Headless Client – Arma 3
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* what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that | * what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that | ||
=Feedback= | |||
http://forums.bistudio.com/showthread.php?183918-Dedicated-Client-Headless-Client-feedback-(dev-branch) | |||
[[Category:Arma 3]] | [[Category:Arma 3]] | ||
[[Category:Arma 3: Tutorials]] | [[Category:Arma 3: Tutorials]] | ||
[[Category:Arma 3 Multiplayer]] | [[Category:Arma 3 Multiplayer]] |
Revision as of 15:04, 3 October 2014
Headless Client Overview
- headless client is used to offload AI calculation from server
- headless client is integrated into game client and dedicated server executable (WIndows and Linux, use -client parameter)
- server doesn't allow to connect arbitrary headless client because headless clients are not verified on Steam, so server.cfg contains list of allowed headless clients IPs
headlessClients[]={"xxx.xxx.xxx.xxx", ...}
- mission needs to be changed a little to support headless clients:
- extract AI to separate AI script
- edit init.sqf to execute an extracted AI on headless client
- place headless client unit
- in scripts the headless clients may be identified by its name, multiple headless clients are supported
- next sections will show you how to use Headless Client
Prerequisites
- read these tutorials (at least the first one):
Prepare mission for Headless Client
- create ai.sqf script that will spawn AI on headless client (see http://dl.dropbox.com/u/6920345/HC_tutorial/hc_tutorial.pdf)
- add Headless Client entity to map:
- add a regular unit (player, ...)
- then you can insert Headless Client unit:
SIDE: Game Logic, CLASS: Virtual Entities, UNIT: Headless Client, CONTROL: Playable, NAME: somename
- don't forget to set NAME property, the name will be used to identify headless client in the scripts and it is used to connect headless client to proper headless client slot
- each Headless Client unit will add one headless client slot, mission may contain multiple Headless Client units
- update init.sqf to offload AI to Headless Client, to execute AI on Headless Client add these lines to init.sqf:
playerName = name player;
if(playerName == "hc") then {
// execute extracted AI on headless client named hc
execVM "ai.sqf";
}; - put packed mission into mpmissions folder
Server
- add headless client IP address into server.cfg (you can use more than one address):
headlessClients[]={"xxx.xxx.xxx.xxx", "xxx.xxx.xxx.xxx", "xxx.xxx.xxx.xxx"}
- to run Arma3 Dedicated Server use one of these commands:
Windows: arma3server.exe -config=server.cfg
Windows: arma3.exe -server -config=server.cfg
Linux: arma3server -config=server.cfg
Headless Client
- to run Arma3 Headless Client use one of these commands:
Windows: arma3server.exe -client -connect=xxx.xxx.xxx.xxx -name=hc -password=yourpass
Windows: arma3.exe -client -connect=xxx.xxx.xxx.xxx -name=hc -password=yourpass
Linux: arma3server -client -connect=xxx.xxx.xxx.xxx -name=hc -password=yourpass - your client will be automatically connected to the headless client slot with the same name
- you can run arbitrary number of headless clients on the same machine
Overview of running options
- Main game executable (windows only)
arma3.exe
arma3.exe -server
arma3.exe -client - Windows server executable
arma3server.exe
arma3server.exe -client - Linux server executable
arma3server
arma3server -client
GUI
- Headless clients can be seen in the Role assignment display when creating a MP game
- If you are admin (host)
- You will see HCs listed in the Players list on the right
- You will see a category called Virtual (it can contain both Zeus and HCs) on the left
- Note: HCs are automatically assigned to their slots
- If you are normal player
- You won't see any HCs anywhere
- You won't see any Virtual category (if the mission contains Zeus then there will be Zeus category)
- If you are admin (host)
- In-game UI
- HCs are listed with other players only if you are admin (map, tasks, kill statistics, ...)
Known issues
- Does not support BattlEye yet
- what needs to be somewhat tested/determined/improved/changed is disconnect & reconnect of HC and all related to that