Arma 3
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Send Curator Units to Server
   
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Data Type: Mod
File Size
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37.393 KB
19 Mar, 2016 @ 3:08am
1 Change Note ( view )

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Send Curator Units to Server

Description
Zeus is a very useful and convenient tool in Arma3 game-play. However, you may be surprised to know that in multiplayer, Zeus placed soldiers and vehicles are not "local to server", which means the AIs and physics of Vehicles are not calculated in the powerful (probably dedicated) server, but in Zeus's computer, thus making a prelonged net traffic chain of Zeus -> server -> other players. As more squads and vehicles are placed, either the lag of Zeus or the insufficency of net brand will cause lags and desync (yellow/red chains) to all players.

This tiny mod here is aimed to solve the problem for community groups who enjoy using of Zeus as well as having a dedicated server. It provides a useful function in Zeus Interface.

By pressing the key F10, the currently Zeus selected squad will be sent to server for calculations.

By using this mod, my group ([CHS] 75thRangers) have considerably reduced the lag in Zeus-directed missions, and pushed the battle scenes from ~ 50 AIs to 200 + AIs with multiple hostile air/armour units.

Note for Zeus:

Understand how the mod works:
This is done by deleting the original squad leader, let the server spawn a squad leader of similar type at his location, then let left squad members join the "new" squad leader, making use of Arma 3's net rule of "AI units are local to their squad leaders". For vehicles and vehicle squads, I had to use certain trick to do the job. If the squad leader AI is inside a vehicle, the vehicle itself has to get deleted and replaced by a server spawned one.


Note that while this mod is rebust and easy to use, some special use instructions should be noticed:

1. Do not press F10 repeatedly. Press and wait for serverside's feedback to show up.

2. Do not select too many "script-based" AI squads and press F10 at a single time. Vanilla soldiers are not affected, since they do not use scripts. But in some mods, like RHS and UNSUNG, some init scripts run on certain types of soldiers to decide their correct uniforms and weapons. If you send too many squads of AIs to server at a single time, and if these AIs take scripts to get properly armed, there's a random chance that some AI squad members get naked.

Sending them squad by squad, however, is 100% safe.

2. For vehicles (armored vehicles, cars and static weapons) and vehicle squads, send them to server first, before starting "carefully placing them to subtle positions".

Press F10 to send the vehicle / vehicle squad first, then start placing it/them manually.

3. Do not press F10, if an AI squad leader bears important scripts to run / varname to make mission flow run correctly.

Remember he gets deleted and "replaced" by a server-spawned one, and the new one doesn't inherit his script / varname at current time.

That's all. Hope your group enjoy the reduced lag and thus larger battle scales in Zeus-directed missions as much as we do!

10 Comments
PFC Ryan Calvin 10 Oct, 2023 @ 12:31pm 
Does this mod still work?
gpgpgpgp1234  [author] 22 Mar, 2018 @ 9:33am 
Both Zeus and server must have the mod. And last week it still seems to work,
Jakes 22 Mar, 2018 @ 9:09am 
can this be run aoptional mod for Zeus player?
SycHolic 22 Mar, 2018 @ 8:22am 
coolies I take it even though you havent posted updates in awhile it still works? (not that zeus really has changed much in the past few years either but... rather ask)
gpgpgpgp1234  [author] 22 Mar, 2018 @ 6:53am 
@Sycholic Server takes over AI units running on a player's computer once he/she disconncets. The same goes for Zeus placed units (by vanilla default, running on Zeus's computer until he disconnects).
SycHolic 22 Mar, 2018 @ 1:02am 
This is a old mod does Zeus still work like this? and if it does what happens when a zeus disconnects or gets kicked from BE timeouts? Ive noticed AI seem to freeze for a bit but then get active again.. is that cuz the server choking on moving all the AI control to the server side since the zeus isnt connected anymore?
Jakes 7 Feb, 2017 @ 11:55pm 
oo ok i always assumed remove from zeus is like giving the units to the server.... but i hear you.

Ok so for the feed back is it text that pops up or a audible sound?
gpgpgpgp1234  [author] 7 Feb, 2017 @ 5:10pm 
Sending units to zeus is different from removing items to zeus.
By default, zeus sapwned units are "local to zeus's client", which means all these units' AI and damage calculations are handled on spawner's PC. Upon on every performance lag / unstable network connection between zeus's computer & the server, those units flash back and forth or temporarily become static and invincible. To improve the situation, sending zeus spawned units to sever makes them "local to the server", which means calculation is handled by server, which is faster and saves unnecessary network comms. This is especially helpful when you're using a good dedicated server, which can then handle hundreds of zeus spawned AIs fighting, with no clients feel lagging.
Upon a successful sending, the mod will give zeus a feedback.
Jakes 7 Feb, 2017 @ 2:53am 
hi gp, thx for this...does this work similar to remove items from zeus. also how do i know it has worked as in it has send the units to the server

Is there some visual que
FeuerGolem® 21 Nov, 2016 @ 9:50am 
for me thats not gonna be a problem im zeus and server xD