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ALiVE.OS · ALiVE 3 Development

Debug Markers

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.

On this page

Reading the markers

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.

Objectives and placement

The placement modules draw the objectives they found or were given, and what they put on them.

MarkerText on the mapColourWhat it is
Cluster c_7: MIL, priority 50, size 120the cluster's ownAn 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 40BlackA civilian objective of the HQ kind: a town's police station or town hall. Not an insurgent HQ.
Power c_12: CIVYellowA power station or pylon cluster.
Comms c_3: CIVWhiteRadio and phone masts.
Marine c_9: CIVBlueHarbours and piers.
Rail c_4: CIVKhakiRailway buildings.
Fuel c_5: CIVOrangeFuel stations and depots.
Construction c_8: CIVPinkBuilding sites.
Settlement c_2: CIVGreenOrdinary houses: villages and towns.
Custom c_1: CIVRedA cluster from a custom objective.
WEST - HQ Building (BLU_F)BlueThe HQ building Military Placement picked for a faction (Field HQ the same, with Field HQ in the text).
a camp's nameBlueA camp Military Placement made (Random Camps).
an AA site's nameBlueAn anti-air position.
WEST - Custom Comp (class)OrangeCustom Military Placement: its composition, HQ or Field HQ.
RoadBlock Q (50m)BrownA roadblock placed by Civilian Placement, with its size.
Objective Size (200m)RedA custom objective's size.

AI Commander

With the commander's Debug on, each objective it knows is a small dot in its side's colour, numbered by priority.

MarkerText on the mapColourWhat it is
EAST #1 (MIL)OPFORAn objective of the OPFOR commander, priority 1, of the MIL kind.
WEST #4 (CIV)BLUFORThe BLUFOR commander's objective number 4.
GUER #2 (MIL)IndependentThe Independent commander's.
Anatoli Alekseev ?RedWhere intel says the commander's High Value Target was last seen. Gone after 10 minutes.

Insurgency

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.

MarkerText on the mapColourWhat it is
Recruitment HQRedA recruitment HQ: it raises new insurgent groups from the town.
Weapons depotRedA weapons depot: it arms the recruits.
IED factoryRedAn 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.
SabotageRedA sabotage task at this objective.
AmbushRedAn ambush is set here.
IEDRedIEDs have been planted in this area.
Suicide bomberRedA suicide bomber is active in this area.
RoadblocksRedInsurgent roadblocks in this area.
Red / GreenThe objective's area: red while it's dangerous for the insurgents (enemy troops about), green while it's quiet for them.
Hostility: 40, action: recruitRed / GreenNot 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.

Virtual AI (profiles)

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).

MarkerText on the mapColourWhat it is
e12sideAn infantry group. The text is the end of its profile ID.
e12side, faintThe same group while virtual.
sideA car or truck.
sideA tank or armoured vehicle.
sideA helicopter.
sideA plane.
sideA static weapon.
sideA boat.
12side, faintA group's waypoint, numbered with its profile.

Military Logistics

Reinforcements and player requests mark where they come from and where they go.

MarkerText on the mapColourWhat it is
ML INSERTION / ML DESTINATIONsideWhere reinforcements start and where they're heading.
ML LZ / ML DROP ZONE / ML AIRDROPsideA helicopter landing zone, a paradrop zone, an airdrop.
ML BASE / ML HELI SPAWN / ML PARADROP SPAWNsideWhere the transport comes from.
PR CONVOY START / PR AIR INSERTION / PR AIRDROPsideA Player Combat Logistics request on its way.

Persistent Craters

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.

MarkerText on the mapColourWhat it is
C1, C2 ...YellowA 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 ...OrangeA dug crater, from artillery.
C1, C2 ...RedA big dug crater, from a bomb.

Common questions

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

Updates to this page

  • First published.