Arma 3
101 ratings
Werthles' Headless Module
2
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
Mod Type: Mechanics
File Size
Posted
Updated
253.335 KB
31 Aug, 2015 @ 12:55pm
17 Oct, 2020 @ 9:24am
16 Change Notes ( view )

Subscribe to download
Werthles' Headless Module

In 1 collection by MrK
Werthles Headless Kit Collection
4 items
Description
-Easy way to create headless client missions, now V2.0!
-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


V2.0 Features:
- Option to offload AI to server as well as/instead of HCs,
- Option to not load any debug functionality for a small performance improvement,
- Option to use WHM for the debugging option only.

Headless client: Arma game copy that just plays AI units. HCs can process AIs on separate machines, so servers can handle 100s more AIs with human players.

Albert is the name of my headless client (first picture)...

How To Use:
1) Download the mod and launch Arma 3 with the mod.
2) Edit your mission, adding a WH Setup Module, found under "Headless Modules".
3) Configure the parameters as appropriate for your mission. Add an "Ignore" module if required.
4) Add playable, uniquely named, headless clients.
5) Save your mission as a multiplayer mission.
6) Set up your server and headless clients.
7) Play your mission!
8) To access the visual debug, you need to be logged in as an admin (not just voted in).

For details on how I set up headless clients, see part 3 here:
Werthles Headless Kit Guide

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

Sync units to be controlled by the server to the Ignore Module. Sync the setup module to HCs you want to use (or sync none for all HCs to be used).

This is the module version of WHK HC script.

Headless clients and players will need to run this mod as well as the server in order to play WHM missions. Script version included in mod files, under "Mission Scripts", or see: WHK.

Compatible with ACE, UPSMON, any unit/skin mod, etc! When combining with mods that require setup time, increase the WHM startup delay, so WHM setup starts afterwards.

ALiVE Compatibility
ALiVE Profiles:
-Sync "WH Setup Module" to a radio trigger (or similar solution*), then activate once in game (else profiles do not load or save correctly).
*Suggestion from Diveyez:
Sync an 'Activation Anybody Trigger' to the WHM Setup Module and Stick the Headless Client Logic Entities and Playable Character Slot Units Inside of the Trigger so it activates when either a headless client (just for -autoinit), or a player loads into the game.
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.
-WHM will "change the locality"[killzonekid.com] of the AI being transferred to HCs. This can interfere with some scripts and mods. If it does, you can use the "Ignore" module to stop WHM from giving the HC control of individual groups.
-If your mods remove the action for logged in admins to view the WHM debugger, you can try to add this back using a command like: player call Werthles_fnc_WHKDebugAddAction;
-Other mods can also break the functionality of this mod. I have done all I can to make this process leave your missions unaltered, but loading AIs off of the server in this way will affect unit locality, and will make some unit/script/mod behaviours change, as not all mods are designed to work alongside a HC manager.

Links For Scripted Version:
WHK Setup Guide (For scripted version)
Werthles Headless Kit
Werthles Headless Kit Guide
WHK Armaholic Download[www.armaholic.com]

If this helps you out, please leave a thumbs up!
Popular Discussions View All (3)
4
11 Mar, 2021 @ 2:32pm
Issue Report
Nebel
0
10 Nov, 2022 @ 9:08am
Just Looking For Helpful Info
Sneakyamr
0
8 Aug, 2021 @ 9:28am
AI Transfer Issues
Kusanagi
212 Comments
ZodiacFoxtrot 25 Jan @ 3:13pm 
It says connecting but never says "connected" doesn't work for me idk why
4spooked 5 Nov, 2024 @ 3:16pm 
hc wont connect, please help
Flightborn 22 Aug, 2024 @ 3:02am 
A true life saver for dedicated server hosts.
Currently getting 5~7 FPS increase per HC!
MrK  [author] 17 Aug, 2024 @ 8:26am 
If it is not appearing, run this script as an admin
player call Werthles_fnc_WHKDebugAddAction;
GRIM 17 Aug, 2024 @ 7:06am 
how do you view the debug?
Rowdied 18 Nov, 2023 @ 11:56am 
Cant get this to work with CDLC's. Is there a trick to get them to work?
Illu 6 Oct, 2023 @ 2:24pm 
how to allow Zeus (not admin) players to view the WHM debugger?

player call Werthles_fnc_WHKDebugAddAction; doesnt work
MrK  [author] 18 Jul, 2023 @ 11:01am 
It will depend on the mod. If the other mod is not designed to work with headless client unit transfers, it may cause issues.
Tonno RioMicker™ 🦔 17 Jul, 2023 @ 6:53pm 
Can it be used with any mods, just by following the tutorial steps or do I need to change parameters in the server config?
Green-Bread 17 May, 2023 @ 5:06am 
Is this better or Zulu Headless Client better?