What is the Headless Module?
This module provides functionality for the local spawning of AI on the headless client which allows for greater AI capabilities in numbers, faster reaction times, and the ability for custom local scripts. This method does not use the setowner command method of the ACEX headless module which works by transferring units on a loop to the headless client, which can often result in a loss of unit information, the destruction of groups, and a performance decrease on the server if new AI have been spawned in. With local AI spawning on the headless client there is no need for variable broadcasting or setowner commands running on a loop.
The performance and space that exists when the AI are fully local to the HC is quite large, which allows for some more intensive AI scripts to be run. I have added some custom functionality to the AI such as reinforcement handling, fired eventhandlers for weapon sound detection, and bunker behavior for the AI enabling them to be much more effective in suppressing at range.
Expect updates to the behavior functions including new behavior modes/ features, most notably specific vehicle behaviors and static HMG improvements.