武装突袭3

武装突袭3

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ZISHC
   
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Data Type: Mod, Server
Mod Type: Mechanics
文件大小
发表于
更新日期
10.322 KB
2016 年 3 月 6 日 下午 9:16
2016 年 3 月 14 日 下午 4:44
4 项改动说明 ( 查看 )

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ZISHC

描述
Zeus Integration with Servers and Headless Client aims to transfer all spawns from Zeus, and distribute onto server and headless clients, as well as automatically allow other zeus users to see and edit units placed down. This is all accomplished without any overhead. Everything is handled with EventHandlers, so no messy, constantly running scripts. This mod is designed to be run on server, headless clients, and clients to function properly. Will work with no headless clients, or however many you manage to connect. Will also work with non-dedicated servers.

Features:
Adds all players to all curators on respawn
Transfers vehicles/units/groups placed by curator to server/headless client
Adds placed vehicles/units/groups to all curators
Server keys

Plans:
The intention of this mod is to allow units, such as 72nd Airborne Division that I am apart of, to use Zeus on servers more efficiently. The idea is to allow even more players to join the server with even more AI, with less of a performance impact.
- Plan to add configuration to allow weighted spawns. IE, twice as many units being spawned on headless clients than the server.
-Plan to add configuration to allow weighted spawns on clients. IE, all clients connected to server will handle 1 AI, when server and headless clients may be running 10 AI each. This will mean more people connected to the server, the better it will run

Known Issues:
-Will not add or transfer units placed by init scripts on various modifications (likely will not support this as it is not a standard way of spawning units)

Debug:
Put this in a debug console and use global execute if you want to get a readout of how many things are spawned on servers/headless clients

[] spawn {
if (!hasInterface) then {
_count = 0;
{
if (local _x) then {
_count = _count + 1;
};
} forEach allUnits;
[str _count] remoteExec ["systemChat", 0];
};
};

Special Thanks!
72nd Airborne Division for continued support and testing
SFC Z. Katz for help with testing

Main Forums Post- https://forums.bistudio.com/topic/188769-zeus-integration-with-servers-and-headless-client/
17 条留言
flyinpenguin  [作者] 2017 年 11 月 16 日 下午 3:54 
@JAGC.Capt. Red Beard I dont have any additional planned releases as anything I want to fix will take much longer to fix than I want to put into this mod. So sadly it will remain as it is currently for the forseeable future. Naturally as I have said before, if something breaks the mod super bad because of an update to Arma, (not likely to happen as there are very few dependancies) then I will revisit to try and fix it.
112 - David L 2017 年 11 月 14 日 上午 1:08 
Could I use this MOD in my Exile server running INFIstar?
JAGC.Capt. Red Beard 2017 年 11 月 13 日 上午 5:59 
Any idea when your next release will be?
flyinpenguin  [作者] 2017 年 8 月 12 日 下午 8:47 
yeah @zaf, that is an unfortunate error that shouldn't even be happening and doesnt happen on everyones system. I fixed it for my next intended release, but I dont intend to release that version as its pretty experimental at the moment.
zaf 2017 年 8 月 12 日 下午 6:26 
Thanks Flying penguin ;). Also theres always that error that keeps popping up "Variable '_display' does not support serialization. Call 'disableSerialization' in the current script (maybe 'ZISHC_fnc_curatorAddDisplayHandle') if you need to use it."
flyinpenguin  [作者] 2017 年 8 月 11 日 下午 4:02 
@zaf, there is, but it is not an easy solution. You would have to edit the mod yourself to do so as I did not make that aspect configurable.

In ZISHC\functions\curator\sendHeadless.sqf, you would need to change line 4 which is the following.

[CODE] if (_obj isKindOf "LandVehicle" || _obj isKindOf "Air" || _obj isKindOf "Ship") then { [/code]

This checks if the object is a vehicle that should be sent across for processing (basically excludes things like editor objects). Naturally, if you dont want planes, do this instead

[CODE] if (_obj isKindOf "LandVehicle" || _obj isKindOf "Ship") then { [/code]
zaf 2017 年 8 月 11 日 上午 2:37 
Is there a way to prevent this from being applied to AIR vehicles? So that i can rely on this for regular units, and leave ACEX HC module to handle the air vehicles :).
flyinpenguin  [作者] 2017 年 7 月 15 日 下午 2:51 
@E.Martinez, I would certainly hope I was sure since I made the mod ;)

Yes, all need to run the mod to take full advantage of the features within ZISHC. It is not mandatory of course. If you want to run bare minimum, you can run the mod only on the Server, HC, and curator (Zeus) users computers. If you run it this way, the feature to have newly spawn players added to the visibilty of the curators (Zeus) will not function as intended.

To be clear about this, there should be no performance loss or gain by not running the mod on regular users computers. All of the code is designed to not impact the client computers even in regard to network traffic. The only time a client will run a script is when they respawn (exception being if they are a curator (Zeus) which naturally has to run scripts to send info to the server)
CaptFacePwn 2017 年 7 月 14 日 上午 12:37 
We tested this mod tonight with 2 people. One using the mod, one not using the mod. Mod also running server side. The person who DID NOT have the mod running on their side, still showed the AI being moved to HC. So are you absolutely positive that everyone needs to run this mod? because our testing in a live dedicated server, showed that 0 ran on the server and everything went to HC. like i said, the one guy who spawned in groups, the AI were still transferred to the HC.
JAGC.Capt. Red Beard 2017 年 7 月 11 日 下午 11:04 
@flyingpenguin Thanks for your response. Our first tests seem to be working just fine with how the mod currently works. For us this seems to be the only working HC with zeus without the AI turning up naked.