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alanford

ZEUS on dedicated, do the clients own spawned units?

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When running a zeus mission on a dedicated server, and spawning units, is the AI simulated on the clients or the server? In other words, who takes the performance hit for creating more units?

So, I created a custom mission, with just one player, and a zeus module. I set it's owner to admin. I loaded the mission up on my dedicated server, logged in with my client, and logged in as admin. I then created some units, and had them fight each other. The server FPS didn't change, but my client's fps nosedived. So, again, does the zeus client do the ai processing?

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It would appear so. I haven't looked at the functions myself, but the ingame behaviour seems to be that the clients are the ones running the units. When Zeus lags, the AI lags. When Zeus crashes, the AI freezes for a moment, then unfreezes and kills you as you start reloading after dumping a dozen mags into the frozen AI. Try doing some magic with setGroupOwner and the clientID of the server to offload some of the processing.

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