Arma 3
Werthles Headless Kit v2.3
94 Comments
RED 22 Mar, 2024 @ 11:22pm 
ONE OF MY FAVE MODS SO GOOD
Asmo 9 Mar, 2024 @ 9:43am 
how to disable info right side
Godefroy de Bouillon 8 Nov, 2022 @ 12:53am 
hi were is only your script because ago i can work your script on server mp!
but now u force whith module and client nees have the same?????
ago just script he is realy fonctionnal
thx return ! :-)
DirtyDel 16 Sep, 2021 @ 6:06am 
I'm desperately trying to get this work with TADST. Theoretically, I should be able to start the Wert HC as normal, add the I.P. of the headless client to TADST headless client. Then I would have to successfully add the Wert Server config to TADST, maybe under server side scripting? I can't run a dedicated server without Tadst because I wouldn't be able to successfully configure or maintain a dedicated server without it.
DirtyDel 5 Sep, 2021 @ 9:23am 
Wert, is there any way I can get this working with tadst? I'm struggling
MrK  [author] 30 Aug, 2021 @ 10:27am 
I don't see why not! Most of my testing was done like this.
DirtyDel 30 Aug, 2021 @ 7:42am 
Prior to jumping in to this project, I just wanted to clarify: with the script version, I can use both a dedicated server and headless client on the same machine?
Chan 22 Jun, 2021 @ 4:08am 
Thanks for the answer.:steamthumbsup:
Yes, the CTI is very extensive, many new spawns have happened. There are also many exceptions, very many. Because otherwise the mission will no longer work.
as an example: [true, 30, false, true, 5,3, true, ["West", "East", "WFBE_EASTMHQNAME", "WFBE_WESTMHQNAME", "WFBE_WESTDEFENSES_MG", "WFBE_WESTDEFENSES_GLDE", "WFBE_WESTDEFENSES_GLDE", "WFBE_WESTBEODESFENSES" , "WFBE_WESTDEFENSES_CANNON", "WFBE_WESTDEFENSES_AASAM", "WFBE_WESTDEFENSES_AARAD", "WFBE_WESTDEFENSES_AASYS",
"WFBE_WESTDEFENSES_ATGUN", "WFBE_WESTDEFENSES_MASH", "B_Heli_Transport_03_F", "I_Heli_Transport_02_F", "uns_Mi8TV_VPAF_MG", "O_Heli_Transport_04_covered_F", "B_Heli_Light_01_F", "O_Heli_Light_02_unarmed_F", "vn_b_air_uh1d_02_01", "vn_o_air_mi2_03_01"]] execVM "WerthlesHeadless.sqf";

Interesting that it would do the outsourcing to HC very well.
MrK  [author] 22 Jun, 2021 @ 2:06am 
Hard to tell without seeing the code, but are you running other scripts that run on unit spawn? If there are not a large number of units at play at once, you may not notice much different.
Chan 21 Jun, 2021 @ 10:51am 
SOS
I have already spent xx hours integrating this into my CTI mission. Countless tests and changes made.
It also seems to work very well in debug, including the exceptions.
But there is one thing I have never had, increased performance.
On the contrary, the performance of the server only breaks after 15 minutes, FPS quickly drops to 5. Without this tool, with the same settings, the server remains at 25-30 FPS.
What's wrong?
Server performance is just 15-20% CPU performance, HC with the same PC and network, full connection speed. Server CPU is bored, doesn't even get warm. But why does this HC tool not work, does anyone know this problem?
Aurora 14 May, 2021 @ 7:55am 
Hey Wert,
I am having the same problem as Valr. The HC connects and starts to transfer the units, but then stops on Not-On-HC and the units run on the spot.
I have triple checked the mod names and mod paths, to no avail?
TPM 9 Aug, 2019 @ 4:52pm 
It will work on any map.
:-whiiiit3™ 9 Aug, 2019 @ 2:26pm 
doesn't this HC work on the map "Tanoa"?, i tried a mission on that very map, and the headless client connected to the server, but the AI never got transferd? Then i tried the EXACT same mission again, but on the map "Altis", and then it worked..... have you programmed it not to work on Tanoa?
DJNOOB 30 May, 2019 @ 1:27am 
I've run into the same issue someone else had but didn't get a response. The HC keeps getting kicked for steam authentication failed. Any idea why?
MrK  [author] 2 Mar, 2019 @ 2:11am 
@Valr. TPM No trouble. Thank you for letting me know!
TPM 2 Mar, 2019 @ 1:22am 
@Werthles: Disregard, I had Project Opfor mod named incorrectly in my HC startup bat file. I spend hours trying to figure it out, so sorry.
MrK  [author] 2 Mar, 2019 @ 1:13am 
Thank you for letting me know. I will take a look. Do you know exactly when this would have started to happen?
Please let me know any other details if you come across them.
TPM 1 Mar, 2019 @ 4:52pm 
Both the module and the script version seem to be broke. I have used the module version many times, but now it is not working.

1) HC connects to server fine.
2) Start mission
3) Place Zeus Units
4) Units start to transfer and then the units run on the spot.
5) Debug shows that the units are not on located on zeus, HC or server.
6) I can not delete them or do anything with them unless I disconnect HC.
7) HC works in other mission like Liberation.
MrK  [author] 12 Jan, 2019 @ 11:45am 
Hi ski2060. I think creating duplicated My Headless Kit folders could help you here. I think you may also need to change the shortcut addresses in the secondary Kit folder, as this would have ot be renamed. Sorry if I'm too late...
ski2060 19 Jan, 2017 @ 1:54pm 
Werthles I have a quick question. Is there any way to use Multiple headless clients with different mod lists?
I'd like to have an HC set up for just vanilla play on certain missions or testing, and different HC's for different mission layouts.
I run an experimental server for my unit, and have multiple custom command lines for different missions. Is there some way other than manually changing the mods in the .par file every time I want to use different mods?
Jakes 11 Jan, 2017 @ 10:09am 
Help needed plz, my HC keeps getting kicked for steam authentication. Any suggestion...tried...battleyeLicense=1
Chickens 3 : Tom 1 18 Jul, 2016 @ 10:47am 
@Werthless Yeah, in the meantime I actually talked to the guy in charge of HCs and stuff at BI, he said it was for logical reasons.
MrK  [author] 14 Jul, 2016 @ 3:01pm 
As far as I know, this is just how Arma 3 works. I think this is because a player hosted server has no setup file to configure the allowed HC IP addresses.
Chickens 3 : Tom 1 14 Jul, 2016 @ 12:08pm 
Why can't HC's connect to game clients hosting internet games???
Barbolani 21 Feb, 2016 @ 2:37pm 
Hello!!

I've been doing whet the guide says to build the HC. It's ok when I host a LAN game, but, on the map screen, the HC slot is with the sand clock icon forever.

Im doing it for testing purposes of my mission.

Any tip?

Thanks in advance!!
MrK  [author] 2 Dec, 2015 @ 2:43pm 
Welcome :)
Gontom Elmidex 2 Dec, 2015 @ 12:44pm 
Ah, now it works quite easily. With the debug I see them getting assigned to the HC. And it appears like FPS as client is less affected by them, so it is clear they are assigned away from the Zeus spawning them.

As of now, I just wanted to test it out quick and easy. Makes the Zeus mode more useful for quick missions too.

Thank you :)
MrK  [author] 2 Dec, 2015 @ 10:19am 
Hi Gontom. I would recommend using my module version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=510031102

This works as a usual mod. So you would run the mod on the HC, server and clients. The only other thing you need to do with this version is to place a WHM module in your mission from the mission editor, and configure it as you like (see How To Use on WHM page).

If you use the module version, you need to remember to remove WHK scripts from your mission as well!
Gontom Elmidex 2 Dec, 2015 @ 8:52am 
Hey

Pardon my ignorance, but does this mod, when enabled on server, HC, and clients, work out of the box whilst using Zeus mode to spawn units? The HC seems to work correctly, it connects and is assigned to the correct slot.

I've tested to just run it as is, but I'm really not sure whether it works for me as of yet. Either that, or I don't know the real effect of a HC. I tried creating many AI just to see how FPS was affected. If MCC Sandbox tool reports the correct server FPS, it didnt seem to change much, whilst I got lower FPS on my client. I am unsure what FPS the HC was experiencing though.

Any feedback is appreicated, thanks.
Cleric 6 Nov, 2015 @ 5:01am 
Hey bud, have another question for you. So since I changed from 2302 to 2322 for the game port.. I cant connect with a client on the same machine as the server (yes I already changed the parameter file to 2322). I can however connect from another computer on the same network. its acting like the local host ip 127.0.0.1 isnt the right IP. (its in the config file as well)

Any Ideas?
A Blushing Crow 26 Sep, 2015 @ 9:57pm 
...and also....

B) - general documentatio update to reflect current script version. For example...

Current Set-up .txt file states...

"c) If WH may transfer AIs while they are waiting at trigger-synced waypoints, add a non-overlapping waypoint before it, and sync this to the same trigger. HC transfer causes a temporary desync. "

But version-history/change-notes here on Steam says that as of version 2.2...

"Waypoint duplication workaround no longer required."

(Sorry if I've made a wrong connection here ... I'm assuming "waypoint duplication workaround" here refers to the issue above about units "waiting at trigger-synced waypoints")

Thanks again for this script - looks really useful!
A Blushing Crow 26 Sep, 2015 @ 9:57pm 
Hey! This looks like a really mature/solid script that has been paid a LOT of love by the author. Others in my clan have tested it (good results) and I am about to start using it in my missions (only downloaded yesterday...).

My only suggestions so far would be around documentation. Specifically...

A) it would be really handy to have some doucmented 'tips' for using some of the parameters in the init.sqf more effectively. For example...
Param 1) - in what situations might it be best to use repeating or once-only;
Param 2) - perhaps a suggested time range or tradeoffs that people might need to consider? (what sort of times might be too fast or too slow and lead to unwanted results)
Param 4) - does it matter if Adavanced balancing is "true" but there's only one HC (I assume not, but would be good to make the situation explicit)
Param 5) - as per param 2 - suggested time range and/or considerations
Param 6) - as per param 2 - suggested time range and/or considerations
Cleric 1 Sep, 2015 @ 7:56am 
Okay so that line works but the path has to be the exact path to the battleye folder starting from the letter drive arma is installed on.
Cleric 31 Aug, 2015 @ 8:28am 
Hey thanks a lot man, I'll give it a try! Btw the headless clients have been working great, no crashing or anything on my dedicated server. I had to tweak the config a bit due to an error I was getting but no issues after that. Thanks again
MrK  [author] 31 Aug, 2015 @ 4:40am 
If you open My Headless Kit\Server\ArmA2OA.par, then add bepath="-bepath=BattlEye"; to a new line in the middle of the code, I think this should tell the DS to look for the cfg file in the Arma 3\BattlEye folder. Please let me know if this helps!
Cleric 30 Aug, 2015 @ 10:48pm 
Would be nice to have rcon support, if anyone can think of a solution, I'm all ears..
Cleric 29 Aug, 2015 @ 9:38am 
No luck with that, but when I use another launched for the server that has a battleye folder in the profile directly, it works.. There must be some place to specify a path in the config somewhere.
MrK  [author] 29 Aug, 2015 @ 5:28am 
I haven't set up a custom path for that, so I believe creating a beserver.cfg file in the Arma 3/BattlEye folder should do the trick. However, I've never used this myself.
Cleric 29 Aug, 2015 @ 1:44am 
So i have it all working but... where is the BE.cfg file (if there is one, i have not seen) so i can set the Rcon password?
Yuri Vieira 12 Aug, 2015 @ 6:17pm 
I restarted the server and put the same mission, and mysteriously didn't got "session lost". hehe. But thanks for listening.
MrK  [author] 12 Aug, 2015 @ 2:47pm 
Thanks for letting me know guys. I don't know why this is yet. I haven't been able to recreate this myself yet, if you could send me your missions/mods list this could be a big help.
@Yuri, were you using a larger number of vehicles in your mission than usual? I'll keep looking into this.
Vidar_Odinson 12 Aug, 2015 @ 2:18pm 
Thanks for your previous replies. However, I have had some new issues. They may not be a direct result of your script but maybe you can help me troubleshoot this.

https://github.com/Fullerpj/United-States-Air-Force-Mod/issues/60

Basicly well using certain aircraft from the USAF mod pack players begin to experience extreme desync... the kicker is this only occures when one or more HCs are connected to the server. I am far from an expert when it comes to this kind of stuff but perhaps someone with more knowledge, such as yourself, might be able to find the root cause?
Yuri Vieira 10 Aug, 2015 @ 6:02pm 
Hello, I used the version v1.2 from when it launched, and now I updated to version v2.2 takes the headlessclient session lost every 5 minutes. You know what it is? Happens even when no AI on the map.
MrK  [author] 9 Aug, 2015 @ 3:03pm 
For v2.2, swap the WerthlesHeadless.sqf file from your mission folder with the file from the headless kit (should say v2.2 in the file, at the top). Then, re-save your mission file.
Vidar_Odinson 9 Aug, 2015 @ 2:23pm 
So to ask the question again, what do I need to change to take advantage of your latest update.
Vidar_Odinson 7 Aug, 2015 @ 11:36am 
@Werthles Thanks for the reply.
MrK  [author] 7 Aug, 2015 @ 9:42am 
Hey, WHK v2.1 has no changes to the mission script, so you don't need to change that. I've just added a benchmarking test mission and fixed the "Get HC Unit Counts" code (just an extra debugging thing, if required).
Vidar_Odinson 6 Aug, 2015 @ 4:45pm 
So this maybe a dumb question... As this was updated today what exactly do I need to update in my missions, directory, or whatever?
ian  [author] 17 Jul, 2015 @ 5:38pm 
This video is to show the benefits of using WHK (Werthles Headless Kit) in ARMA 3.
(the 1st video above is no longer available, the new 1 will be up there soon. you may delete this werthles)
https://youtu.be/0-WKHrC661g
MrK  [author] 16 Jul, 2015 @ 3:15pm 
If you want the latest features, you have to download the latest version! :)