ALiVE.OS · ALiVE 3 Development
What each map marker means when a module's Debug is on: objectives, the AI Commander, insurgent installations, virtual AI, logistics and craters, shown with the game's own icons.
Reference
ALiVE 3 is in active development. This briefing describes work in progress, and the behaviour it covers is subject to change as testing continues. Check the changelog at the foot of the page for what has moved recently.
Turn on Debug in a module and it draws what it's doing on the map. Most markers are a small icon with a line of text. Where several markers would sit on the same spot, ALiVE moves the text out to one side and leaves a tiny dot on the true position, so look for the dot, not the label.
The colours on this page are the game's own. Side colours (BLUFOR blue, OPFOR red and so on) follow each player's own game settings, so they may differ slightly on your map.
The placement modules draw the objectives they found or were given, and what they put on them.
| Marker | Text on the map | Colour | What it is |
|---|---|---|---|
Cluster c_7: MIL, priority 50, size 120 | the cluster's own | An objective cluster: a dot on its centre and a circle of its size. c_7 is just the cluster's number on this map. | |
HQ c_7: CIV, priority 40 | Black | A civilian objective of the HQ kind: a town's police station or town hall. Not an insurgent HQ. | |
Power c_12: CIV | Yellow | A power station or pylon cluster. | |
Comms c_3: CIV | White | Radio and phone masts. | |
Marine c_9: CIV | Blue | Harbours and piers. | |
Rail c_4: CIV | Khaki | Railway buildings. | |
Fuel c_5: CIV | Orange | Fuel stations and depots. | |
Construction c_8: CIV | Pink | Building sites. | |
Settlement c_2: CIV | Green | Ordinary houses: villages and towns. | |
Custom c_1: CIV | Red | A cluster from a custom objective. | |
WEST - HQ Building (BLU_F) | Blue | The HQ building Military Placement picked for a faction (Field HQ the same, with Field HQ in the text). | |
a camp's name | Blue | A camp Military Placement made (Random Camps). | |
an AA site's name | Blue | An anti-air position. | |
WEST - Custom Comp (class) | Orange | Custom Military Placement: its composition, HQ or Field HQ. | |
RoadBlock Q (50m) | Brown | A roadblock placed by Civilian Placement, with its size. | |
Objective Size (200m) | Red | A custom objective's size. |
With the commander's Debug on, each objective it knows is a small dot in its side's colour, numbered by priority.
| Marker | Text on the map | Colour | What it is |
|---|---|---|---|
EAST #1 (MIL) | OPFOR | An objective of the OPFOR commander, priority 1, of the MIL kind. | |
WEST #4 (CIV) | BLUFOR | The BLUFOR commander's objective number 4. | |
GUER #2 (MIL) | Independent | The Independent commander's. | |
Anatoli Alekseev ? | Red | Where intel says the commander's High Value Target was last seen. Gone after 10 minutes. |
An insurgent (asymmetric) commander marks what it has set up at each objective. These are the markers to look for when you want its HQs, depots and factories: they only appear once the installation exists, and they sit on the building it uses.
| Marker | Text on the map | Colour | What it is |
|---|---|---|---|
Recruitment HQ | Red | A recruitment HQ: it raises new insurgent groups from the town. | |
Weapons depot | Red | A weapons depot: it arms the recruits. | |
IED factory | Red | An IED factory: it plants IEDs around the area. With the AI Commander's Drug Labs option on, the factories are drug labs instead and the text reads drug lab. | |
Sabotage | Red | A sabotage task at this objective. | |
Ambush | Red | An ambush is set here. | |
IED | Red | IEDs have been planted in this area. | |
Suicide bomber | Red | A suicide bomber is active in this area. | |
Roadblocks | Red | Insurgent roadblocks in this area. | |
| Red / Green | The objective's area: red while it's dangerous for the insurgents (enemy troops about), green while it's quiet for them. | |
Hostility: 40, action: recruit | Red / Green | Not a percentage: the insurgent commander's score for how dangerous the town is for it. With no enemy troops near it is -100. Otherwise it is 10 for each enemy soldier minus 10 for each of its own. The civilians' hostility towards the insurgents and the effect of its installations are then added. Below 0 the marker is green, above it red. Then, while troops are assigned to it or guarding it, what the insurgents are doing there, followed by the actions already done ("done: ..."). |
Inside the building, an installation is furnished from the AI Commander's Installation Interiors setting. By default (Auto) it matches the faction: Vietnam, WW2 or Cold War sets for those factions and the Modern sets for any other. You can pick ALiVE's own older tables and IEDs instead, or choose the interiors for the factory, depot and HQ separately, the mission's own sets included. Disable it with the hold action on any of its props.
The Virtual AI System marks every group it runs. A full-strength icon is spawned (real soldiers in the world); a faint one is virtual (only on the map, until players come near).
| Marker | Text on the map | Colour | What it is |
|---|---|---|---|
e12 | side | An infantry group. The text is the end of its profile ID. | |
e12 | side, faint | The same group while virtual. | |
| side | A car or truck. | |
| side | A tank or armoured vehicle. | |
| side | A helicopter. | |
| side | A plane. | |
| side | A static weapon. | |
| side | A boat. | |
12 | side, faint | A group's waypoint, numbered with its profile. |
Reinforcements and player requests mark where they come from and where they go.
| Marker | Text on the map | Colour | What it is |
|---|---|---|---|
ML INSERTION / ML DESTINATION | side | Where reinforcements start and where they're heading. | |
ML LZ / ML DROP ZONE / ML AIRDROP | side | A helicopter landing zone, a paradrop zone, an airdrop. | |
ML BASE / ML HELI SPAWN / ML PARADROP SPAWN | side | Where the transport comes from. | |
PR CONVOY START / PR AIR INSERTION / PR AIRDROP | side | A Player Combat Logistics request on its way. |
With Debug on, every crater gets a dot on the map, labelled with its number. The server's RPT says what each hit left and why, in lines starting ALiVE Persistent Craters.
| Marker | Text on the map | Colour | What it is |
|---|---|---|---|
C1, C2 ... | Yellow | A crater mark only: a mortar or rocket, or a big hit kept to a mark in a town, near a building or beside a road. | |
C1, C2 ... | Orange | A dug crater, from artillery. | |
C1, C2 ... | Red | A big dug crater, from a bomb. |
Why is there an "HQ c_7" marker on a town with nothing in it? That's a civilian objective of the HQ kind, the town's police station or town hall, found by the placement module. It isn't an insurgent HQ. An insurgent Recruitment HQ shows as a red installation marker with the words Recruitment HQ.
Where are the insurgents' HQs, depots and factories? Look for the red installation markers in the Insurgency table above. They appear once the commander has set one up, so an early mission may have none.
Why do installations look like an IED on a table? That's ALiVE's older dressing. The AI Commander's Installation Interiors setting matches the faction by default (Vietnam, WW2, Cold War or Modern sets), and you can pick ALiVE's own tables and IEDs or the mission's own interiors instead.
Changelog