kgino1045 12 Posted March 23, 2014 When i turn on HC in some mission i can't see the enemy spawned. like a missiom the warstorm. PPL taught me the HC is basically help game perfoence to good. but how? removing or turm off the mission setting that HC want it? I don't single understand this THING Share this post Link to post Share on other sites
Zlin 10 Posted March 23, 2014 Running the HC alone doesn't do anything. You have to transfer ownership of editor placed objects or through scripts, spawn AI on the HC itself. On one of my missions I have about 66 soldiers that just stand around to make outposts look occupied. Upon mission start, I transfer ownership of these units from the dedicated server over to the headless client. The headless client then controls those units and the resources being used by the server are freed up. Share this post Link to post Share on other sites
cael817 10 Posted March 23, 2014 Running the HC alone doesn't do anything. You have to transfer ownership of editor placed objects or through scripts, spawn AI on the HC itself. On one of my missions I have about 66 soldiers that just stand around to make outposts look occupied. Upon mission start, I transfer ownership of these units from the dedicated server over to the headless client. The headless client then controls those units and the resources being used by the server are freed up. Can you explain how you make the transfer of the units to the HC? Share this post Link to post Share on other sites
Zlin 10 Posted March 24, 2014 Can you explain how you make the transfer of the units to the HC? I followed the instructions provided in this link http://forums.bistudio.com/showthread.php?146708-A-comprehensive-guide-to-creating-a-headless-client-compatible-mission After that.. just kept experimenting with scripting. Share this post Link to post Share on other sites
LoupVrt 14 Posted March 24, 2014 Would anybody have a simple HC demo Arma 3 mission? I just can't get the grasp on HC from monsters like Domination and VTS. Thanks for any help you could provide. Share this post Link to post Share on other sites
TheBigOne_014 16 Posted March 24, 2014 Virtual TrainingSpace 4.0 - A3 It's as big or as small as you want, you make the mission! Share this post Link to post Share on other sites
Nashable 10 Posted March 24, 2014 Has anyone tried using the Headless Client with Zeus yet? I'm in the process of creating a Zeus game mode. I started to implement HC features but not sure if its a bug in my code or if the Zeus functionality just doesn't work with HC http://forums.bistudio.com/showthread.php?175074-Headless-Client-and-Zeus Share this post Link to post Share on other sites
cael817 10 Posted March 25, 2014 Thank you very much =) Share this post Link to post Share on other sites
Frenchilol 10 Posted March 25, 2014 Hi. I've got a small question for you about the Headless Client. My missions and the server includes the Headless Client but the issue is that it's not working properly. The Headless Client isn't taking care of the IAs which makes it difficult for my FPS to follow. In other words, The Headless Client is on but not working... Could you just explain breifly how do I make sure that the Headless Client takes care of the IAs so that I don't have to worry about how much stuff/IAs I put in my mission and so that I dont be limited by the low FPS's. Share this post Link to post Share on other sites
TheBigOne_014 16 Posted March 26, 2014 You have to tell the server that there is an HC coming! You have to add this to you server.cfg //HC localClient[]={127.0.0.1}; Share this post Link to post Share on other sites
sarakgaming 15 Posted March 27, 2014 Hello everyone, I currently have a problem with my HC. I connect the HC to the game server, I slot in slot are provided for this purpose I run the mission. When the mission start the HC does not take into account the IA and it is always the server that manages the IA I've tested my HC on a mission = BTC = Warstorm and I had no problems. My request for assistance concerns on how I can get my in my init.sqf HC manage IA Or are that someone has a script to do it? I'd really like to create my own missions with a HC that manages IA. Thank you for your help before. Share this post Link to post Share on other sites
Zlin 10 Posted March 27, 2014 (edited) There's a pretty good tutorial on HC here... http://forums.bistudio.com/showthread.php?146708-A-comprehensive-guide-to-creating-a-headless-client-compatible-mission In his example, he shows several ways to turn AI over to the HC. I have followed his example for editor placed AI by using a trigger that waits for the HC to be present, then the script runs the setOwner command to transfer ownership of the specified units over to the HC. I also then used this script in my AI Spawn scripts... http://www.armaholic.com/page.php?id=20732&highlight=HEADLESS%2BCLIENT I use Arma Server Monitor to monitor both the Dedicated Server and the Headless Client. I can see the editor placed AI units listed as AIL (Local) on the server initially, but as soon as the HC finishes loading, I can see the AI I specified switch over to the HC. The AIL number on the HC goes up and the AIL number on the Server goes down. (AIL is AI local, as opposed to AIR, which is AI remote). Arma Server Monitor is also a great tool if your not already using it. Edited March 27, 2014 by Zlin Share this post Link to post Share on other sites
sarakgaming 15 Posted March 27, 2014 Hello, Thank you for the answer. I'll test it right away. Share this post Link to post Share on other sites
kgino1045 12 Posted March 27, 2014 Can't totally understand but because of you i might understand what it is meaning thanks Zlin Share this post Link to post Share on other sites
total 1 Posted April 2, 2014 (edited) I'm struggle with my HC gets kicked from the server. Steam ticked failed [null] The server is running standalone, HC has its own license and Battleye is disabled. Both on the same box. Have tried with and without password. It seems that it is connected for a while, but it is not in the lobby. Later it gets kicked with Steam ticked failed [null]. 22:19:27 Dedicated client created. 22:19:31 > Player HC connecting 22:19:31 > Welcome to [aCe]Playground COOP! 22:20:05 > We recruit Norwegian players! 22:20:42 > Visit us @ arcticelite.com 22:21:01 > You were kicked off the game. 22:21:02 Client connected: 127.0.0.1:2382 22:21:03 > Player HC connecting Edited April 2, 2014 by Total Share this post Link to post Share on other sites
TheBigOne_014 16 Posted April 2, 2014 Restart the STEAM! Share this post Link to post Share on other sites
total 1 Posted April 3, 2014 (edited) Thanks m8, that worked :o Edited April 3, 2014 by Total Share this post Link to post Share on other sites
TheBigOne_014 16 Posted April 4, 2014 Thanks m8, that worked :o Glad i could help. Restarting STEAM always solves a lot of problems. :rolleyes: Share this post Link to post Share on other sites
pawelkpl 29 Posted April 4, 2014 I'm struggle with my HC gets kicked from the server. Steam ticked failed [null]The server is running standalone, HC has its own license and Battleye is disabled. Both on the same box. Have tried with and without password. It seems that it is connected for a while, but it is not in the lobby. Later it gets kicked with Steam ticked failed [null]. 22:19:27 Dedicated client created. 22:19:31 > Player HC connecting 22:19:31 > Welcome to [aCe]Playground COOP! 22:20:05 > We recruit Norwegian players! 22:20:42 > Visit us @ arcticelite.com 22:21:01 > You were kicked off the game. 22:21:02 Client connected: 127.0.0.1:2382 22:21:03 > Player HC connecting Do you have separate copy of game for HC ? (I know it is ridicolous...) Share this post Link to post Share on other sites
dburke87 10 Posted April 4, 2014 I got my headless client setup and working fine. I run both the dedicated server and the dedicated client on the same full-box dedicated machine, and run several pairs of servers and dedicated clients on it as well. To finally get the thing working, among numerous other tricky things and changes, I had to remove the -ip=x.x.x.x startup parameter from my servers. I have no idea why, but after changing everything else, that was the final change that got the dedicated clients to actually connect to the server. Problem is, now my servers don't show up in the ArmA3 (GameSpy) server browser for more than half of my players, and out of those that can see it, some get a connection failed message when trying to join. Nothing else, just simply 'connection failed'. People are also reporting seeing pings of 2500 in the server browser, and remote connection seems to work for some, and not work for others. I also tested to see if this issue was a direct consequence of removing the -ip= parameter. First I left everything as is with the -ip param still removed, but did not boot up my headless clients. No joy. Then I added back in the -ip= param, and all players could freely join again, whether or not I started up the headless clients. Of course, with the -ip tag back in, the headless clients never connected. I tried turning my firewall off, changing rules, etc.. No luck. A little context: I run a full-box, unmanaged dedi from NFO Servers Windows Server 2012 R2 Running the dedicated server branch for the two servers and the normal client with -client for the HCs Steam is running and signed in I assigned the 1st server to ports 2300-2305, and the 2nd to 2310-2315 I have a total of 5 IPs assigned to this machine, and I was originally using the -ip= param to bind the game to a single IP If there's any more information I can provide, please let me know. Any help would be greatly appreciated. Share this post Link to post Share on other sites
TheBigOne_014 16 Posted April 4, 2014 (edited) 1.º put the -ip=x.x.x.x on your startup parameters of your server 2.º restart steam 3.º Make an integrety check (via steam) on your arma3 and arma3 server 4.º Try and see if it works Edited April 5, 2014 by Nuno Basto Share this post Link to post Share on other sites
dburke87 10 Posted April 5, 2014 Unfortunately I've done that to some degree with no luck. Share this post Link to post Share on other sites
tmortensen 10 Posted April 14, 2014 (edited) I've got it working. You need a server side steam account with a global game key (not region locked) You must then create a profile named HC, and on the mission have a playable slot (i.e. a rabbit) on mission named HC then as quoted by Tankbuster: http://forums.bistudio.com/showthread.php?104991-Tophe-s-Arma-Dedicated-Server-Tool-(TADST)&p=2459937&viewfull=1#post2459937 you will need to set up a desktop short cut with the following: "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -connect=localhost -port=2326 -client -nosound -name=HC -profile=HC in the target location of the shortcut. This allows for connection to different server ports, just change the port as appropriate, and the file route IF different on the server. On the server TADST make sure you tick the HC on the first tab to allow it on the server and make it work. The next stage I am working on is the auto start for the actual slot so the HC assigns and 'plays'. In its current state I am server admin moving to the slot and starting the game locking it in. Server @ 50 FPs and 50CPS constant. Find me on TS or steam if needed for further details ______________________UPDATE__________________________ Working on server, auto joining slot, takes first unit placed in mission sqm so ended up taking a bluefor unit and I have just moved it away from base. This can run multiple HC's for multiple server mission ports. Edited April 15, 2014 by tmortensen Share this post Link to post Share on other sites
CaptainGalaxy 10 Posted April 15, 2014 The next stage I am working on is the auto start for the actual slot so the HC assigns and 'plays'. Try to enter this in the unit's init field (Change "Headlessclient" to whatever you HC profile name is) if (profileName == 'Headlessclient') then {selectPlayer this}; ----UPD---- Sorry, didn't see your update, you seem to have figured that out Share this post Link to post Share on other sites
tmortensen 10 Posted April 15, 2014 Ty CaptainGalaxy got it sorted now, just forced it to the starting unit and moved it off to a secret location of invincibility. Share this post Link to post Share on other sites