武装突袭3

武装突袭3

ZISHC
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.
flyinpenguin  [作者] 2017 年 7 月 11 日 下午 5:47 
@[DDF]Capt. Red Beard All players will need to use the mod for it to function effectively. The mod is not fully dead, but I will no longer be updating it unless something completely breaks it. The reason for this is because Zeus is so hopelessly incompatible with multiplayer from the beginning that it would take more work than I want to put into this mod to improve it from where it is currently at. There are issues with aircraft placement as well as certain features like setting stance and formation is broken because Zeus doesnt handle server placed objects correctly.
JAGC.Capt. Red Beard 2017 年 7 月 10 日 上午 2:35 
Are the updates still planned, or is this a dead mod?
JAGC.Capt. Red Beard 2017 年 7 月 10 日 上午 2:21 
Do all players need this mod, or just zeus and the server?
flyinpenguin  [作者] 2016 年 9 月 20 日 下午 3:19 
@Barackuse, correct. This is Zeus integration only and will not affect Alive. There is no current plans to include Alive support. The team behind the Alive mod should already have Server and Headlessclient support, and if they do not, then that is on them unfortunately.
Barackuse 2016 年 9 月 20 日 上午 7:33 
I think I just read somewhere that this does NTO offload troops that Alive places on the field. If so, are there any plans to inludde this in the future?
Barackuse 2016 年 9 月 20 日 上午 6:23 
Just to clear, will this also offload the enemy AI? I am looking for an easier way ti implement headless client to my dedicated server. Thanks
shukari 2016 年 3 月 25 日 上午 8:14 
Here a better debug:

if (!hasInterface) then
{
_count = {local _x} count allUnits;
format["%1: %2", profileName, _count] remoteExec ["systemChat", 0];
};