So, recently I was just browsing trough forums and I read about Headless Clients and I was like phew that would be a nice thing to have man. So I went straight to the Downloads, gave them a few Tests and decided screw this. I've seen "ARMA 2" Headless Clients using event handlers, that are for arma3 - not even sure, if they actually work in arma2 and then it's a mess (no offence thou, but it was very hard to read trough all that). Well, what Solutions did I have? Making my own one and share it with the Community to improve it to an acceptable Standard.
The following Video (Sound might be loud) shows an Example of the Headless Client
So, what's so Special about this...
Well first of all this works on any Map. Also it works with any Loot Table. Also it works without the need of a player. It has it's own "independent Area" where it interacts in. What I mean with that is, that you won't need to rely on any Functions, as everything that is needed is included. All Variables and Functions work outside of the normal "dayz stuff", as only the Headless Client loads it and it won't overwrite anything. Also it comes with a few features available.
You can fully customize the spawn Ratio between Zombies spawned on Buildings and in Wilderness, for Example you could have 3x as many Zombies in cities You can fully customize the Loot Tables or integrate your existing ones just by changing a variable You can fully customize which modules to use, like animal spawn, wild zombie spawn, building zombie spawn, loot spawn and custom spawn. You can customize which Animals to Spawn You can make AI Shoot at the Zombies You can shuffle the Loot by setting permaLoot to false, as the server clean up will then clean it up and the hc will just re-spawn it. You can ofc set how many zombies / animals / loot piles should max be spawned
For a full List, of available Options see the variablesHC.sqf.
While you have the ability to use all those variables, you can tweak the performance of this. However, the script will only be as good as the code and I'm not perfect. I tried my best to check every tiny bit to make sure nothing ever goes wrong, but there's always that slight possibility. Also I'm not perfect and this is my very first attempt, so if I did something wrong or could've done it better just let me know. Also be carefully, when changing the Script Timers, as a to low value might impact dramatically on your FPS.
This Client is not meant to Tackle the common Problem of a Headless Client joining to early, etc. It is meant to be persistent, reliable and functional. It more a "spawning handler" for various things like the loot. If you want a "perfect" Headless Client this is not the thing you're searching for. This is the Basement of a Script that is living from user Input, user Feedback and user advices. It wants further improving (if possible) and optimizing (if possible). Regardless of the fact, that it is fully Stable you can however do things wrong - I personally have only limited methods to test this Client, while you or other maybe have a large player base that is willing to tackle a new world of Zombies - so.. If you find any Bug or have any more wishes just let me know.
Please prepare for everything, that you'll need:
An Editor of your choice (OK, this was obvious) Your mission.sqm (Located in your MPMissions\DayZ_Epoch_%INSTANCE%.%MAP% Your init.sqf (Located in your MPMissions\DayZ_Epoch_%INSTANCE%.%MAP% Your config.cfg (Usually Located in a Folder called "instance_number_mapName") The Headless Client itself (See also: GitHub - Headless Client)
IF you do NOT have a Headless Client Installed or failed to install it before:
IF you do have a Headless Client installed or managed to do so before:
The Last Step is simply to create a Folder inside your Mission named "headlessclient" (You can ofc define your own paths) and put all the HC Files into that Folder. Edit the Variables if you want to or just hop right into game and start the massacre!
PS: If I was unclear with the Instructions at any point let me know.
Just out of interest I forced the HC to join the wrong slot, to see what happens. Apparently it can be in any slot, it doesn't differ ^^
Apparently some files on Github got broken during the Upload, they have meanwhile been replaced.
As the title says, i'm looking for a stable headless client i can use on my server. I've been looking through the forums for one but they seem to be unstable to be used on a live server Whether it be for zombies, loot, buildings or anything else. Please feel free to contact me by commenting below or adding me on steam. Thanks :)
What is it?
- An admin controlled mission. Admins can, whenever they like, start an Admin Hunt which puts a marker on the admin and tells other player about it using a hint similar to #SEM announcements. If the Admin feels threatened he can call for reinforcements which spawns 3 AI's which will then follow him around.
What is currently included/what are the features?
- Called by any admin specified in the admin list
- Gives players a marker on the map named "Adminhunt: (admin name)"
- Admins can call for reinforcements which spawns in 3 AI helpers.
- Can, at any time, be stopped by the admin who started it.
- Gives players different hints depending on mission status ("started", "called for reinforcements", "stopped" and "admin killed")
- Supports multiple missions run in parallel (each admin can start their own mission)
Why Re-release? What has changed?
the old version was completely client side, which made it much harder to get it to work, with BE filter etc. In this version the AI's spawn serverside. This also includes a better function to get the scroll option to stay.
None, but it is not tested on a server with high player count.
Included in the Readme.
Epoch Anti Hack?
This has been tested and works with Epoch AH.
Still dont get what this is?
(sry about the lag/choppy video, I had my recording settings too high)
Support or questions?
Post a reply in this topic. please don't PM me.
BetterDeadThanZed: for coming up with this great Idea!
KiloSwiss: for creating #SEM. where i got some ideas for AI functions and hints.
rems_be: for having a different solution
The Entire NibbleGaming community: for help with testing, testing and testing. They also helped me alot with testing....