WurschtBanane 11 Posted September 10, 2017 I have made a Zeus Mission. Now i want to have a script/eventhandler that automatically changes the owner of EVERY AI unit i spawn to Headlessclient, which i called HC. I am doing this for performance reasons. I have been looking, but i havent found anything, except for this https://gitlab.gruppe-w.de/Missionsbau/W-Zeus/tree/master/Zeus/components/headless ... but i have no idea how to implement it. Share this post Link to post Share on other sites
pierremgi 4927 Posted September 10, 2017 Did you read this ?: https://community.bistudio.com/wiki/Arma_3_Headless_Client There is a good tuto, first link of in prerequisites. Share this post Link to post Share on other sites
WurschtBanane 11 Posted September 10, 2017 I know how a HC works and how to spawn AI on an HC, but i need an eventhandler or something that transfers AI automatically when i spawn it with Zeus. Share this post Link to post Share on other sites
M1ke_SK 230 Posted September 10, 2017 28 minutes ago, WurschtBanane said: I know how a HC works and how to spawn AI on an HC, but i need an eventhandler or something that transfers AI automatically when i spawn it with Zeus. use eventHandlers and put your "moveToHCscript" code there. https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorGroupPlaced https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#CuratorObjectPlaced Share this post Link to post Share on other sites
Capwell 16 Posted September 10, 2017 I don't think that's possible via Zeus. Would be possible via editor through predefined scripts. https://community.bistudio.com/wiki/createUnit https://community.bistudio.com/wiki/BIS_fnc_spawnGroup Quote Spawn a Stryker MGS Platoon at marker "tankSpawn": [getMarkerPos "tankSpawn", side player, (configFile >> "CfgGroups" >> "West" >> "BIS_US" >> "Armored" >> "US_MGSPlatoon")] call BIS_fnc_spawnGroup Just done some searching found this: Share this post Link to post Share on other sites
WurschtBanane 11 Posted September 10, 2017 51 minutes ago, M1ke_SK said: use eventHandlers and put your "moveToHCscript" code there Okay, so i will put this addEventHandler ["CuratorGroupPlaced", "SOMECODETHATCHANGES THE GROUP OWNER TO HEADLESSCLIENT"] into the init of the game master module. But what is the code? Im sure it has something to do with https://community.bistudio.com/wiki/setGroupOwner Share this post Link to post Share on other sites
WurschtBanane 11 Posted September 12, 2017 I found out that when a Zeus places AI, it gets offloaded to him, meaning that his PC has to handle all of that. This thread has just appeared on the forums, which is based on the same issue. Any help would be appreciated. Share this post Link to post Share on other sites
Capwell 16 Posted September 17, 2017 I found out that when a Zeus places AI, it gets offloaded to him, meaning that his PC has to handle all of that. This thread has just appeared on the forums, which is based on the same issue. Any help would be appreciated. No wonder, I used to get 24 FPS. :D Share this post Link to post Share on other sites