ip= parameter obviously isn't blocking any connections, because you had screenshots of being connected before.

rustic wave
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i'll make some change, test it and screen it again for you

half spruce
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cool

rustic wave
half spruce
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OK, looks good

rustic wave
half spruce
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Progress! ๐Ÿ˜ƒ

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fix up those missing addons

rustic wave
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it says : steam authentication failed

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it's from the addons ?

half spruce
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I've found that is an almost generic message. I would expect it to say "you cannot play this mission because .... blah blah blah addons", but still need to fix them. Also, let's add a -name=HC to the hc command line

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Also, did you add the ip address of the HC (127.0.0.1) to the server.cfg file on your server?

rustic wave
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I added -name=HC to the HC command line
from my server.cfg
headlessClients[] = {"127.0.0.1"};
localClient[] = {"127.0.0.1"};
how may i fix the missing addons ?

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ok Vcom AI FIx : called the wrong version

half spruce
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That's a good question... they should be loading from exactly the same place as the server. Maybe the server doesn't load them either? ๐Ÿ˜ƒ

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OK. Yeah, I was looking at the two command lines, and no typos... so I'm guessing the server didn't load them either.

rustic wave
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naval bording action was simply missing in the folder

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I'm so messy it hurts ^^

half spruce
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Heheh

rustic wave
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Still got the : "You were kick off the game, Steam authentication failed !"

half spruce
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Hm. RPT file?

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for the HC first

rustic wave
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and yeah it's called NTD.txt but please just don't ask !

half spruce
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heheh

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Just checking a few things

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OK... in the profile for your headless client

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add this line: battleyeLicense=1;

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the file will be in the Profiles folder you defined, probably called HC

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and just open the .Arma3Profile file in a text editor

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Are you going to be opening this to people you don't know, or just for friends?

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... friends that you trust, I guess. ๐Ÿ˜‰ I ask because I run my server without battleye... avoids some issues. But if you're running it open, then yeah, best leave it on.

rustic wave
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it s just for friends on my milsim unit

half spruce
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Yeah, so if that line doesn't work we can try turning off battleye all together

rustic wave
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already got it right ? nothing to add here ?

half spruce
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Hm.

rustic wave
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how do i turn off BE ?

half spruce
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in server.cfg add the line Battleye=0;

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Hm... in case case is important: BattlEye=0;

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can you post the server rpt file, too?

rustic wave
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even without BE i still get "You were kick off the game, Steam authentication failed !"

half spruce
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Hm....

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Is the steam client running on the server/hc computer?

rustic wave
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yes

half spruce
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Is this also the machine you run your own client on?

rustic wave
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no

half spruce
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OK, good. SHut down the steam client on the server machine and try it again

rustic wave
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btw can't find the server rpt

half spruce
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Should be in the same folder as the hc rpt file, just named arma3_x64 .......rpt - so it might be farther down the list. If you sort by date with newest at the top, it should be near the top.

rustic wave
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same error without steam running

half spruce
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Hrm. The server and the HC shouldn't require any kind of steam id or licence, as I understand it.

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I am consulting the internets... ๐Ÿ˜ƒ

rustic wave
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my profiles are stored here : C:\ArmA\ArmA3Master\Profiles\Users
but my rpt are store there : C:\ArmA\ArmA3Master\Profiles
and i opened every one of them and they're all starting like ===================================================================== == C:\ArmA\ArmAFiles\arma3server_x64.exe == "C:\ArmA\ArmAFiles\arma3server_x64.exe" -client -name=HC -connect=127.0.0.1:2302 -port=2312 -profiles=C:\ArmA\ArmA3Master\Profiles -mod="@CBA_A3;@ace;@ACEX;@ace_compat_rhs_afrf3;and so on

half spruce
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ah, right, of course, because you're using arma3server_x64.exe for both server and hc. there won't be a name difference.

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shut down the server and the hc, and delete all those rpt files.

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then just run the server alone - it should create an rpt file in there.

rustic wave
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i think

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i know how to correc this

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the rpt error

half spruce
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ok - what are you thinking?

rustic wave
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in both my bat

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i got

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-profiles=C:\ArmA\ArmA3Master\Profiles

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but my profile for the server is actually
-profiles=C:\ArmA\ArmA3Master\Profiles\User\DIS

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try to change it

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didn't work

half spruce
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Do you have space to just make a second copy of the folder and run the HC from its own installation?

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Did you find server rpt files in your search? ๐Ÿ˜ƒ

rustic wave
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What do you mean "from its own installation"

half spruce
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Well right now you have both server and hc running from the same set of files.

rustic wave
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no the serv wont launch anymore ๐Ÿค”

half spruce
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anti-progress. That's not helpful at all

half spruce
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The server is running - just didn't load the mission

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let's see your command line again

rustic wave
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which one ?

half spruce
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for the server

rustic wave
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this is bat launching the server

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And i m dumb af

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added a new line

half spruce
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heheh

rustic wave
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so now it s ok again

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sorry about that

half spruce
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no worries. OK, try launching the HC using arma3_x64.exe instead of the server exe

half spruce
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OK, cool. Now run the HC and let's see what the server rpt says when it gets kicked off

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hopefully something useful... ๐Ÿ˜ƒ

rustic wave
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Hey Frost ? Shhh
Keep it secret but I think they know we 're watching

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It working mate

half spruce
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Heheh

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Question: when we disabled battleye in the server.cfg, did you restart the server?

rustic wave
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Yes I think so

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Not 100% sure

half spruce
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OK. So when the server loaded this time, did it say anything about the Battleye server firing up, or no? In the small console window

rustic wave
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last time yes, this time no !

half spruce
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Cool. So because we were going through it so quick and I didn't mention restarting, we probably forgot. ๐Ÿ˜ƒ

rustic wave
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no problems !

half spruce
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Cool. So it connected and took a slot?

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(well, I guess you'll need to connect your game to be sure)

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so, wild hypothesis that I have no idea about its validity... Battleye doesn't like it when the server and the hc are on the same machine.

rustic wave
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just did, it's here !

half spruce
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excelsior!

rustic wave
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HUDGE THANKS for your time and help mate i couldn't have it done all by myself

half spruce
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Glad to assist. ๐Ÿ˜ƒ

rustic wave
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just one last question, is it usefull to have a second headless or is one enough ?

half spruce
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Depends how many AI you have in the mission, really

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Based on something I read a while back, I recall that 1 or 3 are best, 2 doesn't seem to make an improvement over 1. I have no context for that or reference to where it may have come from, that's just something I read many years ago.

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What are the specs of your server machine?

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Hm, scratch my hypothesis. It makes less sense the more I think of it. I imagine the bulk of HCs actually run on the same machine as the dedicated server. ๐Ÿ˜ƒ

rustic wave
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back sry i was eating

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i was to stay on one HC a while to see differences between before and now !

half spruce
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Good plan. I think until you get up over 100 AI on the board, it may not make much impact. But that doesn't mean it makes none, I would think... we run pretty small missions (usually just 4-6 players and maybe 50 AI) and I still connect one. It can't hurt, anyway. ๐Ÿ˜ƒ

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I'm out. Later. ๐Ÿ˜ƒ

rustic wave
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Later, thanks again for all the help provided !

urban juniper
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Can anyone hop into a call and help with setting up some mods on a server. I had some experience with DayZ but am still very inept in the process. Sorry if I posted in the wrong room.

patent cipher
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@rustic wave it has been my experience that 2 HC's will handle the AI on an server running a heavy AI presence in an ALiVE based mission perfectly fine. Of course three would be ideal but 1 or 2 should be sufficient if you aren't running a persistent mission setting like you get with ALiVE.

rustic wave
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@patent cipher
Thanks for your answer !
My community mainly run zeused and mcced missions and for now one headless seems to be enough.
Tho I have a question on ai attribution : where is an ai affected when spawned via zeus ? Server, Hc or zeus pc ...

patent cipher
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@rustic wave I have never spawned an HC. I always setup a protected zone for the HC entities way outside the areas we are using and generally make it where they are unable to be killed. I build persistent missions for limited Zeus operations along with ALiVE running. However on mission start the AI is always started server side for my missions and if it looses connection then I have a problem because it does not like to reconnect.

rustic wave
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Your hc can't disconnect by himself I rather say that he crashed
And so it can't reconnect till you launch it again !

unborn robin
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Zeus-spawned units are local to the zeus. If you want to off load to HC then it takes additional mod/script.

rustic wave
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Achilles does that right ?

unborn robin
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Does Achilles have an HC balance module? I wasn't aware. ACEX and ALiVE both do it, some missions have scripts that do it.

trim socket
rustic wave
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I mean if I use Achilles to transfer my bot to the server

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Will they be on my hc ?

unborn robin
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No, they'll be on server.

rustic wave
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Answer in the question ...
Is there any way for my zeused spawned ai to be affected to the headless ?

unborn robin
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ACEX hc will auto-balance Zeus groups onto hc's

paper nest
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So whats required for hc's. Do i need a seperate machine to run them?

unborn robin
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I think most[?] servers run HCs on the same machine. Some have HCs on other machines on the same LAN.

heavy tiger
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They are supposed to run on the same machine

crisp idol
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would latency be a significant issue even on lan

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that's LAN not ian

vague saddle
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I guess not, most important is to have good throughput AFAIK, although I can't say how many kbits/s exactly.

You're gonna have some latency (1/FPS or so) even if you run the two armas at the same PC, because their frames are not synchronized.

hardy dagger
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Hello all, yesterday I hosted an alive mission on our dedibox and had 4 hc's running (on the same machine), experienced however alot of server performance degradation that I have not had with the same setup the past 6 months - my thought is that the hc's might not have picked up AI control, is that possible? how can I check?

unborn robin
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You'd need to count the groups that have groupOwner equal to the ID of the HC.

hardy dagger
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awesome, apologies - what should I type in the debug for that? never done it before

south kindle
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Hi, I have a problem with my headless client

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It works fine, but doesn't load my mods.

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"D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\arma3server_x64.exe" -client -connect=192.168.XXXX -port=2302 -password=XXXXXXXX -mod="D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@CBA_A3; D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ace; D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Interaction Menu Expansion; D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSAFRF;" -enableHT

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^ This is how my batch file looks like.
Anything wrong with the way I put the mods in there?

heavy tiger
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don't use full path

south kindle
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What instead @heavy tiger ?

heavy tiger
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local path

south kindle
heavy tiger
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no

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you need to start the arma server from the arma directory afaik

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Basically remove all of D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\

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Also why was a pastebin, set to never expire, needed to show me that?

south kindle
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Pretty long didn't want to spam discord

cunning sage
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all those spaces will break the arguments since you removed the quotes

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I'd set the working directory to arma 3 and not the workshop folder but that means you'll need to add workshop folder to each mod which ๐Ÿคท

south kindle
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Well this is the original file, so I have the workshop folder for each mod already

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"D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\arma3server_x64.exe" -client -connect=192.168.178.62 -port=2302 -password=andreaskieling -mod=D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@CBA_A3;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ace;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Interaction Menu Expansion;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSAFRF;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSUSAF;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@NIArms All in One;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS Armed Forces of the Russian Federation;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS United States Armed Forces;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - NIA ARSENAL Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Enhanced Soundscape;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Achilles;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Advanced Rappelling

heavy tiger
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Remove all occurences of D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\ in that text. And you're done

south kindle
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"arma3server_x64.exe" -client -connect=192.168.178.62 -port=2302 -password=andreaskieling -mod=D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@CBA_A3;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ace;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Interaction Menu Expansion;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSAFRF;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSUSAF;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@NIArms All in One;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS Armed Forces of the Russian Federation;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS United States Armed Forces;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - RHS AFRF Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - NIA ARSENAL Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Enhanced Soundscape;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Achilles;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Advanced Towing;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Advanced Urban Rappelling;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@Blastcore Edited (standalone version)

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Like this?

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Doesn't load the mod like that @heavy tiger

heavy tiger
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No not at all like this

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read what I wrote

south kindle
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*Remove all occurences of D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server* I did that.

heavy tiger
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no

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all

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AH

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I see

south kindle
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but the other occurenced are arma 3 not server ๐Ÿ˜ฆ

heavy tiger
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I meant them

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didn't see that you have mods in different folder

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Not sure if that works at all

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Arma can only load stuff from it's own folder

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you need to use a symlink then I guess

south kindle
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That's the standart workshop folder, It works for the dedi server. So whats your advice? Symlink the mods in !workshop to Arma 3 ?

cunning sage
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Windows can load anywhere

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Only Linux is broken