meatball 25 Posted January 26, 2014 Hello,Any idea when the headless will join the slot reserved for it ? Can you guys elaborate on this? I've been using a HC and it grabs the correct slot without a problem every time. Once I dropped forceHeadlessClient=1; into the class info for the HC slot in the mission.sqm and set joinUnassigned = false; in my description.ext, the HC just joins the right slot every time. Noone else can join that slot. Also to verify what a few other folks said, HC's can connect to a passworded server now. Been doing it since 1.10 dropped with no issues. Share this post Link to post Share on other sites
jwo7777777 10 Posted January 26, 2014 Can you guys elaborate on this? I've been using a HC and it grabs the correct slot without a problem every time. ... You will probably encounter the slotting issue if your HC tries to slot before the server parses mission.sqm. You are either lucky or doing something right in regards to startup timing of the HC in relation to the server. Congratulations! Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted January 27, 2014 What sort of mission/AI requirements are there in order to make effective use of a HC? Will it raise client FPS and/or mitigate desync? Share this post Link to post Share on other sites
Rupture 10 Posted January 31, 2014 I'm having an issue getting my headless client to connect to my server. I have an arma 3 server hosted through Jest servers, and its up and running fine. I have followed the horrible bread crumbs of documentation on how to setup my main server, and missions to accept a headless client. I have edited the pbo to include the following in a civillian slot for the HC: init="if (profileName == "HC") then {selectPlayer this};"; forceHeadlessClient=1; I've also added this command into the server.cfg: localClient[]={127.0.0.1}; So as far as I've been able to determine, everything server/mission side should be setup to accept the headless client. my command line in the TC admin for the HC is as follows: -client -name=HC -nosound -profiles=HC -connect=XX.X.115.132 -port=2302 where my server is at the same IP and is on port 2302, the HC is on port 2402. This is how things are at the time of posting this _________________________________________________________ I have Edited the server.cfg to change the following from: localClient[]={127.0.0.1}; to: localClient[]={XX.X.115.132:2302, XX.X.115.132:2402}; with no HC attempting to connect and have since reset the localclient information back to what it was before. Since the server and HC are on the same ip, just different ports, should I be using the 127.0.0.1 is in the -connect= area? I would try this, but the TC admin is a POS and i pretty much have to send in a support ticket to get a proper command line made. Share this post Link to post Share on other sites
mariodu62 5 Posted February 4, 2014 If the server and the HC are on the same PC, use 127.0.0.1 in both conf. The port must be the port of the server. -client -name=HC -nosound -profiles=HC -connect=127.0.0.1 -port="port of the server" Don't forget to add : battleyeLicense=1; in th HC arma3profile. Share this post Link to post Share on other sites
spanishsurfer 58 Posted February 4, 2014 Are you guys seeing improvement with HC? We tried using it on our server with BECTI and noticed that server FPS actually dropped when it was on. Prob a mission thing but I was curious. Share this post Link to post Share on other sites
larsiano 12 Posted February 4, 2014 well this might be of some info to you then: Here you can find HC how-to from Bennyhttp://forums.bistudio.com/showthrea...=1#post2551536 Share this post Link to post Share on other sites
spanishsurfer 58 Posted February 4, 2014 well this might be of some info to you then: Broken link. But if it's Benny's guide to HC, that's the method we used and the method that shows negative results. Share this post Link to post Share on other sites
mariodu62 5 Posted February 4, 2014 Are you sure that the HC is in his slot ? Share this post Link to post Share on other sites
spanishsurfer 58 Posted February 5, 2014 Yes, we are implementing HC correctly. We can see the HC in the correct slot, we see CPU resources are being used by HC, and we see a change in server FPS (negative FPS). I would say HC is "working" but it's drawing negative results. Share this post Link to post Share on other sites
JenJen14 11 Posted February 8, 2014 Is there a .bat file anyone wouldn't mind sharing with me for launching ArmA3 HC from an install location not managed by steam? I like to have several installs, but when I try to load HC to my server it always uses the Steam install directory which doesn't have the right mod setup. Also every time I launch the HC, it wants to first load Steam. Is there a way to run HC without having to have Steam logged in and running on the dedicated server? Share this post Link to post Share on other sites
cardelga 10 Posted February 10, 2014 I has made multiple HC tests and I´m not sure if arma3 performance is best because a server with HC drop FPS about a 20% if I use HC, do I need to do some change in basic-config? Share this post Link to post Share on other sites
jacmac 2 Posted February 24, 2014 Is there a way to run HC without having to have Steam logged in and running on the dedicated server? According to Dwarden, no. Share this post Link to post Share on other sites
terox 316 Posted February 24, 2014 (edited) According to Dwarden, no. The HC uses a client .exe or rather (arma3.exe -client). This requires the steam client installed and running Edited February 24, 2014 by Terox Edited to fix syntax , thx to Dwarden Share this post Link to post Share on other sites
Dwarden 1125 Posted February 24, 2014 let me correct it for you : arma3.exe -client ... Share this post Link to post Share on other sites
jacmac 2 Posted February 25, 2014 I have updated the BIKI for headless client information: https://community.bistudio.com/wiki/Arma_3_Dedicated_Server#Headless_Client Share this post Link to post Share on other sites
TheBigOne_014 16 Posted March 5, 2014 (edited) Can't connect HC to the server in this 1.12 update,... it get's kicked from the server! Anyone with the same problem!? P.S. - Solved!! Edited March 6, 2014 by Nuno Basto Problem Solved! Share this post Link to post Share on other sites
zach72 1 Posted March 11, 2014 How did you solve? I've not tried HC's before, Just giving it a go and it gets kicked by BattlEye - client not responding. Share this post Link to post Share on other sites
TheBigOne_014 16 Posted March 12, 2014 It was a server problem, it had a currupted file caused by the update, steam corrected usig the file integrety verification, and problem solved. HC has some problems with the BE, but because our squad server it's a private server we disabled it. Share this post Link to post Share on other sites
spanishsurfer 58 Posted March 12, 2014 For those of you who are using HC, are you seeing signficant improvement on server FPS? In BECTI Zerty 1.1.9.3, we can get HC to connect, join the correct slot, and start working but see negative server performance. I realize it's probably the mission but is anyone able to use HC and have large scale battles with AI and not have a drop in server FPS? Share this post Link to post Share on other sites
TheBigOne_014 16 Posted March 12, 2014 In PTSims Squad only use VTS 4.0, and yes we se an improvement! We have been playing with 15-18 players for 4-6H and no one has reported a FPS loss even with +/- 500 AI's with the HC at ~13 FPS and the server at ~32 FPS,... even when i spawn accidentaly over 300 AI's we had a FPS drop for about 10 sec, but after they were spawned everyting went smooth. Without the HC with 200 AI's we had the server at 20-30 FPS and some FPS complains from the players! We also use the tbbmalloc memory allocator from Fred41. Share this post Link to post Share on other sites
spanishsurfer 58 Posted March 12, 2014 Thanks for the report Nuno. On our server we host 48 players on busy nights and with limited server side AI (resistance) the server is working hard. I'd like to increase the amount of resistance AI that spawn, but in order for this to happen we need HC to be implemented correctly to BECTI. Share this post Link to post Share on other sites
izaiak 1 Posted March 21, 2014 I agree with VTS 4.0 and one HC we spawned around 700 AI with good performance. But the HC CPU load is only around 30% for all 4 core. Share this post Link to post Share on other sites
Rasa-be 10 Posted March 23, 2014 (edited) After the latest patch my HC gets stuck on "connecting". Is this related to the patch? What else could it be? *edit* figured it out steam client had lost connection, rebooted and fixed. Edited March 23, 2014 by Rasa-be Share this post Link to post Share on other sites
Zlin 10 Posted March 23, 2014 Not seeing that. My HC is connecting and working fine but I don't run BattleEye. Share this post Link to post Share on other sites