#headless_client

1 messages ยท Page 7 of 1

south kindle
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Why doesn't it work then? @cunning sage

cunning sage
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spaces breaks your arguments

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since you have no quotes on the mod parameter

heavy tiger
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he had quotes before and it didn't work either

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Though.. just saw that there were spaces after each semicolon...

cunning sage
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yep, the new should be correct with quotes

south kindle
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Ok so try it with quotes around the mod path and no spaces in between?

cunning sage
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add quotes after the -mod= and after the last mod

south kindle
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"arma3server_x64.exe" -client -connect=192.168.178.62 -port=2302 -password=andreaskieling -mod="D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@CBA_A3;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ace;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Interaction Menu Expansion;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSAFRF;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@RHSUSAF;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@NIArms All in One;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS Armed Forces of the Russian Federation;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@ACE Compat - RHS United States Armed Forces;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - RHS  AFRF Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - RHS USAF Mod Pack Sound Support;D:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@JSRS SOUNDMOD - NIA ARSENAL Mod Pack Sound Support"``` like that? @cunning sage
south kindle
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Anybody? ๐Ÿ˜„

cunning sage
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yes

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and just post the rpt which contains info about what mods are loaded or not

south kindle
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rpt

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@cunning sage Looks like it loads the mod? That would be amazing. Another problem: I am getting Steam authentication failed

cunning sage
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yes, your mods are loaded according to the log

heavy tiger
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looks correct

south kindle
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@cunning sage @heavy tiger Thank you so much guys, I got it working!

trim socket
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new #perf_prof_branch 1.92.145888 with fixes, performance improvements and more admin features

zenith timber
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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?

zenith timber
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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)

heavy tiger
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my HC runs with -connect=127.0.0.1 ยฏ_(ใƒ„)_/ยฏ

zenith timber
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I'm using the performance binary?

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could that be part of it

heavy tiger
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Maybe

unborn robin
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perf branch here, no prob with 127

ripe perch
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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!

heavy tiger
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Zeus stuff is special. You should prefer not to move zeus units

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though ACEX Headless handles zeus fine, but I don't know if they just exclude Zeus AIs from HC

unborn robin
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We use ACEX HC and remote units Zeus just fine.

ripe perch
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Thanks @heavy tiger @unborn robin Thanks both! Do you use AI mod as well? If so which one may I ask?

unborn robin
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Vcom and CF_BAI both

heavy tiger
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ASR AI, I'm a old school guy

ashen badge
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ASR AI is just the best.

zenith tartan
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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

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so iam not sure were i made the mistake

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but the server wont come up

heavy tiger
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that depends on the company you rent from

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have to ask them how their stuff works

zenith tartan
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all right thx for answer

zenith tartan
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so they are telling me i need a extra server for the HCs?!

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maybee because its not a deticated server

heavy tiger
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sounds reasonable yes. HC is a seperate process

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Oh that?

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Well. They can do what they want to

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optimally you would run the HC on the same server though

zenith tartan
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^^ okay thats like when u want to pimp up your rent a car

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anyway thank you for the answer

trim socket
trim socket
kindred granite
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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? :/

heavy tiger
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You can't include from mission description.ext

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copy the file into mission and include it locally

kindred granite
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how? xD new in this kind of stuf

heavy tiger
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if you aren't the mission maker then ask him

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you could try repacking the pbo without ingame editor. Or load the mission as a folder from server

kindred granite
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Its one of my guys.. i loaded missions collected localy on the server

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about 80 missions so far

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why is it that comlicated to run a server for a small unit -.-

heavy tiger
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It's as complicated for everyone ^^

ashen badge
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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.

limber basin
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triggers is working on hc?

sharp pawn
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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?

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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"
heavy tiger
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"target" ?

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what's "target"

gritty otter
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Shortcut target.

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Use a bat.

heavy tiger
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-noPause -noSound -noSplash make no sense on a server.
-enableHT doesn't make sense either

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so there you already save a bunch

sharp pawn
gritty otter
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Glad to hear, task scheduler and NSSM would work too.

sharp pawn
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NSSM?

gritty otter
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Non-Sucking Service Manager

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Starts the program as a windows service that you can start/stop.

sharp pawn
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nice, appreciate it

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C:\Users\arma_server\ArmaServers\ClanServer\arma3server.exe -profiles=ArmaHosts -port=2302 -config=server\server.cfg -world=empty name=ArmaHosts-loadMissionToMemory -autoInit  //original
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C:\Users\arma_server\ArmaServers\ClanServer\arma3server.exe "-par=C:\Users\arma_server\ArmaServers\ClanServer\a3VanParam.txt"
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^^ target

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-profiles=ArmaHosts 
-port=2302 
-config=server\server.cfg 
-world=empty 
-name=ArmaHosts-loadMissionToMemory 
-autoInit 
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^^^ file

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i copy and pasted exacly and not working w/ file. however vanilla instance works (first )

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hangs on host identity

brave holly
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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?

echo flower
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One Player with desync can affect the whole Server

trim pulsar
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In your experience, does this effect ever clear up, or do you need to restart the entire server ?

brave holly
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i need to restart the entire server

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my server having no problem to host 80 ppl (no crash etc)

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but once it reach 70++ yellow chain will appear

trim pulsar
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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

brave holly
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yesterday i have 85 player after 1 1/2 hour yellow chain appear

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today 79 player and yellow chain appear

trim pulsar
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We've been load testing the mission and AI and cannot recreate the issue, so tonight we're load testing with players

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Have you experienced this issue before ? Or is it new ?

brave holly
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this is new, because vefore this we never had 70-80 player in 1 mission

trim pulsar
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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

heavy tiger
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I'm running a "remove yellow chain" mod since Alpha ๐Ÿ˜„

brave holly
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if anyone can share their tadts setting

trim pulsar
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I'd be interested in knowing more Dedmen

heavy tiger
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some mod from armaholic from 2013 or so

brave holly
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that mod will help with this issue?

heavy tiger
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no

brave holly
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do u mind sharing it XD

trim pulsar
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lol, you talking about a mod to remove the image of the yellow chain, not to fix the underlying issue

gritty otter
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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.

brave holly
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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.

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70+ player still having the yellow chain, i saw some russian server running with 155 player with 0 mods, probably it because of mods?

spring musk
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Not necessarily the mod it's just extra scripts or poorly configured mods with errors

urban juniper
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Hello, Does anyone here have the Acex headless client module working?

urban juniper
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How can i know if AI's are off-loaded to the headless client?

heavy tiger
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check groupOwner

urban juniper
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@heavy tiger Oke sorry but....how do i see that exactly?

heavy tiger
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if that, ran on server, returns the ID of the HC, then the HC owns the AIs currently

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or you could run script on HC to check whether units are local

urban juniper
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Ah shit thanks, i shouldve googled better i guess

urban juniper
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Now just gotta get the 2nd HC to load in

cunning sage
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you could've linked Werthles' headless module and said it solved your problem ๐Ÿ˜›

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I hope your not using both that and ACEX ๐Ÿ˜„

urban juniper
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@cunning sage No no, I'm just using Werthles, i never could get the ace one to work

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I got a new issue now

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๐Ÿ˜‚

brave holly
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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?

urban juniper
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@brave holly Did you check the bandwith limit?

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If you run out of bandwith de-sync will occur

spring musk
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@brave holly what's the CPU spec? Sounds like some of the headless aren't even being used

heavy tiger
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HC's are intended to run on the same machine

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and 5 HC sounds like absolute overkill

violet spindle
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can you run a headless client on a non-dedicated server?

heavy tiger
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sure

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If you mean a in-game hosted server, you just need to figure out how to configure the HC IP in server.cfg

violet spindle
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thats my problem, there is no config file for an ingame hosted server i think

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also my headless client keeps getting kicked off my server "You were kicked off the server. Steam authentication failed"

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how fix

urban juniper
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@violet spindle HC Clients only work for Dedicated Servers

violet spindle
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aw ok, thanks

brave holly
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running 5 headless client, AI seems to be a bit laggy and dsync on my server, now i use 10 HC proble solve

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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

heavy tiger
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running 10 Arma processes takes less power than running 5? ๐Ÿค”

brave holly
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yes that is what i notice.

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running the HC server with ryzen 7 3700x and 64 gb 3200 on 1 tb m.2 ssd

austere umbra
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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?

heavy tiger
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server.cfg the IP correctly entered?

austere umbra
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Yes, they join no problem

heavy tiger
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and the HC slots are the proper logic thing in editor?

austere umbra
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Yes, marked as playable

heavy tiger
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them joining doesn't necessarily mean that they are correctly entered in server.cfg

austere umbra
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They are all local, so I've just added 127.0.0.1 which has worked in the past

heavy tiger
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Both entries in the server.cfg?
Do they have the correct mods?

austere umbra
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Yes, they are launched via script with the same mod command as the server

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I have 2 setups using the same docker image, one works fine, the other they won't grab HC slots

heavy tiger
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if its the same docker image then it has to be some random unexplainable occurence right?
So nothing one can really debug?

austere umbra
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I was wondering if there was something in Arma that could cause this issue

heavy tiger
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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.. ๐Ÿคท

austere umbra
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I've got it to work on other missions now

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Just not the one I want it to work on

urban juniper
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@austere umbra Are the headless clients even added in the mission? if not they wont take a slot

bold dragon
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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?

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or hopefully i'm just misunderstanding setup

cunning sage
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Depends on the provider, some might not offer it, others might charge extra

austere umbra
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I resolved my headless client issue from earlier in the week

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but now I am on a new server, and there are no headless client slots

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they just are not in the list

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figured it out

zenith olive
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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?

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(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.

ember patio
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@zenith olive did you end up trying reveal after changing owner?

{_group reveal _x} forEach allUnits;
unborn robin
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Assuming they're not set to careless?

zenith olive
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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.)

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(So I'm hoping maybe that is the culprit)

gusty nymph
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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.

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Does anyone have any ideas what is making this not connecting

hard bridge
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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?

gusty nymph
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Sorry for being vague, I found the issue. Thought I deleted the message.

fading tartan
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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.

torpid current
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what does means " they are built into our pbos" ?

fading tartan
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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.

torpid current
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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

zenith olive
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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

fading tartan
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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.

trim socket
flat narwhal
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@fading tartan Post your commandline?

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for the server and hc

trim socket
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so, what's the early opinion post-1.96-hotfix at community HC stability / features ?

limber basin
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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

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@trim socket

slim lily
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@limber basin rename the headlessclient module in the mission.

vague saddle
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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

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Although, targetsQuery and targetKnowledge seem to be already streamed to all clients...

limber basin
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@slim lily in mission module is named like hc_1, but connect to server as headlessclient

slim lily
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when the client takes the slot he should rename it self to the module name.

limber basin
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@slim lily i can access to hc_1 is working, but nickname, what i see on server console, and rcon - is headlessclient

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is automaticly create profile, named headlessclient

slim lily
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in lobby it should rename as well

limber basin
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for now is not working ๐Ÿ˜ฆ

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*with changed name

slim lily
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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.

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It has 3 folders for me because they don't join at the same time every time.

stoic burrow
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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

runic cobalt
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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.

vague saddle
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The mission and/or AI addons must support HC

stoic burrow
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Alright, cheers

cold trail
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Question: is there a benefit to running the HC on the same machine as your server?

slim lily
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@cold trail yes, means low bandwidth means that traffic from and to server will be near instant.

urban juniper
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The HC is basically designed to be run on the same box really.

cold trail
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Oh! I didn't know that actually. I thought it was meant to harness the power of a second box.

vague saddle
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It's basicly BI's solution to multithreading || for many more years ||

amber raft
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@vague saddle For many more years ๐Ÿ˜‚ God you should make memes about arma stuff like that ๐Ÿ˜‚

rustic wave
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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)

spring musk
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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.

rustic wave
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Ok thanks mate !

rustic wave
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Just to know, whats the best way to do it ?

dusky night
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Does anyone have knowledge of behaviour my HC has that bans himself?

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or can I somehow log what happend like who banned him or sm I get this in my EPM console

solid lichen
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i think your headless client has truly lost his head

limber basin
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is possible to change a headlessClient's name?

heavy tiger
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don't think so

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and can't think of a scenario where you would want that

glossy lichen
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Yeah, I mean you change its variable name

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But not the actual asset.

limber basin
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no, mate. Not variable - i need to change headlessClient like name player

kind fog
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can someone help me look into why i cant join my server if yall have time

dusk bough
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What makes a HC crash? Because whenever the HC connects to the server > loads the profile > crashes

heavy tiger
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anything that makes a normal game crash too

dusk bough
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Ahh is there like a log thing I should check?

heavy tiger
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crashes usually create a crashdump

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or write something to the RPT

dusk bough
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Nothing in the rpt, I got a mdmp file though

heavy tiger
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uh... recursive loop

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you found smth juicy

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nah, not juicy

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you have a #include loop in a config or script file

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@dusk bough

dusk bough
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Any idea where I should ook Dedmen?

heavy tiger
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no

dusk bough
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Could it be that the wrong variables where defined in a hc_macros.hpp?

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Like variables that are defined as something x in the missionfile, but x in the hc?

heavy tiger
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no

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#include loop
nothing variables at all

dusk bough
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Ahh, maybe I found it not sure

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Nope nvm

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There was a #include to a file that didn't exist so thought it might be that

heavy tiger
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to a file that didn't exist
no. its a loop. a #include that includes itself, or some kind of loop

dusk bough
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There's no thing like that in the life_hc they all point to the hc_macros.hpp

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And that's the only thing the hc loads apart from extDB3

heavy tiger
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you have it somewhere, I don't know where and I can't help you find it

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I'd say ask your developers

dusk bough
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It's the default life_hc from the altisliferpg

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How did you come to the conclusion it's an #include loop

heavy tiger
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I checked the crashdump

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it crashed in a #include loop

dusk bough
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Exception code: C0000005 ACCESS_VIOLATION at D4E7CE6E
heavy tiger
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I need the crashdump

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at the bottom
note: Minidump has been generated into the file ServerProfiles\arma3server_x64_2020-01-12_11-17-41.mdmp

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wait.. i already got the crashdump

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what am i supposed to do with the RPT?

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it has no useful info in there

heavy tiger
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@urban juniper #rules don't crosspost

urban juniper
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My bad I just didn't know where to post this

dusk bough
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Got it fixed Dedmen, obfuscation mod wasn't loaded on the headlessclient

heavy tiger
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๐Ÿคฆโ€โ™‚๏ธ

stiff wind
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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.

small fulcrum
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Can someone recommend a good script to best utilize HC efficiency?

hard bridge
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a custom written one, specific for the mission you're running

zenith olive
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@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.

stiff wind
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@zenith olive sounds good thanks man

urban juniper
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Hi, could someone help me with a headless client

urban juniper
#

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)

cunning sage
#

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

urban juniper
#

@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

cunning sage
#

units placed in editor won't use HC without extra magic

urban juniper
#

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

cunning sage
#

HC does not support units placed in Eden by default

#

the simplest solution to have zero code is to use a HC manager mod

abstract quest
#

@cunning sage How do you enable this within ACEX/CBA settings? (I already have the headless client; servers and slots)

cunning sage
#

it's enabled by default when ACEX is loaded on the server and headless are available

abstract quest
#

Awesome, thanks for the clarification.

amber raft
#

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.

vague saddle
#

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

amber raft
#

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,

rotund urchin
#

Doesn't DMS have an option to unload the AI to clients?

amber raft
#

Yeeh it has, but that also comes with the same issue

rotund urchin
#

Ah ๐Ÿ‘

amber raft
#

Just using the set groupowner command only seems to stick with that issue it seems

stiff wind
#

Trying to utilize acex to help with non headless client ready missions. Acex is throwing signiture mismatch...wtf lol it was just updated yesterday!

cunning sage
#

add the new key

stiff wind
#

did that

#

still showing mismatch

stiff wind
#

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

heavy tiger
#

Yes thats a bug-ish in steam query/arma launcher protocol thing

stiff wind
#

Interesting is that something that's being looked at by chance ? Or just how life as an Arma admin is lol

heavy tiger
#

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

stiff wind
#

Gotcha. Well. Glad I finally got to the bottom of this lol. Thanks guys

rare thunder
#

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?

stiff wind
#

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

spiral dust
#

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.."

abstract quest
#

@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.

sleek apex
#

Hello, Iโ€™m 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 donโ€™t have other waypoints. The waypoint(s) they seem to receive from HC donโ€™t appear on zeusโ€™s end. Iโ€™m using a modified version of werthless that Iโ€™ve 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

steady jasper
#

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 Iโ€™m seeing online is like back from 2014 when it was less supported

sleek apex
#

basically just tell it what to connect to.

#

typically you can use 127.0.0.1 if its local

steady jasper
#

@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

cunning sage
#

headless can be used standalone just like server

jade nacelle
#

@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

stiff wind
#

yes we've switched to a # method. Thank you for taggig me : )

jade nacelle
#

#?

#

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 ๐Ÿ˜

stiff wind
#

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

jade nacelle
#

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

cunning sage
#

You can shorten the metadata info as well for mods declaring long titles etc

sleek apex
#

reposting so it doesn't get lost:
Hello, Iโ€™m 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 donโ€™t have other waypoints. The waypoint(s) they seem to receive from HC donโ€™t appear on zeusโ€™s end. Iโ€™m using a modified version of werthless that Iโ€™ve 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

pseudo sparrow
#

@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

sleek apex
#

@pseudo sparrow itโ€™s werthless one for one. I havenโ€™t really modified any processing. Just split up the code and updated the outdated syntax

urban juniper
#

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;
cunning sage
#

Did you whitelist the headless client in server config?

heavy tiger
#

-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?

cunning sage
#

Port should be in -port so thats wrong

#

And -connect should just be IP

urban juniper
#

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

cunning sage
#

@urban juniper have you added battleyeLicense=1; to the HC profile?

#

is the battleye client library present?

urban juniper
#

and how do I know if the BE library is present?

cunning sage
#

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

urban juniper
#

damn

cunning sage
#

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

heavy tiger
#

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=127.0.0.1 masking 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

urban juniper
#

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

heavy tiger
#

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

urban juniper
#

Trying it out right now.. takes a good 20 minutes to boot so I'll keep you posted

cunning sage
#

do you use 4200 pm disks?

urban juniper
#

๐Ÿคทโ€โ™‚๏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

dry tangle
#

HCs in their dialog box don't really show anything else than "connecting" "connected"

#

What is the HCs start line now?

urban juniper
#

Does a HC need the same mods as the server it's trying to connect to?

heavy tiger
#

same as client-server

#

the HC doesn't need serverside only mods, unless it needs them. Depends on the mod.

urban juniper
#

Any way I can add mods to the HC's directory?

#

workshop mods in specific

heavy tiger
#

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

urban juniper
#

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

cunning sage
#

HC are usually executed on same machine as the server

urban juniper
#

Is it not practical to run a HC through a different machine?

cunning sage
#

that would add additional network overhead

#

it's of course not impossible

urban juniper
urban juniper
#

nvm i figured it out

vital elk
#

Can you use aws as a headless?

#

effectively?

cunning sage
#

Efficient would be of you run the server on the same machine as well

#

Otherwise you could end up with slow routes

vital elk
#

What exactly do you mean? I currently run a dedicated from NFO, however I have thought about moving to AWS.

knotty rampart
#

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

cunning sage
#

HC port should be same as the server port, otherwise it wont know how to connect to the server

knotty rampart
#

well its connecting regardles somehow

#

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

cunning sage
#

Headless clients dont allocate a port

#

The HC argument -port is where to connect

knotty rampart
#

ok

main reason why i was asking is becuase if anything my FPS gets WORSE with a headless client

hard bridge
#

Have you read the thing linked under prerequisites on the page linked in this channel's description?

heavy tiger
#

HC doesn't make your fps better, it takes load of the server and makes the servers fps better, potentially

vital elk
#

@cunning sage Would an AWS HC be something to look into at all when I use a hosting service?

cunning sage
#

As long as they run on the same instance otherwise you'll have a lot more network overhead

#

The CPU models at Amazon arenโ€™t the most suitable for Arma

#

If you want to run intense coop or high player counts

cunning sage
#

So if the services is not running on AWS you will get a lot of network penalty. Same if itโ€™s on AWS but another data center etc.

steady jasper
#

Hey guys just wondering how you know the headless client is actually connected?

heavy tiger
#

I see it in the slotlist ingame

steady jasper
#

Actually how do I make the headless client slot playable? Iโ€™m trying to click on it in the game lobby and itโ€™s greyed out?

heavy tiger
#

if its listed in the lobby, its already playable

#

the HC slot is for HC's, not humans

steady jasper
#

How would I connect a headless client to that slot? I have another computer I can use for a hc

heavy tiger
#

start dedicated server with -client -ip -port arguments

steady jasper
#

Ohh okay so it only works with dedi server?

heavy tiger
#

not sure what you're saying with that. Headless client mode is integrated in the dedicated server binary

cunning sage
#

you can use any arma client or server

#

just set it to headless mode

heavy tiger
#

but does arma client require steam to start? with -client?

steady jasper
#

Yea Iโ€™m new to the whole headless client thing Iโ€™m 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.

heavy tiger
#

you can connect a HC to a local hosted too

#

or...

#

well... Actually

steady jasper
#

Okay yea thatโ€™s what I need

heavy tiger
#

You need to configure the HC's ip address in server config. local hosted has no server config, or atleast not really accessible afaik

cunning sage
#

probably best to test with a proper local dedicated anyway

#

as they behave slightly different

steady jasper
#

Server config in the game launcher or tadst? Sorry totally new to this stuff

heavy tiger
#

there is no server config in game launcher

#

never used tadst, i'd assume it has it

steady jasper
#

Okay Iโ€™ll 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? Itโ€™s a long shot but I see some people online talking about that

heavy tiger
#

don't understand what mean

#

you can move a unit to the HC yes

#

dunno what seperate machine, and become hc

steady jasper
#

How do you go about moving the unit to the hc?

#

I think that might be what Iโ€™m trying to say

heavy tiger
#

setGroupOwner command I think

#

but there are mods for that, for example ACEX can do it automatically for you

steady jasper
#

Oh sick okay Iโ€™ll look into that thanks

#

Wait one more thing just making sure Iโ€™m not missing something obvious here when you drop that headless client game logic entity in it doesnโ€™t 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?

heavy tiger
#

it doesnโ€™t 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

steady jasper
#

Oh!! Okay I get it now so once all those groups are synced to hc via acex setgroup Command they should be good

heavy tiger
#

they are not synced, they are moved over

steady jasper
#

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?

heavy tiger
#

no

#

as i said sync is a totally different thing

cunning sage
#

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

steady jasper
#

Okay cool thanks for all the help dedmen and dahlgren I think I get it now luckily I donโ€™t have to do any configuration for the dedi server and tadst stuff but if Iโ€™m hosting locally just drop in a HEadless client logic module and if itโ€™s in your virtual entities in the game lobby youโ€™re good? @cunning sage

cunning sage
#

More or less yes with ACEX

#

There are some limitations listed in the docs

steady jasper
#

Okay cool. But you do need ace x to make it work?

#

I guess in order to set that groupowner command?

cunning sage
#

ACEX includes an automated manager, you shouldnโ€™t use groupowner with it

steady jasper
#

Okay. So dropping in a HC entity without the acex wonโ€™t work?

#

Or wonโ€™t work as well*?

cunning sage
#

you will always need an HC entity

#

then you have to decide between 2 options

#
  1. manage creating/moving AIs manually
#
  1. let ACEX handle moving AIs to HCs (or some of the other similar mods that handles AI moving to HCs)
steady jasper
#

Ahhhhh okay. Thanks. Last thing does making it playable or player have any effect?

cunning sage
#

it must be playable

steady jasper
#

Okay thanks making a scenario now to test fingers crossed

cunning sage
#

you can enable additional ACEX logs as needed as well

steady jasper
#

Okay nice. Iโ€™m 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 Iโ€™m in the right place according to a video it should be modules ace x but itโ€™s only fortify and fortify limit building area but the vid was from like 2016 or around that

cunning sage
#

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

steady jasper
#

Cool okay thanks for all the help

lime lava
#

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

cunning sage
#

you can use ACEX which tries to distribute AIs to headless clients automatically

crystal silo
#

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)

cunning sage
#

HC doesnt require an account to run, just like the server

meager sentinel
#

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?

cunning sage
#

you need one slot for eachclient

meager sentinel
#

I have the Game logic slot, or is there a different slot?

untold prism
#

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?

low yarrow
#

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

coral bay
#

I get the same log, no issue.

scarlet quail
#

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?

heavy tiger
#

no

scarlet quail
#

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.
heavy tiger
#

and you have 172.19.0.2 in both entries in your server config?

scarlet quail
#

@heavy tiger you mean in localClient and headlessClient?

heavy tiger
#

ye

scarlet quail
#

does it make any sense setting -enableHT on headless client?

heavy tiger
#

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

scarlet quail
#

hahah.lol. great

quartz epoch
#

Hi, someone can Help me for HC on Linux please ?

#

and the result

#

???

cunning sage
#

Did you whiteliste your IPs?

#

Youโ€™ll need to show both server and HC logs as well

quartz epoch
#

And I try to use the hc on the same machine as the server

cunning sage
#

but you're using 127.0.0.1 to connect which isn't whitelisted

quartz epoch
#

I also add the battleyelicense=1 on the file profile of HC

cunning sage
#

still haven't provided the logs

quartz epoch
#

where can I get this ?

cunning sage
#

its your stdout/stderr

quartz epoch
cunning sage
#

its a lot easier if you provide the output as text instead

#

and as I said, both server and hc logs

quartz epoch
#

I don't know the location of them

cunning sage
#

its printed to stdout and stderr

#

so it won't have a location unless you pipe it

quartz epoch
#

how can I do ?

#

I only have netlog

scarlet quail
#

@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")

quartz epoch
#

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

scarlet quail
#

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="..."

quartz epoch
#

I have 0 mod so normally its ok

cunning sage
#

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)

quartz epoch
#

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 ๐Ÿ™‚

#

now its work FINALLY

hearty lantern
#

Sorry for being vague, I found the issue. Thought I deleted the message.
@gusty nymph what was the issue?

worthy parcel
#

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? ๐Ÿ™‚

#

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;```
crystal sedge
#

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)

spiral dust
#

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

heavy tiger
#

the headless client is just a client

#

if you set server settings to override, they will apply to the HC

spiral dust
#

oh yeah true, nvm them

dusky flame
#

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

steep jetty
#

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?

cunning sage
#

are you restarting both the server and HC or just server on the scheduled restarts?

steep jetty
#

both

heavy tiger
#

Well noone reported hangs on 1.96 perf, nor on dev branch, nor on rc :u

steep jetty
#

I know it's maybe overkill but, there was a reason a long time back for doing that which now escapes me

heavy tiger
#

Which specific 1.96 perf?

steep jetty
#

erm...2 secs

cunning sage
#

we've had no problems when restarting servers and HC but we kill both of them

steep jetty
#

146304

heavy tiger
#

I think I'd know all the commits on 1.96 perf, and nothing that would cause that

steep jetty
#

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....

cunning sage
#

you could try switching the order as well I guess

steep jetty
#
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 ๐Ÿ‘

cunning sage
#

I guess the HC ends up sad when the server suddenly disappears perhaps

#

should still be killed by your script

steep jetty
#

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.... ๐Ÿคž

heavy tiger
#

getting sad if he can't find the server straight away
correct

steep jetty
#

again, appreciate the help in here. Just thought I would add some further findings..

steep jetty
#

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...

trim socket
#

HC and RCON always needed some seconds before they can connect to dedicated server

steep jetty
#

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

trim socket
#

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

steep jetty
#

That's what I was hoping for and why I posted the feedback. I'll keep testing different times as well. Thanks

trim socket
#

well need some more details , honestly your initial comment was just indicating slight delay not minutes

tough hull
#

Is it possible to give individual units to HC control(civilian)?

cunning sage
#

out of the box you will need to assign or create AIs to/on HCs manually so yes

leaden prairie
#

how does a headless client work and can i use one for free or is like a paid server thingie?

heavy tiger
#

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

trim socket
#

@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

radiant sun
#

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 wonโ€™t

#

I have to restart the HC as well

#

Like @steep jetty Iโ€™ve been developing my mission system for a year and itโ€™s 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. Iโ€™m going over the logs tonight

steep jetty
#

@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.

radiant sun
#

Thanks @steep jetty How are you killing the HC before you restart it?

steep jetty
#
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...

radiant sun
#

Of course now itโ€™s working just like before.....

#

Thanks, I need to update my script anyway.

radiant sun
#

No same behavior. Sometimes it connects at first when I launch the HC and then the server, sometimes it doesnโ€™t. But if the server restarts, the HC has to be restarted as it wonโ€™t reconnect.

Before the update, the HC seemed to constantly be trying to connect and reconnect. Now it seems like if it doesnโ€™t see the server, it just goes idle.

narrow light
#

Yep got same issue

weary laurel
#

HC connects to the server fine for me

only thing Iโ€™ve notice is the HC isnโ€™t selecting the HC role. Which is more than likely an issue on my end.

narrow light
#

HC connect fine for me also, just not reconnecting on server restart

half spruce
#

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?)

analog bear
#

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.

slim lily
#

@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.

analog bear
#

@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.

slim lily
#

If FPS goes down on the server that can be noticed by players is normally an give away. @analog bear

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

slim lily
#

That's just AI most of the time. What server FPS are you getting normally?

analog bear
#

I have never checked, actually

#

I used to know how to but forgot

slim lily
#

diag_fps, but you have to print/hint/log it somewhere.

#

Actually you can use #monitor

analog bear
#

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!

ornate dew
#

Same for us, HC is taking ages to connect since 1-2 updates.

slim lily
#

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.

heavy tiger
#

Hey server owners with HC's. Can anyone give me a contra against force-whitelisting 127.0.0.1 in the headlessClients config entry?

cunning sage
#

are you trying to limit the amount of questions about HCs not able to join here? ๐Ÿ˜‰

heavy tiger
#

Yes. Especially cuz I'm adding a thing that will be more strict with that

spring musk
#

I can't think any reason to not have 127.0.0.1 as automatically allowed

cunning sage
#

it would be very nice to be able to whitelist subnets

#

would make running it in a (distributed) container environment a lot easier

heavy tiger
#

Yes, would be. But please no

spring musk
#

inb4 dedmen gets a new email asking him to add that from BIS HQ

heavy tiger
#

I don't care what BIS wants, I work for BI.

left fulcrum
#

@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.

spring musk
#

Yea would easily cut down people not having their headless work too

heavy tiger
#

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

fierce lantern
#

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

heavy tiger
#

best IPC and frequency is best

fierce lantern
#

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

heavy tiger
#

yes but not much

#

about 80-90% serverside is limited to single core

fierce lantern
#

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

heavy tiger
#

afaik acex has a fix for the gear problem

fierce lantern
#

Oh, really?

#

Would you know where to find it?

heavy tiger
#

its in their github repo

#

as everything always is

fierce lantern
#

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?

urban juniper
#

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.

left fulcrum
#

@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.

fierce lantern
#

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!

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.

fierce lantern
#

I'm testing it on our rig now, will let you know how it goes

left fulcrum
#

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 kruemel

fierce lantern
#

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?

left fulcrum
#

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 :)

fierce lantern
#

Huh!

#

Cool, okay

fierce lantern
#

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

left fulcrum
#

You're welcome bud chuckapproved

maiden lynx
#

Anyone recommend a HC script at all?

#

Using SC Framework currently. Unsure if there is anything better.

fierce lantern
#

(Apologies for the profanity yesterday mods, wasn't aware it was against the rules, won't happen again ๐Ÿ˜… )

#

You mean for launching it? I usually just use FASTER

#

ACEX seems to be the best framework for it IIRC

maiden lynx
#

@fierce lantern I also use FASTER. Ahh does ACEX have it's own?

#

Will check

#

Module I presume?

fierce lantern
#

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

maiden lynx
#

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

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.

maiden lynx
#

Yeah already have it all setup for SC Framework

#

Just didn't know if there was a better way to do it

fierce lantern
#

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

left fulcrum
#

@maiden lynx

  • Load ACEX
  • Place as many HC clients on the map, as you want to use
  • Name them HC1 to HCn
  • Check your CBA Settings for the headless clients
  • Start the server and headless clients
  • ...
  • Profit!
unborn robin
#

If you name the first one hc_1 then the rest will auto-number as you copy paste.

fierce lantern
#

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

left fulcrum
#

Has he set the compat option in CBA?

#

Do the HC work via ACEX?

spring musk
#

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

left fulcrum
#

IIRC does acex copy the (standard) loudout before transfering ownership and applies it to them afterwards.

spring musk
#

You can set config or previous loadout

#

previous loadout doesn't work as well

#

Personal preference is Werthles over acex

fierce lantern
#

Hmmm, okay so we tested it some more

#

It works like a charm on Malden 2035, but on United Sahrani, we had some issues

left fulcrum
#

With the same units/loadouts @fierce lantern?

fierce lantern
#

Yeah, pretty much

#

I tried it myself and it worked just fine

#

But one of my missionmakers had a problem with it

fierce lantern
#

We'll be testing it more later this week, will let you know how it goes

spring musk
#

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

silent steeple
#

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?

#

So i hope it still works like that, even though the vid is 3 1/2 years old

heavy tiger
#

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

silent steeple
#

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

silent steeple
#

im confused

heavy tiger
#

the HC is not a server

#

its a client, it doesn't have a server config

#

so only the server

silent steeple
fierce lantern
#

What, like a second machine connected via ethernnet or something?

#

Can you even do that?

heavy tiger
#

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

woeful fulcrum
#

There's a switch between headlessclients and local headless clients, or does that not work?

heavy tiger
#

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_(ใƒ„)_/ยฏ

little temple
#

Did I need a full copy of arma3 on a dedicated to setup a Headless Client?

heavy tiger
#

no

little temple
#

ty

karmic hazel
#

if i setup a HC on lan with the main server, would that benefit?

heavy tiger
#

yes

#

but optimal and very much recommended is a local HC

deft tangle
#

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.

spring musk
#

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

deft tangle
#

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. ๐Ÿ™‚

deft tangle
#

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.

spring musk
#

Yea for sure. That's the idea.

vital elk
#

Would a HC improve FPS when using something like ALiVE?

heavy tiger
#

maybe

jade cedar
#

Is a HC for an op of 15 people needed? What exactly does it bring

quasi minnow
#

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

tough wharf
#

Does a headless client need all the mods that a normal client would have?

cunning sage
#

Yes

vital elk
#

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.

  1. 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?
  2. 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.
echo flower
#

that sounds like crasy bad server performance to begin with

#

lol the service is stupidly expansive

serene bane
#

dont use armahosts

#

that will solve it

vital elk
#

@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

echo flower
#

I bet you are better of with renting a dedicated machine or vps

#

Managing Arma is quit easy

vital elk
#

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?

cunning sage
#

depends on desired location of the server host

silent steeple
#

does someone have a good guide for setting up a headless client? I just dont find anything that really helps me.

silent steeple
#

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.

cunning sage
#

same machine is preferred, more or less infinite bandwidth and (almost) no latency

silent steeple
#

I just fail at what i have to set up and how to connect it

#

i have playable HC modules in my mission

cunning sage
#

it will be a bit easier with next patch, you can use profiling branch to get the changes already

silent steeple
#

and that mission runs on a dedicated server hosted on my machine

cunning sage
#

no need to whitelist localhost anymore

silent steeple
#

what branch what?

cunning sage
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profiling

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or just add the following to your server.cfg

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localClient[] = {"127.0.0.1"};```
silent steeple
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yeah

cunning sage
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otherwise it can't connect

silent steeple
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thats what i have in my dedicated server cfg

cunning sage
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๐Ÿ‘

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then start another server but with -client -connect=127.0.0.1

heavy tiger
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and the hc also needs to connect with -connect=127.0.0.1
not with the remove ip

cunning sage
silent steeple
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Okay, so i basically set up a second server on the same machine

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then start another server but with -client -connect=127.0.0.1
@cunning sage but add these 2 parameters in the start.bat

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correct?

cunning sage
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for the second "server" yes

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it will tell it to run as a headless client instead

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using the same binary

silent steeple
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okay.

cunning sage
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it can be used with either the usual client binary (arma3(_x64).exe) or the server binary (arma3server(_x64).exe)

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if you're logged in as admin on the dedicated server you should see the headless client in the players list

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you can also tell from both the server and headless client log window

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it should say connecting, connected etc

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the mission also needs to be adopted to support headless clients

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if enabled the headless client will autojoin a suiting slot

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otherwise it will just sit idle in the lobby

silent steeple
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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

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in the mission

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and i named them hc to hc_3

cunning sage
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should be enough for a headless client to join a slot more or less then

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that should be the end of the easy path where there's only right or wrong ๐Ÿ˜›

split drum
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Is the game license required for headless clients still a thing? And if so, how do you set that up?

cunning sage
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then comes the hard part of actually using it

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no, you don't need a license

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just like running a dedicated server

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it works the same way more or less

split drum
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Ok, cool

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Does it find a free cpu core by itself, or do you need to set affinity?

cunning sage
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I guess affinity is preferred if you want to be certain

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the rest is up to the OS to schedule

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not the game

split drum
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Well, whatever avoids thread congestion.

cunning sage
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your OS decides that ๐Ÿ™‚

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with the affinity settings to help it

silent steeple
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if i place 4 hc modules, will it take 4 cpu cores?

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or how does that work

cunning sage
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modules don't take cores

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actual HC clients will

silent steeple
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yes

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but will that just use up 4 cores or more/less?

cunning sage
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it will use a certain number of threads

silent steeple
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or just one like the normal arma client

cunning sage
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all process threads will be split by the OS upon available cores

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the server uses multiple threads

split drum
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how many AI does a HC handle anyway?

cunning sage
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but the main thread is the one taking up most usage

silent steeple
cunning sage
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depends on your mods, scripts etc

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just like your usual game client

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just having units stand around is way different from doing a CQB firefight

silent steeple
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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.

cunning sage
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the main thread will limit you

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a thread can not run on more than one core at once

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but a core can run many threads

silent steeple
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I have the Ryzen 5 2600, 6 Cores 12 threads

split drum
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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.

cunning sage
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it could make AI more responsive

silent steeple
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Thats also the reason why i want to put hcs. I get 20 Fps in ops, and my cpu is just bored

cunning sage
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it could also cause your server to spend a lot more time on handling messages back and forth between clients

split drum
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that I heard too. Less HC might be better than too many.

cunning sage
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they will consume CPU and RAM just like any other client too

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so if you run out of either then the server will starve

silent steeple
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that shouldnt be a problem for me. i have 32Gb of ram and 12 threads

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For the HC "server" setup part, do i need the Server config and port parameters, or do i remove them?

cunning sage
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port yes, at least if you dont use 2302

split drum
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Is the communication between HC and server only, or do other clients also communicate with HCs?

silent steeple
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yeah i use 2302

cunning sage
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well, you can remoteExec between HC <-> player for example

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but that would bounce through the server

split drum
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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?

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Or would they only talk to the server? (which is portforwarded alone)

silent steeple
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"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

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that is correct, is it

cunning sage
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only server, no direct connection

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you wont need the server config for the HC

silent steeple
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thats what i asked

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but you just said that i can remove the port

cunning sage
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I said you needed the port if you're not running 2302 ๐Ÿ˜‰

silent steeple
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oh well

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but you didnt say anything about the config

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would i tell the start bat to use 6 cores, or something like that, or will it just take what it can get

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i think the parameter just restricts it, doesnt it?

cunning sage
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yes

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if you want to be 100% sure they wont share cores you'll need to set affinity in your OS CPU scheduler

silent steeple
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so task manager

cunning sage
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or start system command with the affinity parameter

silent steeple
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system command?

cunning sage
split drum
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Thanks Dahlgren, clears up much of my questions.

cunning sage
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remember that the HC clients will need the same mods as any other clients

silent steeple
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Oh probably because the mission with the HC didnt start

cunning sage
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it should try to join the server

silent steeple
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-password=

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?

cunning sage
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ah, yes

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port, password etc works just like the regular game client

silent steeple
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never worked with these parameters so

cunning sage
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they can be used to start the game and autoconnect to a server

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worked fine with -password= ?

silent steeple
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most likely

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didnt start it again

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was checking the mission file

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i'll remove 2 i think

cunning sage
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each started client will use one of those

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so unless you start more clients it wont use the extra ones

silent steeple
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oh

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can i start the same one 4 times or do i have to set up 4 seperate?

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4 seperate, right?

cunning sage
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correct

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run it 4 times, 4 HCs

silent steeple
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So 4 times the same one

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that works

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?

cunning sage
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yep

silent steeple
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Okay.

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For some reson i just got stuck in "waiting for host" after i chose my role in the server

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Does that have anything to do with the HCs?

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okay nevermind, was something on my end i guess

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okay my CPU isn't used 100%

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But my 32Gb RAM

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damn

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that might be the reason why i have so bad fps

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Okay, so apparently, too many HCs..

heavy tiger
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You probably don't need more than one

silent steeple
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yeah one to two

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two max

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But ay. It works. Thanks for your help Dahlgren

cunning sage
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one is usually enough yes ๐Ÿ™‚

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you're welcome!

silent steeple
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Okay, so we tried the Headless client in the Operation now, but sadly I don't see any improvement in performance on my side.

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It was more or less fine when i ran like 200-300 AI on the server before that op

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But other than a huge hit in RAM Usage, i don't see any difference

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I need to see, maybe the zeus didnt delete bodies which made it worse

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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

cunning sage
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did you move your AIs to the headless client?

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there is no built in load balancing of AIs between server and HCs

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only logged in admin can see headless clients

silent steeple
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How do i move them

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or uhm

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what?

cunning sage
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you can use an automatic load balancer such as ACEX Headless

silent steeple
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ohhh....

cunning sage
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otherwise you'll need to change the AI owner or spawn the AIs directly on the headless client

silent steeple
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How?

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In zeus?

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orr..?

cunning sage
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SQF

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maybe there are extensions to zeus as well

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if you're unsure, just a manager such as ACEX one

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it gets you started at least

silent steeple
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yeah we have acex.

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if i'd have known that before the op that would be great lol

cunning sage
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so just enable headless in cba settings

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well, its stated in the wiki article I linked initially

silent steeple
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Uh

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well

cunning sage
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and I said that handling AIs on HC was the hard part ๐Ÿ˜›

silent steeple
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i noticed

cunning sage
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getting the client to run is the easy part ๐Ÿ˜„

silent steeple
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yeahh.. Was too easy i already thought that.. lmao

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of course i forget something lol

cunning sage
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ACEX Headless works fine most of the time

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its disabled by default thou

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so you need to enable it in the server/mission cba settings

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acex_headless_enabled

silent steeple
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Ok i just enabled that in the mission twice, but it kept disabling.

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in eden editor, since i cant change Cba settings server-side for some reason anymore

silent steeple
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so i just enable ACEX Headless and boot up the headless client and thats it?

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also not very hard lol @cunning sage

cunning sage
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more or less yes

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but ideally you should spawn desired AIs on the HC directly

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its a workaround for lazy mission makers

silent steeple
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oh okay. Can i read about this somewhere?

silent steeple
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of course

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lol

cunning sage
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switching owner of AIs can lead to interesting issues

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such as loadout disappearing

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its a known problem with ACEX Headless

silent steeple
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yeah i noticed that already.

cunning sage
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there are a couple of workaround in place but still happens sometimes

silent steeple
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is it the "Spawning the AI" in that wiki?

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what i have to do with the mission

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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

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or do i not have to put anything inside

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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;
   };
};```
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But since it executes the file "init_HC.sqf", i have to create it and put a script in, dont i?

cunning sage
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its just some hints as to how to differentiate server and HCs

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the actual logic for spawning AIs is dependent on the mission

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either you spawn the AIs directly on the HC client