Forum Jump :

Author Message


Posts: 4
Rank:


Level: Member

Country: uk
Location: London
Occupation:
Age:
In-game name: Werthles

 
#1 Posted at 2015-08-06 21:10        
     



Hi there,

I wanted to try to get some more feedback for the headless client kit I made. V2.1 should be available on Armaholic and Steam Workshop soon (will include benchmarking missions).

The script transfers units to any number of HCs, and interacts with Arma such that:
  • trigger/waypoint syncs are re-established,
  • units can be ignored by the script (for use with other scripts etc.),
  • units can be split evenly among multiple HCs,
  • units linked to Arma support modules automatically stay on the server (otherwise these modules break),
  • checks for units to be transferred to HCs are made according to the user's specifications, to ease server demand,
  • script sits mostly idle if no units need to be transferred,
  • many AI enhancements work alongside this script (if setup correctly!),
  • debug mode can be (de)activated during the mission, to show real-time info on HC activity.

The headless client/dedicated server setup files are designed to work with little or no alteration, but can be easily customised to achieve even the most complex setup.

Benchmarking missions to demonstrate the performance difference with/without HCs are a part of v2.1.

There is a guide included along with other useful files to get IP address, live HC info etc.

I can't think of much else to add to/fix this kit so I am keen to hear other suggestions to improve it.


WHK basic description:


-Editor/script/Zeus AIs auto-transferred to HC control
-AI waypoints/scripts/trigger sync preserved
-Splits AIs evenly among multiple HC
-**3D** debug mode
-HC test/benchmark missions
-Server/HC configurations and shortcut examples

I wanted to create a kit with everything needed to get HCs to work without having recreate units as scripts and work through many long guides.

Subscribing puts "@Werthles Headless Kit" in the Arma 3 game folder, or download here.

Full Setup Guide Here


This post was edited by Foxhound (2015-08-07 09:13, 805 days ago)


Author Message


Posts: 20253
Rank:


Level: Super Admin

Country: nl
Location: The Netherlands
Occupation:
Age: 41
In-game name: Foxhound

 
#2 Posted at 2015-08-07 09:22        
     
Thanks for posting a topic about your work here on our forums :-)
I have frontpaged the version 21. update and you can find the updated mirror here:



Visit my family webshop desteigerhoutshop.nl.

Advertisement


Author Message


Posts: 2
Rank:


Level: Member

Country: au
Location:
Occupation:
Age:
In-game name:

 
#3 Posted at 2015-08-08 13:17        
     
Hi Werthles,

The kit works very well, thank you.

Can you check the repeating parameter? Currently I can see that the system is going through the cycles, but it does not load even out the AI accross the multiple headless clients. E.g. if a headless client disconnects and reconnects, the system does not spread the AI again after the initial startup.

Thanks


Author Message


Posts: 4
Rank:


Level: Member

Country: uk
Location: London
Occupation:
Age:
In-game name: Werthles

 
#4 Posted at 2015-08-09 18:25        
     
Hi Azer1234,

Thanks for the feedback. Currently, balancing only affects units not on HCs. In the situation you describe, this would mean only new AI (Zeus/script/module spawned) would be sent to the reconnecting HC. I can see why this could be a problem.

A workaround could be to disconnect both HCs and reconnect them at the same time, but this could have all kinds of unwanted effects. I'll try to come up with a good way to rebalance the AI and update the kit soon.

Thanks!


Author Message


Posts: 2
Rank:


Level: Member

Country: au
Location:
Occupation:
Age:
In-game name:

 
#5 Posted at 2015-08-10 13:34        
     
Thanks for another update. This kit is amazing. Previously we had a script which passed all the AI over to HC automatically, but we had to remember to exclude any AI that was synced to a trigger. With this kit it is all automated which is very handy.

Sorry i thought it was supposed to work the way that i described above, but if its not intended then it isnt a big deal. Only rare occasions will the HC disconnect.

1 bug i noticed last night. When i set the parameters to only fire once and not cycle (the first parameter set to false), the system didnt push the AI to any HC, no matter how long i waited. The icons turned yellow but nothing after that.

Let me know if you would like more info or help with testing.


Author Message


Posts: 4
Rank:


Level: Member

Country: uk
Location: London
Occupation:
Age:
In-game name: Werthles

 
#6 Posted at 2015-08-18 10:36        
     
I know that the non-cycling option was an issue with an earlier version of the script, but it should be fixed now. You might need to update the WerthlesHeadless.sqf file and init.sqf line.

The latest version of this script has rebalancing! With advanced balancing mode, if there are 2 or more HCs connected, the script will try to keep the number of units on each HC balanced with each cycle. However, if a HC disconnects during a game, this could still cause issues with trigger syncs and scripts.