#headless_client
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followed all steps mentioned in : https://community.bistudio.com/wiki/Arma_3_Headless_Client ?
Correct, sorry my internet cut out
Are you sure your HC is listed in BOTH server.cfg entries on the server?
@heavy tiger yes
Okey.. I would guess it's a configuration error. But if everything is 100% configured correctly then I don't know.
Is there an optimal number of HCs to be used?
do you still need a separate steam account and copy of arma3 for each hc you want to run?
no... and "still" you never needed
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 ๐ค
so i couldn't run a headless client on a second machine?
you could do that too
but HC's weren't made for that. The ping will make it less efficient
how do i setup a HC for my server i have tried to follow the tut on the wiki but it didnt work ๐ฆ
what part doesn't work?
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
https://cl.ly/2w1w0D1w3C0W like that been up 10 mins now
What command line are you using to start the HC?
start "arma" /min "arma3server.exe" -client -connect=127.0.0.19 -port=2399 "-mods=" "-profiles=HC" -world=empty -enableHT
127.0.0.1 xD
fat fingersd whemn i typed here
"-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
ill remove them then xD
i have the @life_HC mod but its not connecting yet so thsats y blank
thats FFS
removed them stil not connecting
What does the headless clients RPT log say?
the parameer is -mod not -mods
xD trying now xD i typed it fast really need to stop that xD
But it should still atleast try to connect. No password?
oh shit yeah xD
lol
forgot that paramiter
is it -password=mypassword
as did that still not connecting
anything its still not connecting have tried everything can think of even followed a YT vid and still not working ๐ฆ
Also don't know more.. It just freezed just before it should be connecting
hmm strange im very confused now ๐ฆ
Does HC still need purchased A3 license?
no. And can't remember that it ever did
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.
@heavy tiger You remember a lot of things... ๐
I've managed to forgot that 100 times during those two years
arma3server can spawn HC without license at least
rule of thumb, anything you can do with arma3server is fine without license
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
looks like mod caused issues
@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)
It's a stable windows x64 version. I will ask the server owner to obtain them.
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.
Hello @trim socket @vague saddle , I currently host the two machines having issues
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
We have two VMs, both are Win Datacenter 2016 hosted in Azure Cloud
On one VM we have the server running Stable branch
On the other one I start up 2 HCs also Stable branch
Dan, what series machines are you using?
F-Series : F4s_v2
hmmm, not resources then
your modlist is cancerous
anyways, looking at that ACE module, it might be out of date
never mind, it's latest
you don't need -enableht, it probably isn't causing the problem but it's not accomplishing anything either
Have you tried getting HCs to work with no mods?
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.
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 ?
Currently running the server alone with the same config/modlist and no crash today
I mean have a no-mod server instance just to get HCs working.
My headlessclient
is getting kicked for steam auth failed?
Anyone that can help me a hand here?
With experience on Headless clients?
@austere fulcrum #rules don't cross-post.
I'll delete my answer in the other channel till you learn to follow rules
I litteraly didn't knew they had a seperated channel for HC questions ...
As soon as I noticed I copied my answer in the section for it ...
It's not like I spammed every channel ...
Posed my question in Ask a Question > noticed this seperate channel thought it be more approriate to put it here.
Yeah. It is.
Why not delete the message in the wrong channel then, to not violate rules?
Because technically ... I just asked a question.
In the ask a question channel ...
Like I said ... I just noticed the more appropriate channel and that's why I copied in here.
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.
I already deleted the message before you wrote yours . ^
yes. Exactly 1.22 seconds before.
When I was done typing my like I said message I realised the other should be deleted...
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
I was reading the rules when you posted it was against rules.
Arma server is launched and recognized it's connecting/disconnecting.
server.cfg
localClient[]={127.0.0.1};
headlessClients[] = {127.0.0.1};
battleyeLicense = 1;
To my thinking is also set oke.
21:34:32 Player headlessclient connected (id=HC6764).
21:34:33 Player headlessclient disconnected.
21:34:33 BattlEye Server: Player #0 headlessclient disconnected
As so ...
localClient[]={127.0.0.1};
headlessClients[] = {127.0.0.1};
Yes. Wrong.
entries are strings.
not invalidly formatted numbers with multiple decimal points
Wouldn't it not detect it anyway then? As it's reading the HC when I boot it up.
second question, does the mission have HC slots to join?
Wouldn't it not detect it anyway then?. It would not not not detect it. Because it can't read your mind
But it was still seeing the headlessclient connect even when it wasn't stringed.
Wouldn't it deny entry then if it couldn't read the ip? If it wasn't string?
no.
If it's not in that list. Then it's a normal client
A normal client that has to authenticate via steam -> is getting kicked for steam auth failed
what parameters do you give to the HC
set armaparamshc="D:\Games\arma3\a3files\arma3serverhc.exe" -client -connect=88.198.20.108 -port=2302 "-profiles=D:\Games\arma3\a3files\config\HC"
-connect=88.198.20.108 He's not connecting via localhost
meaning the server see's a different IP
connect via 127.0.0.1 insetad
ah
Indeed
When I added server ip
It connect properly. Guess I was wrong assuming it would know itself it's local.... ๐
Cheers for pointing out. ๐
But that not connecting via localhost doesn't show the localhost ip is a thing few people know I'd say
Well yes, doing allot of things at same time make you overlook the parts you think shouldn't be looked at.
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?
Use HCs for things you don't need to Zeus control.
If players approach an HC group, delete it and respawn it under Zeus before they make contact.
Okay, but that partially compromises Zeus though.
Is there a method of using HCs that doesn't compromise Zeus too much?
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
that's a bit confusing
so would a good example of using HCs for units spawned would be a non-engaged unit or something
Hey! ๐ i just setted up my Headless client ! ๐ 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 ๐ ?
does the mission have enough playable units?
it has 30
whitout the Headless client module i can login on the server and play normal
what if you join first and the headless client later? can the HC join? Can other people join after the HC?
i use the normal "HeadlessClient" and the "AceXHeadless" Module.
ill check, but i can say people cant join after Headless.
i now started the server and didnt start the client, still remains on 1 Slot. now its 0/1
in the serverconfig i have set to 10 slots
i just placed both modules on the map. didnt do anything else. was that wrng ?
It's the same that I also do
hmmm
But i didnt connected these to something
do i have to connect the acex Headless and the normal headless togehter ?
no
hmmm
what shoud i do then ?
RIP
i put it in the wrong mission ๐คฆ
@heavy tiger is there a way to check if the client is owned by a HC ?
what i ment to say is if i can check if the AI is owned by HC
sorry ๐
Because for example on the playerlist it says http://prntscr.com/k55ir0
that there is no one in the headless client slot. but the user headlessclient is connected
because as soon as i fight with much ai server fps drops to 10 fps
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
You can look at the code for ACEX hc or Werthles and see how they do balancing https://forums.bohemia.net/forums/topic/184485-werthles-headless-module/
Basically it's using groupOwner on all the groups.
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 ?
Units spawned via Zeus are owned by the Zeus client. ACEX will, after a delay, assign those groups to an HC.
I mean, ACEX works fine. I only bring up werthles because the code maybe easier to understand.
I jus did everything according to AceX to work but the performance is as terrible as before.
is it normal that the headless client does not assign to the headless slot in the server ?
Like here http://prntscr.com/k55ir0
The HC should definitely connect to that slot.
What do you see in your Server and HC windows?
lemme check / ss that too ๐
or coud the problem maybe related to TADST ?
i just saw it coud be a TADST issue, HC is checked but in the CFG there is nothing at all
lemme add that
disgregard its added.
so lemme paste that.
headlessClients[]={127.0.0.1};
localClient[]={127.0.0.1};
what is your headless client's startparameter?
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......
looks correct :/
yes.
You could google for the issue. There are many forum threads about "headless client doesn't slot in"
Okay! ๐ ill try my best ๐
The server config lines, aren't those supposed to be in strings?
headlessClients[]={"127.0.0.1"};
localClient[]={"127.0.0.1"};
That's what I have, at least =p
do i have to restart the whole server when changing something on the HC ?
just the HC right ?
ill try it with the strings ๐
and if it works then ill trow tadst out the window
TADST just puts it back without strings. ill kick that crap out xD
Jeez xD
is this supposed to look like that ? "-mod=@examplemod;@Example2;Example3"
so what i mean is is it supposed to be with the " " " " "
only if your mod folder paths have spaces
eh, fix something, break something.
do u mind if i PM you so we dont bother people with unreleated stuff ๐
Ok
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 ๐ฆ
@vague apex Use this to distinguish HCs https://community.bistudio.com/wiki/hasInterface
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.
you can do both
Wonderful thank you
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.
I am curious, why doesn't Bis use headless clients on their official servers
Why do they need to?
Does BI have official servers with AI even?
Apex protocol, Zeus, And I guess that's about it?
For Zeus you'd need special HC scripts. And not really needed as the AI isn't on the server anyway
doesn't combat patrols have AI?
Combat patrol does have AI yes
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.
there should be no headless client network traffic at all
HC should be running on localhost
So what you are saying, people shouldn't run a headless client from 1 server to another?
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)
it could be run even on slower networks but that defy the primary purpose
can be run yes. But it's intended as local.
And if you are suspecting you might be having problems because of network limitations. Then you should definitely not run it over network.
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
I see, thanks.
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?
Hello, comrades!
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
HC's are used to offload AI and scripts
They are just another player. So they don't help with large player scenarios
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.
Did you check what server FPS you had on your 200 player scenario? With and without headless client?
lags literally stopped at the moment headless was turned off
Do you mean you turned the HC off in the middle of the mission being run?
yes
So you offloaded all AIs to HC and then switched it off and lag stopped?
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.
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.
Ais were not the deal
i made a script that makes backup mission with current game state
and it causes server lag at the time its being fired so got to offload it to hc
works fine on 120 player environment, but may be just players number is the problem
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.
Could be lots of things. Go over your launch parameters, relevant server.cfg entries, etc, and show them.
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
What about your server.cfg? Got these?
headlessClients[]={"127.0.0.1"};
localClient[]={"127.0.0.1"};
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"};
yup
nvm...has to do with the fact it is a steamCMD dedicated server and not an authorized steam account running it....
https://forums.bohemia.net/forums/topic/140621-arma-3-headless-client/?page=5&tab=comments#comment-2481581
So I just need to buy another Arma 3 License.
Is there a way to authenticate a user without having the full steam application on the server?
You don't need a retail copy.
You may need to put battleyeLicense=1; in your headlessclient.Arma3Profile.
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;
What else can be preventing the dedicated HC from working?
Maybe try it without any mods just to see?
Mods doesn't make a difference. It's not even connecting to the server.
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.
@heavy tiger should know a lot about these things so he might be able to give advice.
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?
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.
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?
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.
That means it only listens on the external adapter.
You shouldn't be using the -ip parameter on a server at all
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?
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...
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.
in both entries in server.cfg?
Yes, both entries contain the IP. But still the same issue
you may need to add a slot for the HC in your mission.sqm
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.
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
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
@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?
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.
@unborn robin Yes you can run a local instance, but having seperate machines is just that much better.
As long as they are on LAN, I assume?
LAN yes.
Is it possible for HC to load Workshop mods without launcher yet?
@cinder burrow You always could..client or server. They're symlinked to a3 install from steam install
๐ค oh, I didn't know
Headless clienta are just like regular clients but they are setup to take the torture.
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?
Does the mission have hc slots and are they set to playable?
Yes, look in systems, logic entities, virtual entities, headless client. Put it on the map and set to playable
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
-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
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!
๐คฃ
https://i.imgur.com/KfeaHi2.png
This is normal? Connected and immediately disconnected
TeTeTe had the same issue , thanks .
How dose a headless client work?
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.
You can move AI's onto it. Just like with a normal player
that's what people often do
oh so I could set it as some type of admin slot?
no
huh
it's just a invisible player that noone can control that just sits around and does nothing
I don't understand why it's in the game then.
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
Would I need another key for the game just to connect to the headless client
no
hold on I have more to ask, someone is spaming me @.
so how would I connect with out having the game.
HC is part of the Arma server
you can just download the server files and host a server/HC without owning Arma
Your mission needs to support it by the way. It doesn't automatically throw tasks it's way
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?
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. ๐
Has anyone managed to get HC connected with Overthrow mod? Mine work's perfectly running Liberation but nothing with Overthrow.
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
@cunning sage Thanks. ๐ 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. ๐
@pseudo estuary Could you elaborate on "crash"? Is there anything in the rpt file for the server or the HC?
let the system deal with it
@half spruce well it crashes ๐ Logs: https://pastebin.com/wXhjHadA & https://pastebin.com/GCL1jqTR
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. ๐
@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.
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)
yeah that was my next step
Just use wertless headless script its stupid friendly
Does ACEX do the mission side for you ?
ACEX will move AI groups to headless clients unless they use specific features such as synced waypoints
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 .
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)```
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.
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;
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
Increase your player limit
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?
Then you shouldn't be running a server id you down have the hw to be running 8 consecutive players.
I told you, the 8 player limit is the scenario itself, not the server
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
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
HCs don't handle processing inheritely mind you
I know
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.
ok, thank you very much! :D
heh I think the mission in question doesn't work on a dedicated server in the first place so scratch that xD
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
hc required steam?
hc has same requirements as the "normal" arma server
yea, i know this, but when HC connected to server, his kicked to lobby immediately
No, I tried to run on a clean server, but the result is the same
make sure there the mission has enough number of players listed and that there is a HC Slot for it to occupy
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.
No, it is exactly in the lobby that it is still on the server.
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...
disconnected is kicked from server
not to lobby
or that's perhaps not RPT logs
looks like custom log?
no, that diag_log
check your HC rpt
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
helloooooooooooooo any1 here
bichhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
@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.
meow
Can anyone explain how aceX headless works ? Ive read the ace documentation , and BIโs Iโve gotten two headless clients to work for my operation server named HC2,HC3 . But on my RPT itโs showing HC1,HC2 and HC3. With 50 AI loading on HC1 which doesnโt exists and 50 loading on HC2 and 0 on HC3 . Also last week I had a weird bug that only the HCโs clients could log on . Thanks in advance
HC variable names does not necessarily match ACEX names
What should they be ?
Yeah, those are HC1 and HC2
Ok , so it is working . I guess what I donโt understand is why it wouldnโt let players in . When it worked fine until the CBA update . Now when the HCโs are connected players canโt join . I did a temp fix by removing the headless clients from starting
Your total player limit must include HC slots
We have it at 64 and about 40 players
Both server and mission limits
Yes
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!
I would suggest using Wertless AI mod
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
@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 donโt 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!
ACEX is using setGroupOwner and I wrote it, so I can answer questions
afaik FSM will not transfer over, or restart for that matter
I tried restarting it/rerunning the fsm on the created agent but
Didnโt 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
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
@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
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?
Yes it will reconnect
So if you load up a non-alive mission on the same server, the hc slots in fine?
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
@fast fractal What are you expecting to see and what are you actually seeing?
My main server is running and loading the mission fine. Iโve 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
It sounds like server and hc are on different machines? Can you show the hc start up parameters?
On mobile currently, both server are hosted through host havoc ๐ I can dm u the Params in a few hours @unborn robin
If it's your first time setting up hc, perhaps try running it on the same machine first.
@toxic dove acex hc will move Zeus-spawned AI onto hcs.
thank you very much for that!
acex HC. I had a typo
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.
Arma bug last time I heard
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.
There was something talked about potentially fixing that. I think @sour hare maybe knows?
yes, we countered the bug when switching localities with an eventhandler reapplying the loadout after ownerchange
Thanks, I forgot about the locality event handler.
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
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;```
this will reset any custom loadouts, although I guess that's better than having naked units
Thanks, appreciate the example as well.
I finally went back into this after reading @west quest 's work-around and I am not sure why I didn't think of doing that earlier, but here it is https://github.com/acemod/ACEX/issues/48#issuecomment-449533703 will PR and if it works include in next ACEX update @drowsy elk @sour hare
Great.
Nice!
@west quest you can directly set _entity setUnitLoadout (typeOf _entity); its allowed by alternative Syntax
(if you rely on vanilla loadout configs that is)
"Maximum players reached" loop ๐
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?
Yes it does, just like any client if you want it to work properly
@scenic dove nice, but just to be clear, wasn't mine idea in the first place, I got it from @cold turret
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.
well yes
they don't "launch with that port", they connect to the server using that port
they are clients, not servers
Oh yeah ofc.. sorry being stupid. Thanks ๐
@west quest good to know!
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
Iโve 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 โHC1 is loosing connection, HC1 disconnectedโ then after about 30 seconds โHC1 connectedโ and repeat...
@shut flax
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.
@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.
@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.
@jade nacelle the headless and main server are on the same machine, Iโve set the main server to allow unlimited bandwidth to the headless in the server.cfg. Iโve been speaking to the guy who set up the dedicated box. We think it is because the connection is not local, rather itโs leaving the box and coming back is why itโs crashing. Apparently there is a way to link server together on a local network so the traffic doesnโt leave the machine, I didnโt set up the back end so Iโm not entirely sure. Just hoping itโs 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.
Your HCs should be connecting to 127.0.0.1
So it should look like
โโโ -client -connect=127.0.0.1:port .....โโโ
@unborn robin ?
Yup. Did you have it with the external IP before?
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?
Oh, -connect= and -port= are separate parameters
Make sure your client ips are strings
headlessClients[]={"127.0.0.1"};
localClient[]={"127.0.0.1"};
Hmmm, every time Iโve tried it that way itโll 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
Well, if it works, it works.
Right.... it was weird to me because all the documentation Iโve read say to put client info like you said with connect then port
But none the less, Iโll give the local connection info a go and let you know how t goes
Good luck!
Ty! @unborn robin your active in the kp liberation discord right?
I swear I recognize your name
@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
Iโve had the same issue I had to place the actual IP as well.
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;
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.
So it never gets to "Client connected" in the console output?
correct
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..
Also HC's are made to run on the same box. The lower the latency the better
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.
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
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.
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 )
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.
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
RV engine was written back when PCs were like today's embedded systems, as a real-time OS ๐
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.
that doesn't state there is a separate thread for AI
I guess I'm reading this wrong?
just that all AI calculations happen in one thread
not specifying which
but it is the main one, we can tell you that
What does this mean? Where can i get this file if its not there. C:\TCAFiles\Users\d822ed4b\tfr.zip
That could mean anything. You have given 0 context so... No idea
Thats all it says to me
You still gave no context
An error message is not context
What are you doing, what is this even about
Etc
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
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.
Yea i take that fault
That doesn't look like an official tfar path anyways
it did
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
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.
we don't need to know anymore, you got it solved ๐
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)
I didn't even know what it was related to
I said nothing about relation
that's why i crossposted. Which I should have never done that. Wasn't thinking before.
Guys pls forgive me ๐
There should be #clairvoyant channel, where people could answer questions right before they are posted.
@urban juniper what about #dejavu channel where people lay questions already asked and also answered ๐
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
correct me if I'm wrong but doesn't that exist already? Folk ARPS made one IIRC and some others on the BIF
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.
ACEX also does that
I can't figure out what I am doing wrong with installing this mod...
what mod
hi all, someone know a good tutorial how to setup headless clients on a server?
i mean the mission already scripted with HC, just need to make the settings on the server.
have you seen the biki article? https://community.bistudio.com/wiki/Arma_3_Headless_Client
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
thats a good question! is it worth installing HC...
#perf_prof_branch has new performance binary in profiling branch v01 in 1.90 serie, fixing some of new caches issues
@trim socket so u think Headless Clients is needed on a mission with a lot of AIs?
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
thx for the quick answer
i get it now, HC are just helping the server calculating a little bit.
#perf_prof_branch has new performance binary in profiling branch v02 in 1.90 serie, to fix session lost issues
@tawdry lion once more and you're getting removed
new #perf_prof_branch build
excuse me for asking stupid but what is this performance binary?
It's basically dev branch. But compatible with release branch
testing out slightly experimental things
ah ok thx for quick response. i thought it has something to do with HC
I has general fixes for the recent server problems. General server related that's why Dwarden posted here
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)
That sounds quite important for some obscure discord mention
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?
Should work ok as long as latency is low
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.
@high trout everything being 1.90.145456 build with correct data (no obsolete excess) ?
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?
there are obsolete pbo's that should not exist anymore but that steam didn't delete
obsolete excess pbo's
where would I look for these?
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
best solution if in doubt, get rid of all data folders and theirs content and download fresh
Those two files specified are definitely not in the addons folder
I think that battleyeLicense=1; is supposed to be in your .Arma3Profile, not the .cfg.
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.
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"
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.
Startup parameters?
-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.
-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?
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.
-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?
It does, yes
do the HC's actually slot in and work? between the disconnects?
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.
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.
new #perf_prof_branch for those using it
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?
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
nevermind, it was just me being stupid, found a typo in both HCs mod line >,<
Currently looking for arma buddies to have a some fun with
then don't do that here. #looking_for_unit @urban juniper
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?
file or folder? also looks like a semicolon is missing. @pkl@panthera
Folder and Yeah I saw that one cheers
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 ?
Thats the average hit rate right there, all instances startet with the same command line and installation
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
Nah, same server. We just tried mulitple different servers. As in HC and gameserver on the same maschine.
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 ๐ )
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"
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.
Post the relevant parts of the startup parameters and server.cfg entries?
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
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 ๐ค starting to belive in magic but i am sure there is an explanation somewhere ๐
1.92.145649 new PROFILING branch in #perf_prof_branch with more fixes/goodies
Any idea to have headlessclient be excluded from the lobbyIdleTime?
I like the functionality but my headlessclient isn't liking it for a bit.
@slim lily #perf_prof_branch build already has the fix (hc is excluded)
or use -1 value for the *timeout values (not the kickTimeout ofc) but that's undocumented effect ๐
Yea using -1 now, will look into the perf branch then
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?
Yeah have the same. HC starts very slowly
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.
Don't remember how it was on old debian version.
I might have the same
basically now i have a strange problem with HC ๐
https://www.reddit.com/r/armadev/comments/blsttz/bots_with_hc_shoot_30_rounds_per_second_and/
any ideas?
I tried even moving HC instances to seperate machine from server
launching without mods
same story
as soon as HC takes over, it basically goes mad
it plays the effects of shooting like crazy (tracers, sound, etc), but actually shoots normally
it seems
please ping me if you reply
found the issue https://github.com/alec-hs/Flaxs-Arma-Server-Tool-2/issues/74
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
Anyone have much experience with remoteExecutedOwner when using a HC? I've been told it doesn't always return what we expect
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.
nvm it's setting it to 0, wish it was on the wiki.
found it on BI forums.
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.
profiling 1.92.145690 is out, more crash fixes, see #perf_prof_branch
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?
@hearty lantern hey look someone found my old issue. Glad i could figured it out for you :D
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
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```
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.
is the HC running on a seperate Arma installation, or the same?
maybe corrupt files on the HC
Using the same installation
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
I'll verify my entire installation and try again though
Didn't work either :/
I don't run Linux, but I did find an older issue that is similar and has some workarounds that seem to work for people.
https://feedback.bistudio.com/T124761
Still resulted in a crash
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.
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)
I actually added those after I started experiencing this issue and have since removed them
Have you tried with a different mission?
Are you using acex headless client module?
Oh wait.. that's gone, isn't it... haven't used it in quite a while... ๐
Oh no, it's still there.
I was
But I've been running my server bare bones now
Only one headless client module, no mods, no hc scripts
Starting to wonder if 64-bit Linux Distro is screwing me
You grab the HC files the same way as the server files?
Yes
do you have a different machine you can try it from? What are the specs on the machine running the hc now?
i5-4690k with 8gb of ram
Is it on the same machine as the server, or a separate machine?
Tried on same and seperate
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)
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.
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.
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
What if you, for the sake of testing, make a copy of the files so the server and the HC are completely isolated?
(from each other)
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. ๐
Sadly still reached to the the same result :/
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.
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)
Just tried a Windows HC with the server
also crashed
Going to try a Windows server (on my PC) with a HC
Windows Server with HC works
must be something with my implementation
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.
Thinking about switching to 32-bit Ubuntu
Loopback worked fine on Windows, crashed on Linux
Ah, see, I assumed you meant the 64-bit linux a3 distro, which I didn't know didn't exist. ๐
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.
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 ?
I think you need to add HC modules to the mission as well, no?
hc needs to connect to the mission server
logged as admin i can see them : https://cdn.discordapp.com/attachments/585475301358829578/585482511317073921/20190604165802_1.jpg
new #perf_prof_branch with fix for the kickTimeout kickID vs lobbyIdleTimeout
the client isn't kick, it just cannot connect (or i, at least think so) : https://cdn.discordapp.com/attachments/585475301358829578/585480422700482583/unknown.png
@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
so now it uses kickTimeout kickID 1 which is same as e.g. connectivity issue
the other bugs with kickTimeoutand lobbyIdleTime were fixed already before
oh ok i thought you were speaking about the probleme i just asked help for ^^
also if you get problems with timers, you need use the alternate syntax to define both 'ready' and 'not-ready' timers
ah, sorry, i misread then too ๐
no problems, but if you got an idea: I'll try it with pleasure ๐
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)
anything in the hc rpt file that would help?
How do I get this
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
Sorry - was afk. ๐ 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
Also let's see your command line for launching the dedicated client
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).
No problems, I was speaking just came back !
This is my RPT : https://cdn.discordapp.com/attachments/272416420988715009/585737024397639680/arma3server_x64_2019-06-05_09-38-03.rpt
and another mistake that I may have made is that the server and the HC are using the same resources
Like these are my bat launching my server (DIS) and my HC (HC) : https://cdn.discordapp.com/attachments/272416420988715009/585737809487331339/unknown.png
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.
Try throwing the port on the end of the IP address when lauching the HC: -connect=127.0.0.1:2302
@rustic wave
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)
and i delete the argument "-port"
nope, leave that
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. ๐
Now that I think of it, the -ip= parameter obviously isn't blocking any connections, because you had screenshots of being connected before.
i'll make some change, test it and screen it again for you
cool
there is the new bats : https://cdn.discordapp.com/attachments/272416420988715009/585750226674122753/unknown.png
OK, looks good
There's progress, now the client gets kick : https://cdn.discordapp.com/attachments/272416420988715009/585750858952736788/unknown.png
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
Also, did you add the ip address of the HC (127.0.0.1) to the server.cfg file on your server?
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 ?
ok Vcom AI FIx : called the wrong version
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? ๐
OK. Yeah, I was looking at the two command lines, and no typos... so I'm guessing the server didn't load them either.
Heheh
Still got the : "You were kick off the game, Steam authentication failed !"
heheh
Just checking a few things
OK... in the profile for your headless client
add this line: battleyeLicense=1;
the file will be in the Profiles folder you defined, probably called HC
and just open the .Arma3Profile file in a text editor
Are you going to be opening this to people you don't know, or just for friends?
... friends that you trust, I guess. ๐ 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.
it s just for friends on my milsim unit
Yeah, so if that line doesn't work we can try turning off battleye all together
Hm.
how do i turn off BE ?
in server.cfg add the line Battleye=0;
Hm... in case case is important: BattlEye=0;
can you post the server rpt file, too?
even without BE i still get "You were kick off the game, Steam authentication failed !"
yes
Is this also the machine you run your own client on?
no
OK, good. SHut down the steam client on the server machine and try it again
btw can't find the server rpt
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.
same error without steam running
Hrm. The server and the HC shouldn't require any kind of steam id or licence, as I understand it.
I am consulting the internets... ๐
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
ah, right, of course, because you're using arma3server_x64.exe for both server and hc. there won't be a name difference.
shut down the server and the hc, and delete all those rpt files.
then just run the server alone - it should create an rpt file in there.
ok - what are you thinking?
in both my bat
i got
-profiles=C:\ArmA\ArmA3Master\Profiles
but my profile for the server is actually
-profiles=C:\ArmA\ArmA3Master\Profiles\User\DIS
try to change it
didn't work
Do you have space to just make a second copy of the folder and run the HC from its own installation?
Did you find server rpt files in your search? ๐
What do you mean "from its own installation"
Well right now you have both server and hc running from the same set of files.
no the serv wont launch anymore ๐ค
anti-progress. That's not helpful at all
The server is running - just didn't load the mission
let's see your command line again
which one ?
for the server
heheh
no worries. OK, try launching the HC using arma3_x64.exe instead of the server exe
OK, cool. Now run the HC and let's see what the server rpt says when it gets kicked off
hopefully something useful... ๐
Hey Frost ? Shhh
Keep it secret but I think they know we 're watching
It working mate
Heheh
Question: when we disabled battleye in the server.cfg, did you restart the server?
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
last time yes, this time no !
Cool. So because we were going through it so quick and I didn't mention restarting, we probably forgot. ๐
no problems !
Cool. So it connected and took a slot?
(well, I guess you'll need to connect your game to be sure)
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.
just did, it's here !
excelsior!
HUDGE THANKS for your time and help mate i couldn't have it done all by myself
Glad to assist. ๐
just one last question, is it usefull to have a second headless or is one enough ?
Depends how many AI you have in the mission, really
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.
What are the specs of your server machine?
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. ๐
back sry i was eating
i was to stay on one HC a while to see differences between before and now !
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. ๐
I'm out. Later. ๐
Later, thanks again for all the help provided !
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.
@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.
@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 ...
@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.
Your hc can't disconnect by himself I rather say that he crashed
And so it can't reconnect till you launch it again !
Zeus-spawned units are local to the zeus. If you want to off load to HC then it takes additional mod/script.
Achilles does that right ?
Does Achilles have an HC balance module? I wasn't aware. ACEX and ALiVE both do it, some missions have scripts that do it.
note: safe CVL reverted out of #perf_prof_branch
No, they'll be on server.
Answer in the question ...
Is there any way for my zeused spawned ai to be affected to the headless ?
ACEX hc will auto-balance Zeus groups onto hc's
So whats required for hc's. Do i need a seperate machine to run them?
I think most[?] servers run HCs on the same machine. Some have HCs on other machines on the same LAN.
They are supposed to run on the same machine
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.
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?
You'd need to count the groups that have groupOwner equal to the ID of the HC.
awesome, apologies - what should I type in the debug for that? never done it before
Hi, I have a problem with my headless client
It works fine, but doesn't load my mods.
"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
^ This is how my batch file looks like.
Anything wrong with the way I put the mods in there?
don't use full path
What instead @heavy tiger ?
local path
@heavy tiger Like this: https://pastebin.com/K8sW1gH4 ?
no
you need to start the arma server from the arma directory afaik
Basically remove all of D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\
Also why was a pastebin, set to never expire, needed to show me that?
Pretty long didn't want to spam discord
all those spaces will break the arguments since you removed the quotes
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 ๐คท
Well this is the original file, so I have the workshop folder for each mod already
"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
Remove all occurences of D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server\ in that text. And you're done
"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)
Like this?
Doesn't load the mod like that @heavy tiger
*Remove all occurences of D:\Program Files (x86)\Steam\steamapps\common\Arma 3 Server* I did that.
but the other occurenced are arma 3 not server ๐ฆ
I meant them
didn't see that you have mods in different folder
Not sure if that works at all
Arma can only load stuff from it's own folder
you need to use a symlink then I guess
That's the standart workshop folder, It works for the dedi server. So whats your advice? Symlink the mods in !workshop to Arma 3 ?
