Zeus Integration with Servers and Headless Client (ZISHC)
by
flyinpenguin
Description:
Zeus Integration with Servers and Headless Client ( ZISHC ) aims to transfer all spawns from Zeus, and distribute onto server and headless clients, as well as automatically allow other zeus users to see and edit units placed down. This is all accomplished without any overhead. Everything is handled with EvenHandlers, so no messy, constantly running scripts. This mod is designed to be run on server, headless clients, and clients to function properly. Will work with no headless clients, or however many you manage to connect. Will also work with non-dedicated servers.
Features:
Adds all players to all curators on respawn
Transfers vehicles/units/groups placed by curator to server/headless client
Adds placed vehicles/units/groups to all curators
Server keys
Installation:
To install the Zeus Integration with Servers and Headless Client you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the
Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.
Included files:
ZISHC.pbo
Usage:
Debug:
Put this in a debug console and use global execute if you want to get a readout of how many things are spawned on servers/headless clients:
[] spawn {
if (!hasInterface) then {
_count = 0;
{
if (local _x) then {
_count = _count + 1;
};
} forEach allUnits;
[str _count] remoteExec ["systemChat", 0];
};
};
Known issues:
-Will not add or transfer units placed by init scripts on various modifications (likely will not support this as it is not a standard way of spawning units)
Future plans:
The intention of this mod is to allow units, such as 72nd Airborne Division that I am apart of, to use Zeus on servers more efficiently. The idea is to allow even more players to join the server with even more AI, with less of a performance impact.
- Plan to add configuration to allow weighted spawns. IE, twice as many units being spawned on headless clients than the server.
-Plan to add configuration to allow weighted spawns on clients. IE, all clients connected to server will handle 1 AI, when server and headless clients may be running 10 AI each. This will mean more people connected to the server, the better it will run
Note- My release model is this. Internal Testing means its an Alpha. Public release without all planned features implemented is a Beta. Full release means all planned features are added to the mod and working correctly.
Credits & Thanks:
72nd Airborne Division for continued support and testing
SFC Z. Katz for help with testing
Changelog:
v0.3
-Changed way MP is sent to be more efficient
-Fixed rotation not being retained on moving objects
-Fixed a few minor bugs
v0.2
- Rotation
- Added MP functionality for rotating objects in Zeus
v0.11 - Hotfix
- Fixed locality not switching correctly
- Fixed group leader not being correctly retained
- Fixed units in mechanized spawns not being added to curators
v0.1 beta
- Added - make players visible to all curators
- Added - Distribution system to evenly distribute units across all servers and headless clients
- Added - make placed units visible to all curators
- Added - server keys
Forum topic:
-
BI forums
Enable javascript to be able to download from Armaholic please!
Had two questions:
1) With the mod on the server does every client need to run it or just the clients running and using zeus
2) If you do not have a headless client set up, will the mod shift the calculations to the server or does it need a headless client set up to work
@RazorKill
1- Yes, every server/headless/client needs to run the mod.
2- Yes, the mod automatically detects if there is headless client and if not, will of course only use server.
Every time zeus spawns units now the units are disappearing? It's like 75% of the groups spawned instantly disappear and it doesn't appear to be sending anything to the HC. What could be causing this?
Total comments : 3, displayed on page: 3