#headless_client
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he had quotes before and it didn't work either
Though.. just saw that there were spaces after each semicolon...
yep, the new should be correct with quotes
Ok so try it with quotes around the mod path and no spaces in between?
add quotes after the -mod= and after the last mod
"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"``` like that? @cunning sage
Anybody? ๐
rpt
@cunning sage Looks like it loads the mod? That would be amazing. Another problem: I am getting Steam authentication failed
yes, your mods are loaded according to the log
looks correct
@cunning sage @heavy tiger Thank you so much guys, I got it working!
new #perf_prof_branch 1.92.145888 with fixes, performance improvements and more admin features
What could cause an arma 3 headless client running on linux to know it's a dedicated client, but not attempt to connect to the server?
I worked it out.. turns out that HC's don't like a -connect=127.0.0.1 or -connect=localhost you must use the IP of the box or a legit DNS record (dog-company.org)
my HC runs with -connect=127.0.0.1 ยฏ_(ใ)_/ยฏ
Maybe
perf branch here, no prob with 127
Hi all, looking for some help. Running a dedicated server, with up to 3 HC.
We use Werthless mod to manage the HC. We use CF_BAI as the AI Mod.
Been getting lots of issues with the AI not following Zeus commands, or if you take over an AI vehicle it not responding to commands to move. Anyone come across these issues and be able to help?
Many thanks and greatly appreciated!
Zeus stuff is special. You should prefer not to move zeus units
though ACEX Headless handles zeus fine, but I don't know if they just exclude Zeus AIs from HC
We use ACEX HC and remote units Zeus just fine.
Thanks @heavy tiger @unborn robin Thanks both! Do you use AI mod as well? If so which one may I ask?
Vcom and CF_BAI both
ASR AI, I'm a old school guy
ASR AI is just the best.
hiho. i have a rented server and i cannot find the start.bat. i only have a interface and it looks like this: https://imgur.com/a/TWZjwGr
so iam not sure were i made the mistake
but the server wont come up
all right thx for answer
so they are telling me i need a extra server for the HCs?!
maybee because its not a deticated server
sounds reasonable yes. HC is a seperate process
Oh that?
Well. They can do what they want to
optimally you would run the HC on the same server though
^^ okay thats like when u want to pimp up your rent a car
anyway thank you for the answer
new #perf_prof_branch build 1.94.145986 available
new #perf_prof_branch build 1.94.145999 available
9:37:52 Admin logged in, player: Markan, playerUID: XXXX, IP: 192.168.XXXXXX.
9:37:56 File sunday_system\dialogs\dialogsMainMenu.hpp, line 356: '/sundayDialog/controls/ScenarioGroup/Controls/AISkillSwitchButton/Controls/SwitchText.idc': Missing ';' at the end of line
9:37:56 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key>
9:37:56 Unexpected stringtable format inside <Text ID="STR_ATM_Main"><Key>
9:37:56 ErrorMessage: Include file a3\Functions_F\Params\paramRevive.hpp not found.
9:37:56 Application terminated intentionally
ErrorMessage: Include file a3\Functions_F\Params\paramRevive.hpp not found.
Guys how to fix? :/
You can't include from mission description.ext
copy the file into mission and include it locally
how? xD new in this kind of stuf
if you aren't the mission maker then ask him
you could try repacking the pbo without ingame editor. Or load the mission as a folder from server
Its one of my guys.. i loaded missions collected localy on the server
about 80 missions so far
why is it that comlicated to run a server for a small unit -.-
It's as complicated for everyone ^^
It's not complicated, it's just a lot of steps, once you learn the steps and understand how they work together, you see that it's really not all that bad.
triggers is working on hc?
on a arma3server target my team wants to load a mission w/ a bunch of mods. however the target string is way too long w/ these mods. is there a way I can use the target to call a file? so i have a file to add/remove mods?
C:\Users\arma_server\ArmaServers\ClanServer\arma3server.exe -profiles=ArmaHosts -port=2302 -config=server\TWServer_Config.cfg -world=empty name=ArmaHosts -noSound -noSplash -noPause -loadMissionToMemory -autoInit -enableHT -mod="mods\@ace;mods\@CBA_A3;mods\@ACE Extension - Attachment Switching;mods\@ACEX;mods\@ACRE2;mods\@ADV - ACE CPR;mods\@ALiVE;mods\@CUP Terrains - Core;mods\@CUP Terrains - Maps;mods\@Enhanced Movement;mods\@KAT - Advanced Medical;mods\@RHSAFRF;mods\@RHSGREF;mods\@RHSSAF;mods\@RHSUSAF;mods\@ShackTac User Interface"
-noPause -noSound -noSplash make no sense on a server.
-enableHT doesn't make sense either
so there you already save a bunch
https://forums.bohemia.net/forums/topic/144447-launch-parameters-mod-limitation/ looks like the solution. thanks @gritty otter , googling w/ bat helped
Glad to hear, task scheduler and NSSM would work too.
NSSM?
Non-Sucking Service Manager
Starts the program as a windows service that you can start/stop.
nice, appreciate it
C:\Users\arma_server\ArmaServers\ClanServer\arma3server.exe -profiles=ArmaHosts -port=2302 -config=server\server.cfg -world=empty name=ArmaHosts-loadMissionToMemory -autoInit //original
C:\Users\arma_server\ArmaServers\ClanServer\arma3server.exe "-par=C:\Users\arma_server\ArmaServers\ClanServer\a3VanParam.txt"
^^ target
-profiles=ArmaHosts
-port=2302
-config=server\server.cfg
-world=empty
-name=ArmaHosts-loadMissionToMemory
-autoInit
^^^ file
i copy and pasted exacly and not working w/ file. however vanilla instance works (first )
hangs on host identity
i have a question, im running a hnm server with 85 player inside, sometimes we having error "yellow chain" and then "red chain" but our bootcamp server wich are running in the same machine as the hnm server having no problem
what could cause this?
One Player with desync can affect the whole Server
In your experience, does this effect ever clear up, or do you need to restart the entire server ?
i need to restart the entire server
my server having no problem to host 80 ppl (no crash etc)
but once it reach 70++ yellow chain will appear
That's very interesting as we had exactly the same issue on a large op at the weekend. 74 players and we had the yellow chain
yesterday i have 85 player after 1 1/2 hour yellow chain appear
today 79 player and yellow chain appear
We've been load testing the mission and AI and cannot recreate the issue, so tonight we're load testing with players
Have you experienced this issue before ? Or is it new ?
this is new, because vefore this we never had 70-80 player in 1 mission
Is anyone else experiencing similar issues with a yellow chain when host 70-80 players, or is there a specific server setting (e.g. a timeout) that is required on servers hosting a large number of players
I'm running a "remove yellow chain" mod since Alpha ๐
if anyone can share their tadts setting
I'd be interested in knowing more Dedmen
some mod from armaholic from 2013 or so
that mod will help with this issue?
no
do u mind sharing it XD
lol, you talking about a mod to remove the image of the yellow chain, not to fix the underlying issue
Timeouts would cause those players to be kicked, so that probably wouldn't help. The owner of that server needs to troubleshoot the issue. The mission may be too intensive to run that many players on that hardware (too many loops and script running at a time). If it's only some players, I'm not sure.
i did run some test, with headless client running on seperate machine, the result is only yellow chain no red chain...but game will stuck like forever in yellow chain.. internet speed is 500mbps upload and download, and total mod used is 25.
70+ player still having the yellow chain, i saw some russian server running with 155 player with 0 mods, probably it because of mods?
Not necessarily the mod it's just extra scripts or poorly configured mods with errors
Hello, Does anyone here have the Acex headless client module working?
How can i know if AI's are off-loaded to the headless client?
check groupOwner
@heavy tiger Oke sorry but....how do i see that exactly?
if that, ran on server, returns the ID of the HC, then the HC owns the AIs currently
or you could run script on HC to check whether units are local
Ah shit thanks, i shouldve googled better i guess
you could've linked Werthles' headless module and said it solved your problem ๐
I hope your not using both that and ACEX ๐
@cunning sage No no, I'm just using Werthles, i never could get the ace one to work
I got a new issue now
๐
i have a question, im running a HnM mission with seperate machine for hosting HC. with 5 HC running for single mission im having problem with the AI dsync, but server cpu load is less than 30% and ram is around 24/64gb
any idea what can cause the ai dsync?
@brave holly Did you check the bandwith limit?
If you run out of bandwith de-sync will occur
@brave holly what's the CPU spec? Sounds like some of the headless aren't even being used
can you run a headless client on a non-dedicated server?
sure
If you mean a in-game hosted server, you just need to figure out how to configure the HC IP in server.cfg
thats my problem, there is no config file for an ingame hosted server i think
also my headless client keeps getting kicked off my server "You were kicked off the server. Steam authentication failed"
how fix
@violet spindle HC Clients only work for Dedicated Servers
aw ok, thanks
running 5 headless client, AI seems to be a bit laggy and dsync on my server, now i use 10 HC proble solve
with 5 HC power usage is extremely high, with 10 power usage is very low and less stress on each HC makes the AI no dsync i guess
running 10 Arma processes takes less power than running 5? ๐ค
yes that is what i notice.
running the HC server with ryzen 7 3700x and 64 gb 3200 on 1 tb m.2 ssd
I have some headless clients running and some headless client slots, but the headless clients don't take any of the headless client slots. Is there something I need to do?
server.cfg the IP correctly entered?
Yes, they join no problem
and the HC slots are the proper logic thing in editor?
Yes, marked as playable
them joining doesn't necessarily mean that they are correctly entered in server.cfg
They are all local, so I've just added 127.0.0.1 which has worked in the past
Both entries in the server.cfg?
Do they have the correct mods?
Yes, they are launched via script with the same mod command as the server
I have 2 setups using the same docker image, one works fine, the other they won't grab HC slots
if its the same docker image then it has to be some random unexplainable occurence right?
So nothing one can really debug?
I was wondering if there was something in Arma that could cause this issue
Probably but besides the things we already checked. I don't know what.
And if with two equivalent Arma installations in the same configuration, only one fails and the other works.. ๐คท
@austere umbra Are the headless clients even added in the mission? if not they wont take a slot
Hi, I hate to most likely ask this same ol song and dance, but i've sifted through this thread and can't find anything on HC setup via a game hosting service, would anyone have a script or framework relating to internet hosting servers specifically and not home dedicated servers?
or hopefully i'm just misunderstanding setup
Depends on the provider, some might not offer it, others might charge extra
I resolved my headless client issue from earlier in the week
but now I am on a new server, and there are no headless client slots
they just are not in the list
figured it out
Question regarding Headless client. We've got one on our mission, I've assigned about 60% units to it, they drive around, receive waypoints, etc. But they don't engage players; they'll just drive around them. Any suggestions?
(some discussion from the #arma3_scripting channel to save time: no modification to the units ai routines, side relations, etc). Using setGroupOwner to assign to the hc.
@zenith olive did you end up trying reveal after changing owner?
{_group reveal _x} forEach allUnits;
Assuming they're not set to careless?
I haven't had a chance to test the reveal business, and no, they are not set careless. I am reading through past threads on headless implementation, and have seen that not enabling localClient[]={127.0.0.1}; as well as headlessClients[]={127.0.0.1}; can lead to AI weirdness (we had implemented just headlessClients[]={127.0.0.1}; on our server.)
(So I'm hoping maybe that is the culprit)
Hi Everyone, Im having an issue with a headless client. I have got one working and just gone to set another one up and all I am getting is: Dedicated client created.
Does anyone have any ideas what is making this not connecting
Could you share some more information? For starters, what params are you using to boot these 2 HCs up? Have you made 2 slots for them ingame?
Sorry for being vague, I found the issue. Thought I deleted the message.
Ah, found the HC world. I have a HC question. We have them built into our PBOs and they have been working. Has something changed in 1.96 that would make them not work anymore? Because now they seem to "not connect" and when they try to connect they are not connecting as "client" but appear to be trying to connect as a server? Until this "fail" we had not changed ANYTHING and then, just like that, they were not connecting nor working. Help is appreciated, DM, PM if you need for more details. Thanks.
what does means " they are built into our pbos" ?
It means the HC modules are placed on the map appropriately and coded to work with the mission (the HCs have slots and the mission shows them when you log in as admin). The mission itself (on the server instance) runs fine, it's the HCs that are no longer connecting with the command string to the server instance mission. They try but keep "disconnecting" and are no longer working / showing up in their slots in the mission.
that's not connected with mission loaded or not, they connect even with no mission and stay there waiting, that's some server issue or misconfig with hc, check if both server and hc configs are consistent and check their rpts
Do you use mods? Hc instance maybe isn't set to run those mods? In answer to your original question, I don't think anything has changed in 1.96 w/r/t hc
thanks . . . . we're going to fire up an instance with NO MODs and see if we can get it sorted. We thought it might be a MOD issue, but the command lines seem to be fine - more to come soon. Feel free to advance more advice as you think it might help. Thanks again.
so just incase someone missed it, A2OA got 1.64: see #end_of_life_arma
so, what's the early opinion post-1.96-hotfix at community HC stability / features ?
Hello, i'm trying to rename headlessclient in list of players. But is all time renaming to headlessclient. In start parameters i changed name and path to basic.cfg, but nothing is changed. Is creating headlessclient profile all time
@trim socket
@limber basin rename the headlessclient module in the mission.
As HC is meant to run on the same machine, it would be very useful to let them stream data to the server for such getter-commands like knowsAbout, getSuppression, and maybe others. I understand that streaming knowsAbout is an N^2 problem (N is the amount of AIs), but then again, HC is supposed to have unlimited BW.
Of course the best way is to have HC run in the same process as arma to let it read those values, but it would be called a 'multithreaded game engine' otherwise :/
Maybe I should just find alternatives to knowsAbout function. Then i can make a scenario HC-compatible, as people seem to need HC-compatibility. Pretty absurd that scenario makers should worry about multithreading, instead of the original game engine programmers.
Sorry, end of the rant
Although, targetsQuery and targetKnowledge seem to be already streamed to all clients...
@slim lily in mission module is named like hc_1, but connect to server as headlessclient
when the client takes the slot he should rename it self to the module name.
@slim lily i can access to hc_1 is working, but nickname, what i see on server console, and rcon - is headlessclient
is automaticly create profile, named headlessclient
in lobby it should rename as well
So for me if I name the module, it creates/uses a profile with that name. So my headlessclients join as headlessclient to headlessclient (3), when they get into the lobby they create/use the profile named to the name of the module and they change their names in the lobby, so in my first headlessclient profiles folder I have 3 folders called headlessclient_1 through headlessclient_2. The same is with the other 2 headlessclients.
It has 3 folders for me because they don't join at the same time every time.
Quick question, aside from the basic setup of HC, is there anything else needed? Any mods etc. to get it to work nicely? Eg. VCOM AI or w/e
HC doesn't modify the AI in any way, it just offloads them to another server. So if you want better/different AI behaviour, then yes, mods like VCOM can be a solution.
The mission and/or AI addons must support HC
Alright, cheers
Question: is there a benefit to running the HC on the same machine as your server?
@cold trail yes, means low bandwidth means that traffic from and to server will be near instant.
The HC is basically designed to be run on the same box really.
Oh! I didn't know that actually. I thought it was meant to harness the power of a second box.
It's basicly BI's solution to multithreading || for many more years ||
@vague saddle For many more years ๐ God you should make memes about arma stuff like that ๐
Hello guys whats up
Just a quick question about the aceX headless thing : do I need something for it to work (I mean beside a server, a headless connected to it, a mission with headless slots and the add-on option about the headless configured as I wish)
You'll basically just want to turn it on how you want it in the settings and do what you've said above. Its not the best way to use headless client but its absolutely better than not using it at all. Its good for Zeus missions but sometimes you'll get units with no gear because of setOwner.
Ok thanks mate !
Just to know, whats the best way to do it ?
Does anyone have knowledge of behaviour my HC has that bans himself?
or can I somehow log what happend like who banned him or sm I get this in my EPM console
i think your headless client has truly lost his head
no, mate. Not variable - i need to change headlessClient like name player
can someone help me look into why i cant join my server if yall have time
What makes a HC crash? Because whenever the HC connects to the server > loads the profile > crashes
anything that makes a normal game crash too
Ahh is there like a log thing I should check?
uh... recursive loop
you found smth juicy
nah, not juicy
you have a #include loop in a config or script file
@dusk bough
Any idea where I should ook Dedmen?
no
Could it be that the wrong variables where defined in a hc_macros.hpp?
Like variables that are defined as something x in the missionfile, but x in the hc?
Ahh, maybe I found it not sure
Nope nvm
There was a #include to a file that didn't exist so thought it might be that
https://i.imgur.com/5inlJhr.png
They're all includes to a macros file
to a file that didn't exist
no. its a loop. a #include that includes itself, or some kind of loop
There's no thing like that in the life_hc they all point to the hc_macros.hpp
And that's the only thing the hc loads apart from extDB3
you have it somewhere, I don't know where and I can't help you find it
I'd say ask your developers
It's the default life_hc from the altisliferpg
How did you come to the conclusion it's an #include loop
https://sqfbin.com/raw/imitepoyumefonugojik
Dedmen I got it to generate a rpt
Exception code: C0000005 ACCESS_VIOLATION at D4E7CE6E
I need the crashdump
at the bottom
note: Minidump has been generated into the file ServerProfiles\arma3server_x64_2020-01-12_11-17-41.mdmp
wait.. i already got the crashdump
what am i supposed to do with the RPT?
it has no useful info in there
My bad I just didn't know where to post this
Got it fixed Dedmen, obfuscation mod wasn't loaded on the headlessclient
๐คฆโโ๏ธ
Hey guys. How much work/headache is adding a HC to a dedicated server. (Using a host site) with the option to turn it on. Hoping big persistent game modes (HnM,lib, insurgency etc) will run a bit more smoothly once alot is activated.
Can someone recommend a good script to best utilize HC efficiency?
a custom written one, specific for the mission you're running
@stiff wind if your mission is configured to use a headless client, it's not a huge headache. If it's not, then it is, as you have to write code that actually tells the HC what to do.
@zenith olive sounds good thanks man
Hi, could someone help me with a headless client
err, since the BI forums seem to be down and i cant get accurate info can someone give me a quick runthrough of how to setup HC properly, i have them enabled on tadst and i see the logic for them in eden, do i just simply sync a bunch of logics to the playable units? (this is for a warlords server)
mission needs to support HC, i.e. move/spawn them on the HC client
or you could use script/addon which tries to do it for you
but depending on how they achieve it the mission could break, loss of performance etc
@cunning sage does it absolutely need to be supported through a script or i just need to figure out how to use the logic properly
units placed in editor won't use HC without extra magic
hm, complicated
does the effects of HC only apply to units that are supported within eden?
i was told HC can help with the amount of AI warlords runs/spawns in(not including Ai squad leaders thats disabled on my server), but I dont know nearly enough on what HC exactly does to help or if it works with units that are spawned during the mission
anyways the wiki is back up so hopefully i can glean something from their
HC does not support units placed in Eden by default
the simplest solution to have zero code is to use a HC manager mod
@cunning sage How do you enable this within ACEX/CBA settings? (I already have the headless client; servers and slots)
it's enabled by default when ACEX is loaded on the server and headless are available
Awesome, thanks for the clarification.
Does anybody else had the experience that once you set the group ownership to the HC and transfer the calculations of the AI, the AI that is suppose to be in the same group starts attacking each other, ignoring players that are enemy of the AI? Some weird funky stuff like that.
Maybe you could try to create a new group for them at HC?
I guess arma doesn't register them at proper group for some reason
Yeeh was hoping to avoid that, I'd rather think I'll go with writing something small to offload some of the DMS missions work instead of only trying to offload AI.
Thanks for the tip tho,
Doesn't DMS have an option to unload the AI to clients?
Yeeh it has, but that also comes with the same issue
Ah ๐
Just using the set groupowner command only seems to stick with that issue it seems
Trying to utilize acex to help with non headless client ready missions. Acex is throwing signiture mismatch...wtf lol it was just updated yesterday!
add the new key
so apparently theres a limit to how many mods/keys can be used before you have to use the html method of loading mods...would of been nice to know 6 months ago lol
Yes thats a bug-ish in steam query/arma launcher protocol thing
Interesting is that something that's being looked at by chance ? Or just how life as an Arma admin is lol
its been a thing since ever
so. Don't know if there is an open ticket for it, but considering how old it is.. I assume its just not feasible
Gotcha. Well. Glad I finally got to the bottom of this lol. Thanks guys
Html method for loading mods? Can you explain that to me?
I got 21 mods working as soon load 22th my server not working... can somebody help me?
Just delt with that for the last few months @rare thunder
There's some sort of key/mod limit for a3 servers for using the regular method. Once it gets to be too many you have to make an HTML list that is dragged into the launcher. However that makes it hard for pubs to join.
Idk how to make the HTML lists but from what Ive seen from YouTubers etc, the HTML method is pretty common
html files are how the launcher exports and imports loaded mods, to make one, load the pre set of mods you want, at the top click "... More"
and then click "Export list of mods to file.."
@stiff wind / @spiral dust you can also, save a preset, select in the dropdown and press the rotating icon, to share/download the .html file.
Hello, Iโm having an interesting issue with some ai offloading to HC and then they occasionally get a waypoint to debug corner. This only seems to occur on stationary groups that donโt have other waypoints. The waypoint(s) they seem to receive from HC donโt appear on zeusโs end. Iโm using a modified version of werthless that Iโve converted into a mod and has CBA settings to control it.
Has anyone experienced this issue before and can shed some light on a solution? Please @ me
Thanks guys. Also in its current state do you know how to connect a headless client to a player hosted server? A lot of what Iโm seeing online is like back from 2014 when it was less supported
@steady jasper it is via the command line parameters specifically -connect= and -port=. Relevant documentation: https://community.bistudio.com/wiki/Arma_3_Startup_Parameters#Client_Network_Options
basically just tell it what to connect to.
typically you can use 127.0.0.1 if its local
@sleek apex Sweet thanks thats not too bad. do you know if i need another copy of arma to connect a seperate computer as a headless client
headless can be used standalone just like server
@stiff wind and others curious about Parameters Config File (while not proper place as it really doesn't pertain to Headless Client, it was asked about); I have experience with this.
It's called a parameters file. Instead of calling all your Server and Normal mods :-mod=@mod1;@mod2...etc, you instead run a switch of -par= and then source your text file, example:
-par=par\param.txt
You then list out mods and additional switches that can be ran from it. Here's a sample of how I have server side mods and regular mods:
-nopause๏ปฟ
-filePatching
-mod=@CBA;@WFRE;@MELB;@CC;@CM;@CU;@CW;@CV;@UVO;@Vc;@IC;@AR;@AT;@AUR;@Em
-serverMod=@myservermod;@my2ndservermod
-noLogs
There's still a limitation as there's a limitation to how much of the keystore can be read from Steam. So there's still a hard limitation.
I haven't been successful to go beyond ~22 mods that are force loaded off Steam without having Signature problems. Now you can mix it up and ask that players optionally load certain mods, especially Client side mods. However be careful and read the Author's notes as mods you think are Client side need to be ran on the server. For instance Unit Voice-overs. It needs to run on the server as well.
Here's the Wiki on it:
https://community.bistudio.com/wiki/Startup_Parameters_Config_File
yes we've switched to a # method. Thank you for taggig me : )
#?
whats that?
Reason I ask is that even after playing and being a server admin since ArmA 1, you still won't know everything about ArmA unless you're a dev at Bohemia ๐
You shortened the names yea?.
We made them #s then just keep a doc to keep them organized
So example ace is @ 1 .Enhanced movement is @2
Yep that helps too as it shortens the cmdline, In my example of what I added to the parameters file I did, I used simplified and shortened abbreviations, i.e. @em is enhanced movement
You can shorten the metadata info as well for mods declaring long titles etc
And this should be in #server_admins ๐
reposting so it doesn't get lost:
Hello, Iโm having an interesting issue with some ai offloading to HC and then they occasionally get a waypoint to debug corner. This only seems to occur on stationary groups that donโt have other waypoints. The waypoint(s) they seem to receive from HC donโt appear on zeusโs end. Iโm using a modified version of werthless that Iโve converted into a mod and has CBA settings to control it.
Has anyone experienced this issue before and can shed some light on a solution? Please @ me
@sleek apex I've used wertless before but without seeing your mod I'm not sure how much help I could be
@stiff wind shorting the @names doesn't really do anything in my experience you have to shorten all the meta names in the mod folders themselves. I've had 34 mods verify doing that. If you need help @round finch or PM me I'll see if I can help
@pseudo sparrow itโs werthless one for one. I havenโt really modified any processing. Just split up the code and updated the outdated syntax
Hey guys! I am having trouble to add my headless clients to my server. Everythin works fine until they connect and get kicked by what I suspect is battle eye. I did accept the BE licence tough.
Start cmd:
./arma3server -client -connect=***.***.***.***:**** -name=HC -profile=HC -nosound -nofilepatching -cpuCount=2 -password="********" -mod="addModSoupHere"
Error:
3:14:21 Client kicked due to failed Steam checks: Invalid ticket - Ticket invalid
3:14:21 > You were kicked off the game. Steam authentication failed.```
arma3/HC/HC.Arma3Profile
blood=1;
volumeCD=5;
volumeFX=5;
volumeSpeech=5;
singleVoice=0;
gamma=1;
brightness=1;
class Identity
{
face="Default";
glasses="None";
speaker="Male01_F";
pitch=1;
unitType=2;
squad="";
unitId=111919;
};
fovTop=0.75;
fovLeft=1.3333334;
uiTopLeftX=0.29374999;
uiTopLeftY=0.22499999;
uiBottomRightX=0.70625001;
uiBottomRightY=0.77499998;
tripleHead=0;
IGUIScale=0.55000001;
bootCampWarning=1;
browsingSource="Official";
class Filter
{
serverName="";
missionType="";
missionName="";
maxPing=0;
minPlayers=0;
maxPlayers=0;
fullServers=1;
passwordedServers=1;
monetizedServers=1;
battleyeRequired=0;
expansions=1;
};
lastMPMission="Warlords";
class MainMap
{
class Compass
{
inBack=0;
position[]={-0.037400007,-0.035062499,0.2};
positionBack[]={0.005499999,2.2351743e-009,0.1};
};
};
battleyeLicense=1;
Did you whitelist the headless client in server config?
-nofilepatching is useless. That param shouldn't even exist anymore.
Are you sure port is part of the connect param? And not seperate? I'm not sure and can't check now.
Did you fill in the HC's ip in both entries in server.cfg?
part of server.cfg // HEADLESS CLIENT headlessClients[] = {"127.0.0.1"}; // list of IP addresses allowed to connect using headless clients; example: {"127.0.0.1", "192.168.1.100"}; localClient[] = {"127.0.0.1"}; // list of IP addresses to which are granted unlimited bandwidth; example: {"127.0.0.1", "192.168.1.100"}; battleyeLicense=1;
also it connects fine, but then gets kicked by BE. I still fixed what you told me for good measure
@urban juniper have you added battleyeLicense=1; to the HC profile?
is the battleye client library present?
are you sure it's using that profile?
profiles on linux are a bit quirky
the path you posted above the file seems wrong
it should be ~/.local/share/Arma 3 - Other Profiles/HC/HC.Arma3Profile or something like that
damn
if you create the ~/.local/share/Arma 3 - Other Profiles folder it should b populated with a dummy/empty profile
if I remember correctly
or maybe that was just the arma3.cfg
it's not super smooth :d
part of server.cfg
Your server.cfg lists 127.0.0.1, but why then did you mask out the IP in -connect, if its-connect=127.0.0.1masking out local IP doesn't make sense, so I'm assuming you are not using local IP there
HC should be completely ignored by battleye
yea indeed I have -connet=publicIP
I'm trying to see how I can get my profile to load correctly. because I have noticed the custom dificulty not loading either
yea indeed I have -connet=publicIP
That's wrong tho.
It might actually go through your network card, and the Arma server might see it connecting from publicIP which is NOT whitelisted in your server.cfg
Trying it out right now.. takes a good 20 minutes to boot so I'll keep you posted
๐คทโโ๏ธ not sure rly... 1TB SATA HDD is all I know
which is why I want to use headless client
so I switched to -connect=127.0.0.1 but the HC won't even try and load tough... I'll try and add my external IP to the server.cfg
HCs in their dialog box don't really show anything else than "connecting" "connected"
What is the HCs start line now?
Does a HC need the same mods as the server it's trying to connect to?
same as client-server
the HC doesn't need serverside only mods, unless it needs them. Depends on the mod.
same as with server
you put the mods there, and load via -mod
the HC is usually running from the same directory as the server though
so you literally just use the same -mod parameter
I'm running HC off my own system using the Arma 3 server tool on steam
Trying to get it to run and connect on a dedicated server
HC are usually executed on same machine as the server
Is it not practical to run a HC through a different machine?
Not sure if this is a problem, but I can get the headless client to connect to the server, but I get these messages when the mission starts:
https://i.gyazo.com/5898d7e3479de7ba4ca1995496e869ff.png
I am running KP Liberation and apparently the HC is doing nothing (not sure if that's normal)
https://i.gyazo.com/5720db97b9ef9f62670d6ddd1f447e6f.png
I did use the -mod param and listed all the correct mods.
nvm i figured it out
Efficient would be of you run the server on the same machine as well
Otherwise you could end up with slow routes
What exactly do you mean? I currently run a dedicated from NFO, however I have thought about moving to AWS.
quick question - does it cause issues if the headless client and main server are on the same IP but still have different ports?
cause i'm practically putting the same server IP into both the headless client's connect info and the main server's headless client info, but the port is only different when im telling the hc to conect to the main one
HC port should be same as the server port, otherwise it wont know how to connect to the server
well its connecting regardles somehow
it's xx.xx.xxx.xxx:2312 for the main server and xx.xx.xxx.xxx:2322 for the headless client
keep in mind these are rented dedicated servers so they probably have all the ports open to begin with
the IP is the same for both, however
ok
main reason why i was asking is becuase if anything my FPS gets WORSE with a headless client
Have you read the thing linked under prerequisites on the page linked in this channel's description?
HC doesn't make your fps better, it takes load of the server and makes the servers fps better, potentially
@cunning sage Would an AWS HC be something to look into at all when I use a hosting service?
As long as they run on the same instance otherwise you'll have a lot more network overhead
The CPU models at Amazon arenโt the most suitable for Arma
If you want to run intense coop or high player counts
So if the services is not running on AWS you will get a lot of network penalty. Same if itโs on AWS but another data center etc.
Hey guys just wondering how you know the headless client is actually connected?
I see it in the slotlist ingame
Actually how do I make the headless client slot playable? Iโm trying to click on it in the game lobby and itโs greyed out?
if its listed in the lobby, its already playable
the HC slot is for HC's, not humans
How would I connect a headless client to that slot? I have another computer I can use for a hc
start dedicated server with -client -ip -port arguments
Ohh okay so it only works with dedi server?
not sure what you're saying with that. Headless client mode is integrated in the dedicated server binary
but does arma client require steam to start? with -client?
Yea Iโm new to the whole headless client thing Iโm not sure all my questions make sense. I usually run my games not on a dedicated server as I have trouble getting my ALiVE scenarios working on it.
Okay yea thatโs what I need
You need to configure the HC's ip address in server config. local hosted has no server config, or atleast not really accessible afaik
probably best to test with a proper local dedicated anyway
as they behave slightly different
Server config in the game launcher or tadst? Sorry totally new to this stuff
Okay Iโll look into that thanks. Also possibly can I sync a unit to the headless client module via connecting or making a variable name and owner? Then play a separate machine as that unit ?
And will it become the headless client? Itโs a long shot but I see some people online talking about that
don't understand what mean
you can move a unit to the HC yes
dunno what seperate machine, and become hc
How do you go about moving the unit to the hc?
I think that might be what Iโm trying to say
setGroupOwner command I think
but there are mods for that, for example ACEX can do it automatically for you
Oh sick okay Iโll look into that thanks
Wait one more thing just making sure Iโm not missing something obvious here when you drop that headless client game logic entity in it doesnโt automatically make a headless client for whoever is hosting right? You have to setgroupowner for the hc to work?
I see someone saying that if the headless client appears as a virtual entity slot in the lobby it should be okay?
it doesnโt automatically make a headless client for whoever is hosting right
what?
don't understand
units aren't automatically transferred to HC without scripts that do it
Oh!! Okay I get it now so once all those groups are synced to hc via acex setgroup Command they should be good
they are not synced, they are moved over
Okay cool. Would I be able to right click->connect-> sync to> and then drag the line of the group to the headless client?
In the editor?
ACEX handles moving AIs to HCs the best it can
but it's not a bulletproof solution
you don't have to do any adjustments to missions other than adding an AI slot
Okay cool thanks for all the help dedmen and dahlgren I think I get it now luckily I donโt have to do any configuration for the dedi server and tadst stuff but if Iโm hosting locally just drop in a HEadless client logic module and if itโs in your virtual entities in the game lobby youโre good? @cunning sage
Okay cool. But you do need ace x to make it work?
I guess in order to set that groupowner command?
ACEX includes an automated manager, you shouldnโt use groupowner with it
Okay. So dropping in a HC entity without the acex wonโt work?
Or wonโt work as well*?
you will always need an HC entity
then you have to decide between 2 options
- manage creating/moving AIs manually
- let ACEX handle moving AIs to HCs (or some of the other similar mods that handles AI moving to HCs)
Ahhhhh okay. Thanks. Last thing does making it playable or player have any effect?
it must be playable
Okay thanks making a scenario now to test fingers crossed
you can enable additional ACEX logs as needed as well
Okay nice. Iโm in acex dropdown menu and I cant find the headless client module in the editor I see fortify position and another fortify thing
Yea it looks like Iโm in the right place according to a video it should be modules ace x but itโs only fortify and fortify limit building area but the vid was from like 2016 or around that
there is no module for it, it just needs to be loaded
(the editor module was deprecated long ago)
you might have to enabled it in CBA settings
either in mission or as global server setting
Cool okay thanks for all the help
Hello,
I host a deticated server on a website and there was a extra option to add a headless client
How easy is it to setup the headless client im making missions in editor for my community so no need to spawn AI
on the website there is a option to connect it i placed a module that is playable
what else i need to do
Does a HC need to be on a unique steam ID for game validity or can you purchase the client on the same acct that Im running my dedicated arma from? (both will be on the same machine also)
HC doesnt require an account to run, just like the server
2 Headless clients, one Cup
I have a server and 1 headless client working. How can I create another headless client on the same sever?
A second Headless client started, but never connected.
Does each headless client need separate profiles?
you need one slot for eachclient
I have the Game logic slot, or is there a different slot?
Greetings! The wiki indicates that here I can get help / support.
My question is: How can I check the load difference using HC or without HC?
has anyone had an issue with headless clients getting stuck starting up?
i keep having it give this and then stop loading
19:35:25 a3\characters_f\proxies\flag.p3d: No geometry and no visual shape
I get the same log, no issue.
is there any way to allow "any" localclient ip? something like ... ? 0.0.0.0 ? 255.255.255.255 ? or perhaps a range 192.168.0.0/22?
no
does it accept hostnames instead of ip?
am I missing something?
server_1 | 17:01:05 Roles assigned.
server_1 | 17:01:05 Reading mission ...
headless_1 | 17:01:30 Client connected: 172.19.0.2:2302
server_1 | 17:01:48 Mission read.
server_1 | 17:01:48 headlessclient uses modified data file
server_1 | 17:01:49 Player headlessclient connecting.
headless_1 | 17:01:52 > Player headlessclient connecting
server_1 | 17:02:11 Player headlessclient connected (id=HC927).
headless_1 | 17:02:11 > You were kicked off the game. Steam authentication failed.
server_1 | 17:02:11 Player headlessclient disconnected.
and you have 172.19.0.2 in both entries in your server config?
@heavy tiger you mean in localClient and headlessClient?
ye
does it make any sense setting -enableHT on headless client?
No
enableHT in general doesn't make any sense at all
The engine auto detects it. Don't mess with that you'll just make it worse
hahah.lol. great
Hi, someone can Help me for HC on Linux please ?
this is my .sh for launch the instance http://prntscr.com/rp13et
and the result
???
Did you whiteliste your IPs?
Youโll need to show both server and HC logs as well
but you're using 127.0.0.1 to connect which isn't whitelisted
Ok like this ? http://prntscr.com/rp1p8q
and even if its not whiteliste I try this http://prntscr.com/rp1pvm and isn't work again
I also add the battleyelicense=1 on the file profile of HC
still haven't provided the logs
where can I get this ?
its your stdout/stderr
this http://prntscr.com/rp1tcq ?
its a lot easier if you provide the output as text instead
and as I said, both server and hc logs
I don't know the location of them
@quartz epoch once your server is running on a computer (virtual, physical, docker...doesnt matter). Your HC must be:
a)allowed to be connected
headlessClient parameter in server.cfg must allow client IP
b)connect
client must connect to server ip. if running on same computer 127.0.0.1, otherwise computer IP...if you are doing it through Internet, u'll have to NAT (google "open ports")
Hi thank's for your help so
a)Its done I put all public IP and localhost(127.0.0.1) and that's work cause with my personal computer(on Windows) the HC works perfectly but I want to put it in my dedicated machine
https://prnt.sc/rp1pvm Can you say if this .sh is correct ?
doesnt seem bad, but consider client need same mods as server.
this is my line:
./arma3server -name=hc -client -nosound -nopause -connect=ip -port=2302 -password="mypass" -mod="..."
I have 0 mod so normally its ok
can you say if that's normal when it start the HC https://prnt.sc/rp1tcq ?
that console shows a server spawning
if you've copypasted those startup arguments make sure it uses hyphens and not dashes. Hard to say since it differs between fonts but - (hyphen) vs โ (en dash) vs โ (em dash)
ahhh yeah I think its that
I go test every -
You save my life
this fonts was a copy paste a pdf doc
Thank you a lot ๐
now its work FINALLY
Sorry for being vague, I found the issue. Thought I deleted the message.
@gusty nymph what was the issue?
Hi all, currently running a non-dedicated server for my friends and I. I've been running it for almost 2 years and figured it was finally time to setup headless clients.
However, unfortunately I'm getting a steam authentication issue. Would somebody be able to assist? ๐
I've added a server.cfg file to my Arma 3 folder with my local ip address for the headless clients and local clients, also battleye licence true
headlessClients[] = {"127.0.0.1"};
localClients[] = {"127.0.0.1"};
battleyeLicense = 1;```
Hey i am running the tonic Life framework on my server and i use an headless client to run most of the script so that the server does not have to deal with things like parkingout vehicle's etc.
Is there something else i can do with the headless client to release some stuff from the server?
(There is no AI, there are NPC's with simulation and playable etc off and there are the players and vehicles)
using ACEX, do i need to set up the ace addon settings of my headless client?
I use a CBA Settings Mod to control my servers addon settings, was wondering if I should put that on the headless as well
the headless client is just a client
if you set server settings to override, they will apply to the HC
oh yeah true, nvm them
You guys know if maybe a server exists out there for wasteland or antistasi, any kind of sandbox server that allows for ALL of the official BIS stuff and maybe some RHS stuff. Specxifically I'm thinking no restrictions on vehicles and weapons.
*specifically
We've had a headless client running the mission system on our arma 3 epoch server for about 5 years. It's always run without problems. Killed by a batch file each server restart and FireDaemon service bringing it back up.
When the 1.96 performance binary was released, we tried running the HC off that but, then noticed it would sometimes hang at the scheduled restarts so, we reverted to 1.96 stable on the HC exe and everything was fine again.
Since 1.98 on the stable server exe for both the game server and the HC, the HC has started getting that problem again where it just hangs. If I restart it, it connects fine and does what it's supposed to do but, something has changed and from the changelog, I can't work out what...
Has anyone else running an HC since the arma update experienced anything similar?
are you restarting both the server and HC or just server on the scheduled restarts?
both
Well noone reported hangs on 1.96 perf, nor on dev branch, nor on rc :u
I know it's maybe overkill but, there was a reason a long time back for doing that which now escapes me
Which specific 1.96 perf?
erm...2 secs
we've had no problems when restarting servers and HC but we kill both of them
146304
I think I'd know all the commits on 1.96 perf, and nothing that would cause that
it's really odd. I'm trying a startup delay to see if that helps
because it seems fine when I manually restart it when I see it's hanging...
we kill as well
echo.
echo.
echo KILL arma3server_epoch.exe
taskkill /F /IM arma3server_epoch.exe
echo.
ping 127.0.0.1 -n 5 >NUL
echo.
echo KILL /Force arma3server_epoch.exe
taskkill /F /IM arma3server_epoch.exe
echo.
ping 127.0.0.1 -n 5 >NUL
echo.
echo KILL Battleye Extended Control - Bec_A3Epoch
taskkill /F /IM Bec_A3Epoch.exe
echo.
ping 127.0.0.1 -n 5 >NUL
echo.
echo.
echo KILL HCserver.exe
taskkill /F /IM HCserver.exe
echo.
ping 127.0.0.1 -n 5 >NUL
echo.
echo KILL /Force HCserver.exe
taskkill /F /IM HCserver.exe
echo.
ping 127.0.0.1 -n 5 >NUL
echo.```
the other odd thing is that when it has a bad startup, we get 2 errors which, we don't when it has a good startup....
you could try switching the order as well I guess
BIS_fnc_camera_ppColor ppEffectEnable tr>
14:00:37 Error position: <BIS_fnc_camera_ppColor ppEffectEnable tr>
14:00:37 Error Undefined variable in expression: bis_fnc_camera_ppcolor
14:00:37 File A3\functions_f\Debug\fn_camera.sqf [BIS_fnc_camera]..., line 1091
14:00:37 Weather was forced to change
14:00:37 Error in expression <rl 31444)];
with missionnamespace do {
BIS_fnc_camera_ppColor ppEffectAdjust [1>
14:00:37 Error position: <BIS_fnc_camera_ppColor ppEffectAdjust [1>
14:00:37 Error Undefined variable in expression: bis_fnc_camera_ppcolor
14:00:37 File A3\functions_f\Debug\fn_camera.sqf [BIS_fnc_camera]..., line 970
only get those when it has a bad startup not, when it starts ok
oh, kill the hc first? Yes, that's worth a go. I'm also hoping the delayed start of the HC will help..
thanks guys, I'll give these 2 things a try and see how we get on ๐
I guess the HC ends up sad when the server suddenly disappears perhaps
should still be killed by your script
He's getting killed ok, I think he's started getting sad if he can't find the server straight away. Just had a restart with the 2 min delay on start up and all ok so.... ๐ค
getting sad if he can't find the server straight away
correct
again, appreciate the help in here. Just thought I would add some further findings..
Eh? What did I say that warranted the delete?
My comments were simply about feedback on the HC needing a delayed start against the server since perf 1.96 and stable 1.98 where it hasn't for over 4 years of continuous running before...
HC and RCON always needed some seconds before they can connect to dedicated server
Thanks Dwarden. What I'm saying though is that I had them starting at the same time continuously for over 4 years or more like 5 and never had an issue. The issue first occurred when I put the HC on 1.96 perf so, I kept 1.96 perf on the server and reverted to stable for the HC and everything was fine again. Then as we went to 1.98 stable, the same issue started again.
No other changes at all. Just the server and HC executables.
I tried a 1 min delay on the HC starting and it had the same problem. 2 mins appears to be the sweet spot.
So, I'm all good but, just wanted to feed that back here
server always need time to init, so instant it never was
minutes is already way beyond seconds so that's suspicious and i would expect other HC users already to raise voice
That's what I was hoping for and why I posted the feedback. I'll keep testing different times as well. Thanks
well need some more details , honestly your initial comment was just indicating slight delay not minutes
Is it possible to give individual units to HC control(civilian)?
out of the box you will need to assign or create AIs to/on HCs manually so yes
how does a headless client work and can i use one for free or is like a paid server thingie?
its just a client
Without a UI, without graphics, without sound
Its a piece of software, its free
But you of course need some place to run that software
@leaden prairie HC for arma 3 uses same binary as server btw. so all you need is the same binary you already use for dedicated server
Anyone running a headless client and notice issues since this last update?
My headless client used to reconnect after my server restarted and now it wonโt
I have to restart the HC as well
Like @steep jetty Iโve been developing my mission system for a year and itโs been working fine, I launch it first and when the server pops up, it connects. When the server restarts, it would always reconnect.
Since the last update it never connects at first. I am going to mess with the startup script but something has definitely changed in the behavior of the headless connecting. Iโm going over the logs tonight
@radiant sun add a delay to the startup of the HC. That fixed it for us. We tried a few seconds and still had issues. One minute, still had issues. But 2 mins works perfectly for us currently.
Thanks @steep jetty How are you killing the HC before you restart it?
echo. echo. echo KILL arma3server_epoch.exe taskkill /F /IM arma3server_epoch.exe echo. ping 127.0.0.1 -n 5 >NUL echo. echo KILL /Force arma3server_epoch.exe taskkill /F /IM arma3server_epoch.exe echo. ping 127.0.0.1 -n 5 >NUL echo. echo KILL Battleye Extended Control - Bec_A3Epoch taskkill /F /IM Bec_A3Epoch.exe echo. ping 127.0.0.1 -n 5 >NUL echo. echo. echo KILL HCserver.exe taskkill /F /IM HCserver.exe echo. ping 127.0.0.1 -n 5 >NUL echo. echo KILL /Force HCserver.exe taskkill /F /IM HCserver.exe echo. ping 127.0.0.1 -n 5 >NUL echo.```
@radiant sun was posted a few posts up...
Of course now itโs working just like before.....
Thanks, I need to update my script anyway.
No same behavior. Sometimes it connects at first when I launch the HC and then the server, sometimes it doesnโt. But if the server restarts, the HC has to be restarted as it wonโt reconnect.
Before the update, the HC seemed to constantly be trying to connect and reconnect. Now it seems like if it doesnโt see the server, it just goes idle.
Yep got same issue
HC connects to the server fine for me
only thing Iโve notice is the HC isnโt selecting the HC role. Which is more than likely an issue on my end.
HC connect fine for me also, just not reconnecting on server restart
Just tested mine - had the HC connected and working, just hard shut down the server and restarted it - HC reconnected without incident or delay.
(perhaps this means it was fixed in the small hotfix?)
Is there a way to tell if I need headless clients for my server? I am thinking of implementing them in my server but I am not sure if it is worth the effort.
@analog bear do you run missions with loads of AI? Is your server getting hit due it? Then you need an HC. There are mods/scripts that makes them easier to setup.
Or if you can script it's sometimes better writing your own code for it.
@slim lily I do run missions with loads of AI but I do not know how it looks like when a server is "hit" due to it.
If FPS goes down on the server that can be noticed by players is normally an give away. @analog bear
Hmm, I don't have that symptom.
What I mostly worry is that my AI often refuse to move anywhere after I give then a few move orders. They move to the first, second, and maybe third marker but never move any further unless you spawn the unit again.
I feel like its something that could be fixed by HC
That's just AI most of the time. What server FPS are you getting normally?
thats the command! thank you. I'll run a few tests next week and decide if I need HC from the fps. Thank you for the advice!
Same for us, HC is taking ages to connect since 1-2 updates.
Is it the actual connecting part? Or starting up of the headlessclient? I had issues with it being slower than the server when starting up. But an OS update fixed that for me recently.
Hey server owners with HC's. Can anyone give me a contra against force-whitelisting 127.0.0.1 in the headlessClients config entry?
are you trying to limit the amount of questions about HCs not able to join here? ๐
Yes. Especially cuz I'm adding a thing that will be more strict with that
I can't think any reason to not have 127.0.0.1 as automatically allowed
it would be very nice to be able to whitelist subnets
would make running it in a (distributed) container environment a lot easier
Yes, would be. But please no
inb4 dedmen gets a new email asking him to add that from BIS HQ
I don't care what BIS wants, I work for BI.
@spring musk
I can't think any reason to not have 127.0.0.1 as automatically allowed
Same here. There should remain an option to add non localhost HCs, but localhost should stay the default, since most server admins are launching them from the same server as they launch the host server from.
Yea would easily cut down people not having their headless work too
Okey I've added that to the thing that lands in next profiling branch.
Internally noone could come up with a valid reason against it either
Hey, so does anybody know what the specs are for single-core processor performance on Arma 3 servers? My unit's looking at upgrading our server from 2 to 4 cores, but since Headless Client causes issues with Zeus-made AI (e.g. them losing gear), we're not sure if it will make any meaningful difference
We don't currently use HC, though we have in the past, and it caused issues with Zeus-curated missions
best IPC and frequency is best
So... will increasing our core count from 2 to 4 have any meaningful impact (excluding HC)? Pardon my general lack of knowledge on the subject, I'm still learning all of this
Hmmm
And there's no way to change this aside from HC?
Well, do you know if HC still causes issues with Zeus-spawned AI?
And if there's any way to fix this?
In the past, when we used HC (through ACEX), any AI created by the Zeus would lose all their gear and have problems after being taken over by the HC
afaik acex has a fix for the gear problem
Awesome, okay
I'll go have a look
Thanks!
Ah, well, it looks like my former server officer already tried the ACEX fix, and it didn't work
I've got somebody helping me look through it, but are there any other fixes people recommend?
We see up to about 2.5 - 3x core usage at the most out of the Arma server so I doubt it gains much with more cores beyond that.
@fierce lantern Just try it out again. First implementation was faulty, but it works now flawless.
There is also an acex only headless client version on the workshop. The load balancing script is phantastic. Running the server with 3 HCs and people are excited about performance and ai improvements. Also it utilizes all 12 cores of our Ryzen 3600 server that way.
Oh, dang
That's really awesome
Okay I'll check it out
Do you know when the latest implementation was released?
We tried HC last year but had the issue, if it's newer then I'll definitely give that a look
Thanks for letting me know @left fulcrum!
@fierce lantern
Latest ACE(X) update was End of April or Early May. The HC equip bug was fix around May or June 2019 for good. My old unit continue to run on ACEX until it shut down End of 2019. Without an single "naked unit" issue ever since.
I'm testing it on our rig now, will let you know how it goes
Hope you'll find it as convenient as we do :)
If you can go up to 8-12 cores and have at least 32 GB RAM ... then go with ACEX HC support, 3 headless clients (have a look into FASTER for Server management and HC startup) and VCOM AI as well as proper hierarchies for the enemy units. We were blown out of the water when we took a look into.what the ai is pulling off. Many players said it would more feel as PvP that PvE 
Dang, that's really awesome
What AI mods do you guys use? Once/if we upgrade I may look into some more
Also, how many cores do you dedicate per HC?
As said: VCOM AI, but with enough cpu power through HCs vanilla ai is also really good.
We let the servers decide. Per se the servers take 2 cores each and share up to 4 amongst them if there is some heavier duty going on.
We do that with activated HyperThreading parameter. Works great nowadays :)
Yep, so we tested Headless Client on our current server rig, and it works like a dream @left fulcrum
AI performance vastly improved and better frames for clients
We're going to be looking into an upgrade again to try and get an extra 1-2 HC's working
We still need to test it when we have 30+ players on, but hopefully performance should still be good
Thanks for the info that the update came through, saved me a lot of time trying to look for HC patches XD
You're welcome bud 
Anyone recommend a HC script at all?
Using SC Framework currently. Unsure if there is anything better.
(Apologies for the profanity yesterday mods, wasn't aware it was against the rules, won't happen again ๐ )
You mean for launching it? I usually just use FASTER
ACEX seems to be the best framework for it IIRC
@fierce lantern I also use FASTER. Ahh does ACEX have it's own?
Will check
Module I presume?
Nope, just a setting you enable via addon settings under ACEX Headless
For launching the actual HC program, I use FASTER, but I also recommend enabling ACEX Headless in your mission since it won't work as well otherwise
How do you know the HC's are doing anything?
Is there any display to see visually that AI are being off loaded? @fierce lantern
In-game? Well, there are some mods that can show you that IIRC, but I haven't tried them
Out-of-game, the HC window usually tells you like "loaded up profile HC" when it connects
And if you login as admin on your server, then it will show the HC loaded into the HC slot on role select
You need to remember to set the HC module to playable and name it something like "hc" or "hc1", "hc2" etc.
Yeah already have it all setup for SC Framework
Just didn't know if there was a better way to do it
Don't think so, then again I'm no expert
Just start it up and you should be good to go!
We tested it on a Liberation mission since those are pretty intensive, and the difference was noticable
@maiden lynx
- Load ACEX
- Place as many HC clients on the map, as you want to use
- Name them
HC1toHCn - Check your CBA Settings for the headless clients
- Start the server and headless clients
- ...
- Profit!
If you name the first one hc_1 then the rest will auto-number as you copy paste.
Okay, so one of my guys tried it while setting up a mission today, and he got some of the AI showing up as naked when he spawned theem in
It worked fine for me, so I'm not 100% sure what the issue is
The nakedness is a known issue with setGroupOwner afaik. ACEX headless or Werthles Headless Module both do a really good job at preventing that
Werthles' solution is mostly in setting a longer delay per group transfer, acex does that as well attempting to set units kits back to normal prior to the transfer
IIRC does acex copy the (standard) loudout before transfering ownership and applies it to them afterwards.
You can set config or previous loadout
previous loadout doesn't work as well
Personal preference is Werthles over acex
Hmmm, okay so we tested it some more
It works like a charm on Malden 2035, but on United Sahrani, we had some issues
With the same units/loadouts @fierce lantern?
Yeah, pretty much
I tried it myself and it worked just fine
But one of my missionmakers had a problem with it
We'll be testing it more later this week, will let you know how it goes
The difficulty with ArmA is how different everyones situations are. There's mods, how many players, their pings, your server, the servers software, what the mission is, what scripts are in it. The list goes on. What works for some doesn't work for all and ultimately the server settings and ACEX headless settings in this case will depend on your setup
There'd be a lot less "my server is broken" posts if it were easier
So how i understood setting up a headless client was just setting up a server on another machine and put in the IP of the actual server into the headless client config parameter?
And of course put down headless client modules in the mission
Correct?
Thats apparently what he did https://www.youtube.com/watch?v=UQfMhFfs5yQ
So i hope it still works like that, even though the vid is 3 1/2 years old
yes
sounds co.. no
on another machine
No, HC's are designed to run on the same machine, with unlimited network bandwidth and zero latency
oh so on the same machine as the server is on
The tutorial guy did it on another machine apparently.
But if it works like that then.. aight
https://prnt.sc/sgx3iq And i add those 2 config parameters into the config file of... Both servers?
im confused
the HC is not a server
its a client, it doesn't have a server config
so only the server
Thats apparently what he did https://www.youtube.com/watch?v=UQfMhFfs5yQ
But he apparently set up a second server and put in the IPs or did i see something wrong?
What, like a second machine connected via ethernnet or something?
Can you even do that?
you can run a HC anywhere, its just a client, like any other client. The special thing about HC is that its.. H.. headless, no UI or sound. And that it has unlimited bandwidth and zero latency.. which can get problematic if it actually doesn't have that, the engine assumes it has
There's a switch between headlessclients and local headless clients, or does that not work?
headless clients were built to be local, if they aren't you might aswell distribute your AI's and stuff over the real player clients ยฏ_(ใ)_/ยฏ
Did I need a full copy of arma3 on a dedicated to setup a Headless Client?
no
ty
if i setup a HC on lan with the main server, would that benefit?
For the naked issue. When you spawn the AI, spawn another 'thread' with [] spawn. Now, sleep for an amount of time 10 secs is enough, but depending on the server load give it 30 secs. And after this time has passed, move the group. The AI needs 'time to rest' to be fully ready before moving to the HC. Why it's like this, I don't know. I did extensive debugging on this and with waiting, I had no naked guys with even 500 AIs spawned in a loop as quickly as possible.
I was using four HCs to spread the AIs. I could not find a proper way to wait for the AI to be ready.
An effective way to increase or decrease the time would be based on server CPS
Because the nakedness is only really an issue as things get more and more busy on the server
You're correct, but in addition to server load, the issue happens randomly. Even with 10 AI you see some of them naked randomly.
The time, if it's 10secs or 60secs does not matter in a long mission. BTW, with 500 AI the server FPS was pretty close to one, but hey, no naked guys. ๐
Of course. If the HC dies, the AIs automatically move to server so it's good to have a loop that checks where the AIs are and re-moves them to another HC is such cases.
Yea for sure. That's the idea.
Would a HC improve FPS when using something like ALiVE?
maybe
Is a HC for an op of 15 people needed? What exactly does it bring
The most frequent use for it is to move AI from the server to a HC to save server performance if done correctly. So if your mission has a lot of AI, it can get you serverside fps improvements.
So the playercount doesn't really matter unless you want to move script execution to the hc aswell which can get complicated
Does a headless client need all the mods that a normal client would have?
Yes
I currently use ArmaHosts for my server. I run a group that gets 12-15 people a night and server fps is around 20-25. Once I get AI spawned in for a normal mission, nothing crazy, probably 50-60 at a time tops, server FPS can drop to the low teens. I have a few questions I'm hoping can be answered.
- How much can I expect from a HC? I assume this question is fairly dependent on a lot of factors, so I'm just looking for a general answer. Could a HC push server fps above 20?
- How much is a HC worth? ArmaHosts offers an HC for $8/month+$5 setup fee. This seems a bit expensive to me, though I am not super knowledgeable on the subject.
that sounds like crasy bad server performance to begin with
lol the service is stupidly expansive
@echo flower I agree. I gave this provider a shot as it was quite cheap though I don't believe I will be sticking with them past the month I've paid for
I bet you are better of with renting a dedicated machine or vps
Managing Arma is quit easy
Yeah. At this point I've no doubt that I could run a server myself, though a dedicated machine is pretty expensive
@echo flower Do you have any suggestions for a dedi machine that isn't super expensive?
depends on desired location of the server host
does someone have a good guide for setting up a headless client? I just dont find anything that really helps me.
All the guides I find are on seperate machines apparently, but some told me that it has to be on the very same machine. But i dont find anything about it.
same machine is preferred, more or less infinite bandwidth and (almost) no latency
I just fail at what i have to set up and how to connect it
i have playable HC modules in my mission
it will be a bit easier with next patch, you can use profiling branch to get the changes already
and that mission runs on a dedicated server hosted on my machine
no need to whitelist localhost anymore
what branch what?
profiling
or just add the following to your server.cfg
localClient[] = {"127.0.0.1"};```
yeah
otherwise it can't connect
thats what i have in my dedicated server cfg
and the hc also needs to connect with -connect=127.0.0.1
not with the remove ip
you can find correct docs here, https://community.bistudio.com/wiki/Arma_3_Headless_Client
Okay, so i basically set up a second server on the same machine
then start another server but with
-client -connect=127.0.0.1
@cunning sage but add these 2 parameters in the start.bat
correct?
for the second "server" yes
it will tell it to run as a headless client instead
using the same binary
okay.
it can be used with either the usual client binary (arma3(_x64).exe) or the server binary (arma3server(_x64).exe)
if you're logged in as admin on the dedicated server you should see the headless client in the players list
you can also tell from both the server and headless client log window
it should say connecting, connected etc
the mission also needs to be adopted to support headless clients
if enabled the headless client will autojoin a suiting slot
otherwise it will just sit idle in the lobby
the mission also needs to be adopted to support headless clients
@cunning sage yes, i have set up i think 4 hc modules which are playable
in the mission
and i named them hc to hc_3
should be enough for a headless client to join a slot more or less then
that should be the end of the easy path where there's only right or wrong ๐
Is the game license required for headless clients still a thing? And if so, how do you set that up?
then comes the hard part of actually using it
no, you don't need a license
just like running a dedicated server
it works the same way more or less
I guess affinity is preferred if you want to be certain
the rest is up to the OS to schedule
not the game
Well, whatever avoids thread congestion.
it will use a certain number of threads
or just one like the normal arma client
all process threads will be split by the OS upon available cores
the server uses multiple threads
how many AI does a HC handle anyway?
but the main thread is the one taking up most usage
how many AI does a HC handle anyway?
@split drum https://www.youtube.com/watch?v=ZIWHLbzRpJ8
depends on your mods, scripts etc
just like your usual game client
just having units stand around is way different from doing a CQB firefight
Sadly, if i put 6 cores and hyper threading enabled, in the parameters of the arma 3 launcher, it doesn't give me any performance boost.
the main thread will limit you
a thread can not run on more than one core at once
but a core can run many threads
I have the Ryzen 5 2600, 6 Cores 12 threads
I curiuous what difference it will make having the AI offloaded to my dedicated server/HC. I barely get around 30 FPS in my laptop.
it could make AI more responsive
Thats also the reason why i want to put hcs. I get 20 Fps in ops, and my cpu is just bored
it could also cause your server to spend a lot more time on handling messages back and forth between clients
that I heard too. Less HC might be better than too many.
they will consume CPU and RAM just like any other client too
so if you run out of either then the server will starve
that shouldnt be a problem for me. i have 32Gb of ram and 12 threads
For the HC "server" setup part, do i need the Server config and port parameters, or do i remove them?
port yes, at least if you dont use 2302
Is the communication between HC and server only, or do other clients also communicate with HCs?
yeah i use 2302
well, you can remoteExec between HC <-> player for example
but that would bounce through the server
Well, I was thinking, say I host a mission to the internet. Do other clients there need some kind of portforwarding /firewall rules to the headless clients for it to work?
Or would they only talk to the server? (which is portforwarded alone)
"F:\Games\SteamGames\steamapps\common\Arma 3 Server\arma3server_x64.exe" "-profiles=F:\Games\SteamGames\steamapps\common\Arma 3 Server" "-mod=" -config=CONFIG_server.cfg -client -connect=127.0.0.1
that is correct, is it
I said you needed the port if you're not running 2302 ๐
oh well
but you didnt say anything about the config
would i tell the start bat to use 6 cores, or something like that, or will it just take what it can get
i think the parameter just restricts it, doesnt it?
yes
if you want to be 100% sure they wont share cores you'll need to set affinity in your OS CPU scheduler
so task manager
or start system command with the affinity parameter
system command?
Thanks Dahlgren, clears up much of my questions.
remember that the HC clients will need the same mods as any other clients
https://prnt.sc/ssffud The HC server just stays like that
Oh probably because the mission with the HC didnt start
it should try to join the server
never worked with these parameters so
they can be used to start the game and autoconnect to a server
worked fine with -password= ?
most likely
didnt start it again
was checking the mission file
https://prnt.sc/ssfkvi
So i have 6 HCs
i'll remove 2 i think
each started client will use one of those
so unless you start more clients it wont use the extra ones
oh
can i start the same one 4 times or do i have to set up 4 seperate?
4 seperate, right?
https://prnt.sc/ssftwp Ooooooo
yep
Okay.
For some reson i just got stuck in "waiting for host" after i chose my role in the server
Does that have anything to do with the HCs?
okay nevermind, was something on my end i guess
okay my CPU isn't used 100%
But my 32Gb RAM
damn
that might be the reason why i have so bad fps
Okay, so apparently, too many HCs..
You probably don't need more than one
Okay, so we tried the Headless client in the Operation now, but sadly I don't see any improvement in performance on my side.
It was more or less fine when i ran like 200-300 AI on the server before that op
But other than a huge hit in RAM Usage, i don't see any difference
I need to see, maybe the zeus didnt delete bodies which made it worse
https://prnt.sc/ssmndr
But also for some reason the HC Modules got invisible and in the Player List the HC also doesn't show up even though its connected
did you move your AIs to the headless client?
there is no built in load balancing of AIs between server and HCs
only logged in admin can see headless clients
ohhh....
otherwise you'll need to change the AI owner or spawn the AIs directly on the headless client
SQF
maybe there are extensions to zeus as well
if you're unsure, just a manager such as ACEX one
it gets you started at least
so just enable headless in cba settings
well, its stated in the wiki article I linked initially
and I said that handling AIs on HC was the hard part ๐
i noticed
getting the client to run is the easy part ๐
yeahh.. Was too easy i already thought that.. lmao
of course i forget something lol
ACEX Headless works fine most of the time
its disabled by default thou
so you need to enable it in the server/mission cba settings
acex_headless_enabled
Ok i just enabled that in the mission twice, but it kept disabling.
in eden editor, since i cant change Cba settings server-side for some reason anymore
so i just enable ACEX Headless and boot up the headless client and thats it?
also not very hard lol @cunning sage
more or less yes
but ideally you should spawn desired AIs on the HC directly
its a workaround for lazy mission makers
oh okay. Can i read about this somewhere?
switching owner of AIs can lead to interesting issues
such as loadout disappearing
its a known problem with ACEX Headless
yeah i noticed that already.
there are a couple of workaround in place but still happens sometimes
is it the "Spawning the AI" in that wiki?
what i have to do with the mission
So, but what do i put inside the init_HC.sqf? That is not explained anywhere. Its just about the init.sqf and description.ext
or do i not have to put anything inside
I added this to the init.sqf sqf if (!hasInterface && !isServer) then { execVM "init_HC.sqf"; };
And this to the description.ext
class params
{
class headlessClient
{
title = "Headless Client";
texts[] = {"Disabled","Enabled"};
values[] = {0, 1};
default = 0;
function = "myTag_fnc_myFunction";
isGlobal = 1;
};
};```
But since it executes the file "init_HC.sqf", i have to create it and put a script in, dont i?
