Headless Client Setup

  1. ‹ Older
  2. 8 years ago

    Sorry coffee has failed me this morning (and there was a huge hockey trade today). Didn't realize this was for the HC.

  3. Edited 8 years ago by HeroesandvillainsOS

    LOL! No problem. I fixed the title. And Dixon's instructions are relatively straight forward.

    So other than doing that, and adding HC via game logic in the editor, is there anything else I need to do? Any module setting that needs to be adjust or anything else at all?

    Also, which IP address does the server.cfg need? The external one you'd find on whatsmyip.org that's registered with War Room? Or my internal IP instead?

    3. In your "server.cfg", scroll down until you see "headlessClients[]={};" and insert your IP address in between the curly brackets in string format like so...

    headlessClients[]={"127.0.0.1"};

  4. For module settings, the only one is just the AI locality option (located in either ALiVE Required or Virtual AI System)

  5. If the HC is on the same machine you can use 127.0.0.1

  6. Depending on how you setup your server setup is 127.0.0.1, localhost, 192.168.1.1 could all be acceptable. If you touch your IPv4 settings, your local network settings, or your Default IP settings we can't help you.

  7. Edited 8 years ago by HeroesandvillainsOS

    @SpyderBlack723 For module settings, the only one is just the AI locality option (located in either ALiVE Required or Virtual AI System)

    So to ensure that a mission is headless client capable, it's just the one option that needs to be turned on in the ALiVE Required Module and that's it? No other modules (including BIS modules) required?

    I'm about to release some missions and want to make sure the option is available for those who want to use it.

  8. I believe so, if I'm remembering correctly, all of the other modules do it automatically.

    I don't use headless client myself, but I also believe you need to place down a headless client entity through the

    (right-hand side menu in EDEN)
    Systems >> Logic Entities >> Virtual Entities >> Headless Client

    menu tree

  9. @SpyderBlack723 I believe so, if I'm remembering correctly, all of the other modules do it automatically.

    I don't use headless client myself, but I also believe you need to place down a headless client entity through the

    (right-hand side menu in EDEN)
    Systems >> Logic Entities >> Virtual Entities >> Headless Client

    menu tree

    Right. That makes sense. So flipping it on and adding the BIS module.

    I actually don't really intend on using it either but I want people to have that choice. Would allowing HC like this in the mission work ok if people choose to not use it? The AI is programmed to use it if it's there and not use it if it's not there I take it?

    TLDR: Will a mission with HC allowed play ok if you're not using a HC?

  10. Edited 8 years ago by SpyderBlack723

    Yes, it should fall back to keeping AI on the server if there are no HC's connected.

  11. Edited 8 years ago by HeroesandvillainsOS

    So for the Headless Client module, do any of the parameters need to be changed. There's really nothing there. Under System Control there are checkmark boxes (all blank) for Player, Playable and Role Description. The hints don't really seem to apply so it feels like they should stay unchecked. Do I need to do anything with the module at all?

    It just seems too simple. Just turning it on in the ALiVE Required module and plopping down a blank HC module. I'm not used to things being this easy. :)

    Obviously this won't take care of actually starting the HC on my PC but as far as the mission itself goes, is that it?

  12. I have no idea, I would assume you just place it down as is.

  13. Yep that's pretty much it. Much easier than the hours of setup and troubleshooting it was to get HC working in A2.

  14. Friznit

    24 Mar 2016 Administrator

    Yes. Plop HC module, make it playable, start mission and your HC will autojoin. Only admin can see the HC. Players can't.

  15. @Friznit Yes. Plop HC module, make it playable, start mission and your HC will autojoin. Only admin can see the HC. Players can't.

    So I need to check the playable box, yeah?

    And like Spyder said, it's ok to have it playable in the mission and NOT use a HC? I want to make sure it's a choice and not mandatory.

  16. Yes ALiVE will auto-detect a connected HC and adjust accordingly (HC must be connected to proper slot at mission start).

  17. @SavageCDN Yes ALiVE will auto-detect a connected HC and adjust accordingly (HC must be connected to proper slot at mission start).

    I take it the last part will make more sense if I ever figure out how to set up the HC bat file and try to launch one myself. Lol

    Thanks Savage.

  18. Ugh. Sorry for the redundant questions. This is all explained in the post Dixon made (that AuTigerGrad linked) up top. Sorry to bother you guys. All my answers were a few posts up.

  19. No worries... I think now the HC auto connects to the correct "Virtual Entities" slot in the lobby.. .in the past you'd have to manually (as admin) place the HC in the proper slot.

  20. I use it in all of my missions. Easy to use.

    1. Make sure you have a properly set up Headless client on server
    2. Add virtual entity-headless client in editor to mission. Make it playable
    3. Set virtual AI to go to Headless client in module.
    4. Start up mission and start up headless client on server
    5. HC should connect automatically
  21. Edited 8 years ago by HeroesandvillainsOS

    @AUTigerGrad I use it in all of my missions. Easy to use.

    1. Make sure you have a properly set up Headless client on server
    2. Add virtual entity-headless client in editor to mission. Make it playable
    3. Set virtual AI to go to Headless client in module.
    4. Start up mission and start up headless client on server
    5. HC should connect automatically

    Using TADST (I know you're familiar with it), just to clarify...

    Where is the .bat file supposed to be located. In my mission root? And do I need to do anything within TADST itself (such as checking the HC box or any of that)?

    Pretty sure I did it right in the mission itself so at least that's good. I see the virtual entities box on the player select screen so I think that means I'm half way there. Kinda curious now to see if I gain any frames.

 

or Sign Up to reply!