i3lackoutHD Posted August 29, 2016 Report Share Posted August 29, 2016 I installed a headless client on my server. Ai is spawning but lagging hard. It takes lots of minutes that the ai see any player... Some Server Infos: Processor: i7-3770 RAM: 16 GB Graphic-Card: None Sorry for my english but i hope that anyone could help me. Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 30, 2016 Report Share Posted August 30, 2016 16 hours ago, i3lackoutHD said: I installed a headless client on my server. Ai is spawning but lagging hard. How did you 'Install a headless client' Do you have the HC near the AI? Also how are you spawning AI? i3lackoutHD 1 Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 30, 2016 Author Report Share Posted August 30, 2016 3 hours ago, Joshyy said: How did you 'Install a headless client' Do you have the HC near the AI? Also how are you spawning AI? The Headless Client connect like a normal player... (but as civilian). The AI is spawning via mission script. (e.g. DZMS edited) My init: if (!isServer && !isDedicated && !hasInterface) exitWith { <HC Init> }; The Epoch "Server" and the HC are on the same maschine. Edit: HC is spawning on top of the map. I read something about that the HC must be near the ai. Thats possible? If you need more Infos feel free to ask me :) Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 30, 2016 Report Share Posted August 30, 2016 You can create a separate slot for the HC and set the position via the mission.sqm or you can set the position with it if (!isServer && !isDedicated && !hasInterface) exitWith { _hcsetpos = player setPos _missionposition; }; now you can make the mission position a public variable from DZMS and call _hcsetpos when a new mission spawns so that the HC can be near the mission. How are you offloading the AI to the HC? i3lackoutHD 1 Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 30, 2016 Author Report Share Posted August 30, 2016 17 minutes ago, Joshyy said: You can create a separate slot for the HC and set the position via the mission.sqm or you can set the position with it if (!isServer && !isDedicated && !hasInterface) exitWith { _hcsetpos = player setPos _missionposition; }; now you can make the mission position a public variable from DZMS and call _hcsetpos when a new mission spawns so that the HC can be near the mission. How are you offloading the AI to the HC? Offloading means remove the ai? Then deleteVehicle. Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 30, 2016 Report Share Posted August 30, 2016 Offloading as in transferring the control of AI to the headless client? or are you directly spawning missions via the HC? Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 30, 2016 Author Report Share Posted August 30, 2016 2 hours ago, Joshyy said: Offloading as in transferring the control of AI to the headless client? or are you directly spawning missions via the HC? Directly. Update: HC is working for ai now... but must be near the ai. There no way that i can spawn ai at multiply locations? Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 31, 2016 Report Share Posted August 31, 2016 So are are you just running the DZMS via your missions and running everything DZMS related on the HC? Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 31, 2016 Author Report Share Posted August 31, 2016 2 hours ago, Joshyy said: So are are you just running the DZMS via your missions and running everything DZMS related on the HC? Yes, but problem is that I can just spawn only one mission at the time. Cuz the HC must be near the ai or they lag. Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 31, 2016 Report Share Posted August 31, 2016 Yeah i always had lots of problems like that with HC's and lots of battleye issues. I'm not entirely sure how the current servers that run HC's actually work but i gave up on it. Either way you shouldnt need a HC to control the stuff on your server if you do you must have too many scripts or too many objects in your DB. My server sits at 17-20 FPS (60 players online) with 3k objects in my DB and running 2 missions at once. Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 31, 2016 Author Report Share Posted August 31, 2016 4 minutes ago, Joshyy said: Yeah i always had lots of problems like that with HC's and lots of battleye issues. I'm not entirely sure how the current servers that run HC's actually work but i gave up on it. Either way you shouldnt need a HC to control the stuff on your server if you do you must have too many scripts or too many objects in your DB. My server sits at 17-20 FPS (60 players online) with 3k objects in my DB and running 2 missions at once. 3 Missions at once +1 extra. SectorFNG, Skalisty Island. Server fps are ~6 (50 Players Online). Too much at once? Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 31, 2016 Report Share Posted August 31, 2016 Yes too much what sort of scripts do you run? Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 31, 2016 Author Report Share Posted August 31, 2016 14 minutes ago, Joshyy said: Yes too much what sort of scripts do you run? AI Mission scripts. Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 31, 2016 Report Share Posted August 31, 2016 Is that all you have on your server AI mission scripts? Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 31, 2016 Author Report Share Posted August 31, 2016 7 minutes ago, Joshyy said: Is that all you have on your server AI mission scripts? 3+1 AI Missions at once, 3 AI Bases, Custom Objects, Epoch Events. Currently Im at work. If you want a full list I will write you later. Link to comment Share on other sites More sharing options...
0 Joshyy Posted August 31, 2016 Report Share Posted August 31, 2016 Okay, your server fps shouldn't be that low unless you have bad hardware or a database with over 7k objects? Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted August 31, 2016 Author Report Share Posted August 31, 2016 Hardware isn't bad... i7-3770, 16GB RAM 6,211 Vehicles/Objects. Link to comment Share on other sites More sharing options...
0 Joshyy Posted September 3, 2016 Report Share Posted September 3, 2016 On 01/09/2016 at 0:22 AM, i3lackoutHD said: Hardware isn't bad... i7-3770, 16GB RAM 6,211 Vehicles/Objects. Ahh well good luck finding whats wrong might just be epoch :D Have you noticed higher fps running DZMS via a HC? Link to comment Share on other sites More sharing options...
0 i3lackoutHD Posted September 3, 2016 Author Report Share Posted September 3, 2016 1 hour ago, Joshyy said: Ahh well good luck finding whats wrong might just be epoch :D Have you noticed higher fps running DZMS via a HC? Not tested jet cuz can only spawn only 1 mission via HC. Link to comment Share on other sites More sharing options...
Question
i3lackoutHD
I installed a headless client on my server. Ai is spawning but lagging hard.
It takes lots of minutes that the ai see any player...
Some Server Infos:
Processor: i7-3770
RAM: 16 GB
Graphic-Card: None
Sorry for my english but i hope that anyone could help me.
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