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Everything posted by Werthles
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Werthles' Headless Module (now v2.0!) Fully configurable module to give headless clients control of editor/script/Zeus AI. -->TUTORIAL VIDEO - CLICK HERE<-- Albert is the name of my headless client... Downloads: http://steamcommunity.com/sharedfiles/filedetails/?id=510031102 http://www.armaholic.com/page.php?id=29455 Main features: Easy way to create headless client missions HC Setup and Ignore modules Editor/script/Zeus AIs auto-transferred to HC control AI waypoints/scripts/trigger syncs preserved Splits AIs evenly among multiple HCs 3D Debug Mode Here's Why Headless Clients Are Good: https://www.youtube.com/watch?v=0-WKHrC661g&feature=iv&src_vid=15VK_kNOu6o&annotation_id=annotation_4128809211#t=1m46.4s How To Use: Download the mod and launch Arma 3 with the mod. Edit your mission, adding a WH Setup Module, found under "Headless Modules". Configure the parameters as appropriate for your mission. Add an "Ignore" module if required. Add playable, uniquely named, headless clients. Save your mission as a multiplayer mission. Set up your server and headless clients Play your mission! Players, HCs and the server need to run the WHM mod in order to play. Part 3 of this guide is how I set up dedicated servers and headless clients: Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 Setup Module Parameters: Headless clients to be used Repeating checks for spawned AI Time to wait between repeats 3D debug mode for all or just admins Balance the number of AI units on each HC, and rebalance when uneven Delay between module activation and HC setup starting Time between each HC transfer, to aid stability Initial setup report Phrases the module should ignore when checking AI for the HC (can be whole/part unit names/group names/unit type/synced module name) If certain units need to remain controlled by (local to) the server, simply sync these units to an ignore module. Compatibility When combining with mods that require setup time, try increasing the WHM startup delay or activate the module on a trigger, so WHM setup starts afterwards. ALiVE Compatibility ALiVE Profiles: Attach "WH Setup Module" to a radio trigger (or similar solution), then activate once in game (else profiles do not load or save correctly). ALiVE Support Modules: Give the group a distinct callsign, then add this to the list of units to ignore within the "WH Setup Module".Please let me know if you find an issue with this and any mods. I will list any issues found here. I would like to make this compatible with as many mods as possible! Headless Client Tips: Headless Clients must be set as playable and have a unique name. HCs cannot connect to client internet multiplayer servers, only local servers or dedicated servers. This is because IPs cannot be whitelisted with these servers. HCs can only connect to servers which are passworded. WHM will change the locality of the AI being transferred to HCs. This can interfere with some scripts. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups. See: http://killzonekid.com/arma-scripting-tutorials-locality/ Links For Scripted Version: WHK Setup Guide (For scripted version) https://www.youtube.com/watch?v=15VK_kNOu6o Werthles Headless Kit http://steamcommunity.com/sharedfiles/filedetails/?id=459317544 Werthles Headless Kit Guide http://steamcommunity.com/sharedfiles/filedetails/?id=459917508 WHK Armaholic Download http://www.armaholic.com/page.php?id=28917 Please let me know if there are any problems/things that could be improved, and I'll get to work on it! I'd also love to see this in action. Please link me if you have screenshots/videos!
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save Multiplayer Save and Load v2.1 - by Wert
Werthles posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Multiplayer Save and Load Saves a multiplayer mission in progress to be reloaded later. Downloads: Armaholic Steam Reloads units, gear, vehicles, weather/mission details, waypoints, tasks, buildings, markers, triggers, missionNamespace*, locations, etc... Mod designed for use to save the progress in player-made multiplayer missions. For best results when loading, start the original mission, then load your progress with the UI. Saved mission files are stored in the mod folder, so take care. I believe this is about as good as I can code a save/load mod in SQF. But if you can do better, please feel free to make coding suggestions here! Uses inidbi2 from code34. v2.1 Features - "Fast Save/Load" added. Approx. 30s-3min save duration. Save/Load uses all server processing power until the save/load is complete. (Game will appear frozen!) Fixes - Vehicle fuel is saved/loaded. V2.0 Features - Added Simple/Full Save/Load toggle, for much faster save option, but with fewer details recorded. - Faster load/save syntax. - Compatible with existing save files. - Saves "Things" (including ammo boxes and decorations). Fixes - General coding improvements - "Dead" vehicles do not respawn on load. - Hidden Map Objects - Global Triggers v1.1 Locations and MissionNamespace now saved. Note: missionNamespace items of type "CODE" are not saved, as this would decrease performance or break the process. MissionNamespace items are also not removed, so CODE items can be maintained by loading the original mission before loading your saved game. Known Issues: - Scripts running at the time of save cannot be re-initiated after. Also, full script environment cannot be re-initialised without starting the scripts at the beginning, which is likely to cause more trouble than it is worth. So I recommend loading mission progress whilst in the original mission. - Unit side anomalies reported. - Unit names not syncing globally. Will likely cause issue if scripts require a unit to have a specific name on clients. - Zeus will detach from some players in some instances. Use #adminLogged in Zeus Game Master modules, then re-login as an admin. - Use this code if the action is removed by your gamemode: player addAction ["<t color='#FF5500'>Multiplayer Save and Load</t>",{createdialog "MSLDialog";},[],-999,false,true,"","isServer or serverCommandAvailable ""#kick"""];- 17 replies
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save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am not able to make a script version of this as I am not able to convert the iniDBi2 component of this to a script version. I do not think it can be as it includes .dll files.- 17 replies
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save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah OK, interesting, thanks! I'm not sure it's up to par to go into the game as standard yet though 🙂 (But maybe BI will steal this from me like they stole my Hired Guns 2 and called it Old Man xD )- 17 replies
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I'd like Arma to prioritise running a large custom function until it completes. Can this be done? I don't think this is possible, but thought I should ask!
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Script/Function Priority
Werthles replied to Werthles's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks all. Very interesting and helpful. I think what I need is the isNil approach. I have a function that can take a minute to complete, but if gameplay is interrupted, no big deal. I have tried it and it appears to work! It seems like very bad practice to paste 1000's of lines of code into this, but this looks like the only way. -
save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think the main idea is that you should be able to use this to save a big mission progress on dedicated servers! (mods permitting) 1) I think this will work better if they have joined first, but should work either way. (Please let me know if not) 2) It is designed to remove all vehicles from the MIP then create everything that is kept in the save file. Hope this help.- 17 replies
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save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 2 is available with a number of quality of life improvements. Available now on Steam. Armaholic should update shortly.- 17 replies
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save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This mod should work with just the server and admin running the mod. JIP after loading a mission may not work. Let me know if you run into any issues please.- 17 replies
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save Multiplayer Save and Load v2.1 - by Wert
Werthles replied to Werthles's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for this. I have updated the mod to read items in the missionNamespace as well. Variables set on objects were already stored, missionNamespace was not. I have added a 'disclaimer' above though.- 17 replies
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Hired Guns 2 - (NOW WITH 64BIT OPTION) Mercenary Co-Op Campaign [1-15+]
Werthles posted a topic in ARMA 3 - USER MISSIONS
Hired Guns 2 - Mercenary Co-Op Campaign [1-15+] 64-bit/32-bit Version Steam: Mission File Mod File Armaholic: Mission File Mod File 32-bit only (older version) Steam Workshop Host Mod GDrive: Mission File Mod Main Features: ~100 unique, hand-crafted, story-linked jobs Progress/Gear/Vehicles/Money saves to the host Hire players/AI to unite Tanoa, or just to raid supplies! Other Features: 70 Leader missions, 28 'Personal Jobs' (supply raids and Final Mission), 4 taxis, Interact with voice-acted leaders to lead a mission for them, and hire a team to carry it out, Money-List highscores, Ambient civilian populations to hire for missions, Multiple teams can play different jobs simultaneously, Custom squad-building GUI, Headless client optional (Werthles' Headless Module built in but not essential to run), Alternate units possible for each enemy faction (re-write unit class-lists and rebuild). Backstory In a moment of CSAT weakness, leaders across Tanoa rose up to expunge their CSAT oppressors. CSAT will be back, and in force. The only way to unite Tanoa before their return is to strengthen these leaders against the spectre of anarchy. -- Prologue vid wot i dun -- Mission Style Assassinations, demolitions, total eliminations, deliveries, detonations, escorts, defences, Slowly increasing difficult, Jobs can be taken from any leader, 10 jobs per leader, Respawn at any leader's home once you have met with them, Raid weapon caches, banks, steal vehicles, helicopters, planes with 'Personal Jobs', Cannot pay for more 'hired guns' than you or the Tanoan Leader can afford! Public Server: 37.187.170.40 port 2302 Or search for 'Hired Guns' (Hired Guns 2 - Mercenary Co-Op Campaign - Werthles' Public Server). Host Mod: This required for the host of the mission in order to load/save missions/progress. Game will not work without the host running this! Other players do not need to run this though. Special thanks to: Voice of The Old Man - Johnny Castagneto Voice of The Cult Elder - The Uncertain Man Voice of The Investor - PlantLamp Voice of The Market Protector - Reid Granke Voice of The Slave Commander - Reid Granke Voice of The Rich Man - Reid Granke Voice of The Mine Supervisor - PlantLamp Meatball's RandomWeather2 - Meatball iniDBI - code34 Tester, Adviser, Mission Helper - ian Happy New Year!- 10 replies
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Missing Get Commands for Triggers and Waypoints?
Werthles posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I am missing commands to get the following details via scripts: Triggers: Server Only, Effect Condition and effects Waypoints: Condition, On Activation, Effect Condition and effects Thanks in advance! -
Missing Get Commands for Triggers and Waypoints?
Werthles replied to Werthles's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. I am trying to build a mod that would want to read this things about a player's mission, so I cannot create the triggers/waypoints myself. -
Hired Guns 2 - (NOW WITH 64BIT OPTION) Mercenary Co-Op Campaign [1-15+]
Werthles replied to Werthles's topic in ARMA 3 - USER MISSIONS
Also, the 64-bit version is here! Steam: Mission File Mod File Armaholic: Mission File Mod File How to upgrade your progress from 32->64-bit- 10 replies
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Hired Guns 2 - (NOW WITH 64BIT OPTION) Mercenary Co-Op Campaign [1-15+]
Werthles replied to Werthles's topic in ARMA 3 - USER MISSIONS
Hey, the hiring system on "u" or the options wheel is the custom grouping system I made. You need to aim at the person you want to hire/join, then press "u" or use the mouse wheel "options". This should then make sure your progress is updated too if you complete a mission for another player.- 10 replies
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Hired Guns 2 - (NOW WITH 64BIT OPTION) Mercenary Co-Op Campaign [1-15+]
Werthles replied to Werthles's topic in ARMA 3 - USER MISSIONS
Yea, I've added a couple of links to download this from Google Drive. I'll try to get the Armaholic links sorted soon. Sorry for the wait!- 10 replies
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There isn't. Not sure why you want to do this but maybe you could turn off repeating, so units are only sent to the HC once, and increase the start delay. Or maybe make the repeat delay huge. The graphical debug is the only thing that can slow performance in my experience.
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When I made this, TADST didn't write HC settings correctly, so I made the headless kit as a stand-alone one-size-fits-all thingamajig. If the headless and server are on the same machine, the settings shouldn't need changing. I have seen some occurrences of random behaviour, but nothing that hasn't been solved by restarting the server/HC. I know editing the mission while a HC is connected can break the HC. This isn't a WHM issue though afaik. The debug menu sometimes didn't appear in some respawn modes, I hope this is fixed now. Hope this worked out for you! Should work just by running the mod, once the module setup in the mission file is done. In WHM I've gone to great lengths to try to make sure waypoints, trigger syncs etc are preserved. This takes a moment for each group. Basic transfers often cause AI held at waypoints to ignore a trigger condition and proceed to the next point. Also, high speed AI transfers can cause desyncs and unit de-robing, which, while funny, I wanted to eliminate from my releases. A small pause seemed to do the trick. Maybe BI have fixed this bug. 'Simple Balancing' may improve performance, especially for a single HC. Can't remember the exact fix, but I think it's either: the HC ip isn't listed in the servers config files, the HC/server need to be restarted as the mission file needs to be re-transfered to the HC. HC/server restarts fix most things. Also, alt-tabbing away from the game during loading can break things sometimes. It's just me working on this. If anyone else would be willing to help support this, please get in touch!
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BTW, I'd love to see some pictures/videos of this project in action! Please feel free to link me!
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Hi there. The password and other settings can be changed in: My Headless Kit\Headless Client\ArmA2OA My Headless Kit\Server\ArmA2OA Delete the word: arma from both files but leave all other punctuation. Check you are launching your HC with the same version of CBA. Check the mod line of these same two files. No idea why your guy was flying sorry! FPS really shouldn't be affected by this mod unless debug mode is switched on. High numbers of AI on the screen can hit your FPS even if they are controlled by the HC. If it really is WHM, please try the following: increase the repeat delay time or turn off repeated checks, disable debug mode altogether, use the simple AI balancing mode. Hope this works for you.
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I'll go mad if I update both at once, as they are slightly different systems. Once I'm finally satisfied with the mod version, I'll see about updating the script. Not yet! Please let me know if there are further issues!
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I've just updated WHM to version 2.0 with some new features! - Option to offload AI to server, - Option to not load any debug functionality for a small performance improvement, - Option to use WHM for debugging only, - Memory leak fixes, - Empty group cleanup now on HCs as well as server, - Various algorithm efficiencies, I've tried to fix the issues raised here with this update too. Not sure how successfully yet though... Hey 42nfl19, I've tried to fix this issue by creating better 'dummy waypoints' for the AI to hang out at during the transfer. I think some poor code made things go bad for you. I'll have to look into this further if v2.0 doesn't fix this. I'm hoping my code clean up has fixed this. If it's not fixed, it could also be another BI issue :/ Thanks for this, I have now included frequent empty group deletion on the HCs. I believe the HC would have been amassing empty groups during your game.
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Thanks GOON951, I've had a look at this and I believe I have fixed this issue. Multiple syncs from a trigger to waypoints should work properly now too. The module can be set as "repeating", so depending on the repeat delay, units will be passed to HCs faster or slower. New units spawned in will be picked up. WHM used to be compatible with ALiVE 0.9...., I haven't tested it since it went 1.0. Check out the front page for the 2 things to be aware off when combining with ALiVE.
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OK, sorry, it could well be a bug. To create an action for yourself, you can enter this into the debug console: WHKAction = player addAction ["<t color='#C67171'>Toggle WHM Debug",{[(_this select 3)] call Werthles_fnc_WHKDebugAddAction;},_debug,-666,false,true,"",WHKCondition];