ALiVE.OS · ALiVE 3 Development
Runs the mission's task engine, intel map and player command tools for every side.
Overhaul complete · ALiVE 3
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.
Overview
C2ISTAR stands for Command, Control, Intelligence, Surveillance, Target Acquisition and Reconnaissance, the military term for knowing what's happening on the battlefield and directing the fight. In ALiVE it's the module a mission maker places to give the mission its command and control layer: it generates missions for players to complete, feeds the map with intel (spot reports, diary entries, sectors), and gives players in command roles a set of tools to issue orders and track the battle. One module serves every side. Syncing it to an OPCOM module only lets that AI commander send its spot reports to the map, and the factions its automatic tasks use come from 'Auto Task Factions', whose Enemy slots follow the mission's hostile AI Commanders unless you pick a faction.
Auto-generated tasks range from destroying vehicles or installations to disposing of IEDs, escorting or ambushing convoys and helicopters, and rescuing downed pilots. A civic state (hearts and minds) model can also run alongside, tracking a population's trust, security and services and generating tasks around that. Once 'Commander Intel Mode (COP)' is on, every player sees a Common Operational Picture overlay on the main map showing friendly and enemy activity, and players carrying an access item can request their own tasks or issue orders through OPCOM.
COP map modes
With Commander Intel Mode (COP) set to anything but Off, the Common Operational Picture (COP) draws your side's intel over the main map. Each mode keeps everything the one before it shows and adds more. The pictures show one small area, zoomed in, since most of the labels and detail only appear then.
Main map only. The COP draws on the map you open with M. The C2ISTAR tablet's own map doesn't show it.
Zoom in to read it. Enemy labels appear once you've zoomed in to about half the widest view, and the size dots, activity letters, MIXED, movement arrows, age rings and axis arrows only a little closer than that. Your own units' labels and size dots show a little sooner, and objective labels always show.
Where the enemy comes from. Contacts are what your side's Military AI Commander knows, so each side you want intel for needs its own conventional commander. Nothing needs syncing, and an insurgent commander only feeds the separate insurgent layer, when Commander Intel Asymmetric is on. Expect it to fill up over the first 10 to 20 minutes as patrols make contact. A contact fades after a minute, to about a third by 3 minutes, and stays until the commander stops reporting it.
Your own units. Only groups ALiVE runs show: the ones its placement modules create and editor-placed groups taken over by the Virtual AI System module. COP Friendly BFT on Auto shows them at Full and Advanced; On shows them at any level, and Off hides them and the axis-of-advance arrows, which start from your units.
How far and how often. You see intel within COP Anchor Distance of yourself, 1000 m by default, or across the whole map with COP Command View on (enemy infantry still only near players). Enemy and friendly positions update every 60 seconds at the default COP Update Interval, and objectives every 2 minutes.
Alongside Map Intel. With Display Map Intel on, your side ticked in Commander Intel Sides and this module synced to your side's commander, the commander's blocking lines and advance arrows still draw with the COP, and the older spot report markers are hidden.
COP settings
The main settings under the COP heading, and the objective marker settings below them, choice by choice. Each picture shows the same kind of patch of map as the modes above.
T.R.A.C.E.
T.R.A.C.E. shades every map square with buildings red, as places enemies might be hiding, and turns them green as your players search them on foot.
What it marks. With T.R.A.C.E System set to a fill, every 100 m square within 30 km of the C2ISTAR module that has a building you can go into is shaded red, as a place enemies might be. The 30 km isn't a setting. The squares are ordinary map markers, so they show on the tablet maps as well as the main map.
How a square turns green. It turns green for your side when one of your side's players is standing in it at a check, on foot and at ground level, with no enemy within 75 m of the square's centre. Only enemies on foot count; one sitting in a vehicle doesn't. The check runs every 30 seconds, so a player who moves straight through a square between checks leaves it red. Only players count: AI units never clear a square.
How it turns red again. Only if one of your players is standing in it at a check and an enemy is within 75 m of its centre. A square you've cleared and left stays green, even if the enemy moves back in.
Whose picture. Every side starts with the same all-red grid, then each side sees only its own players' clearing. Nothing is saved, even with persistence on: after a restart every square starts red again.
Military C2ISTAR
A beaten enemy soldier can give up, and a player can question him. What he tells you is better, and turns into a task, if you bring him to a prison.
Making a prison. Players can't draw one in game, but a FOB they deploy works as one within 100 m. For a fixed prison, place the marker in the editor, for example one named "Prison Camp" over a fenced compound.
Auto Task Factions
Tasks bring their own enemy, such as a Liaison task's QRF. Each side's Enemy slot in Auto Task Factions decides which faction that is, and by default it follows the mission's own AI Commanders.
Worth knowing. A mission saved with the slots never changed follows the AI Commanders too. The friendly slots are unchanged: left alone they stay on NATO, CSAT and AAF. Builds from before 31 October 2026 used CSAT unless you picked another faction.
Capabilities
Generates a range of task types (destroy vehicle or installation, IED disposal, convoy or helicopter escort/ambush, downed pilot rescue) so players always have something to do. Target tasks of one kind share one entry in the task list, each target a line naming its town or grid.
Every kind of task has its own pin on the map and in the task list. Each pin is Arma's own icon for that kind of task on your side's NATO frame. Players pick ALiVE pins (the default) or Arma's own markers under Map pins and markers in Addon Options. Mission makers can place them in Eden too, and an automatic task of a pin's type and side goes to the nearest one. Task pins shows all 33.
With HVT Manhunt Chance above 0, that share of HVT tasks start with the man hidden in a 1500 m search area. Clues from civilians, his men, prisoners and informants shrink it, and a Wiretap tells you where he'll be and when. Miss him and he moves.
An optional model tracks a population's trust, security and services, generating civic tasks and feeding those readings back into the mission.
A main map overlay, shown to every player once Commander Intel Mode is on, showing friendly and enemy activity, the AI commander's objectives (including held ones) and civilian sentiment, with per-layer toggles.
Spot reports, diary entries, sector shading, kill and logistics markers and the AI commander's objective markers appear on the map. 'Map Intel Visibility' sets who sees the objective, kill and logistics markers: same side, same faction, friendly sides, or everyone.
Command-role players can issue orders to OPCOM and switch its stance (Invasion, Occupation, Asymmetric, Dug In or Assault (waves)) from the in-game tablet, and can request their own generated tasks. The server checks every stance change: Player OPCOM Stance Control must be Yes and the player must carry a C2ISTAR access item. The tablet's Commander's Picture adds Go now, Look again and Strike orders, and a Commander > page to pause, resume or change the stance of the commander (admins only by default).
With AI Surrender Chance above 0, beaten enemy soldiers can give up. An enemy you've cuffed or tied up yourself, or one surrendering through ACE, counts as a prisoner too. Walk up to a prisoner and Talk to soldier opens a window to question him, restrain him, tell him to follow or stay, search him or release him. A prisoner marks enemy groups and installations on your map. The same window lets you ask a friendly AI soldier where friendly units are, what his group has seen and where it is headed.
Players are told, on an Air Picture page of the map diary and with a short notice, when an enemy aircraft goes down, when enemy aircraft attack their side, and who holds the air over the battle. Generate Briefing can also write each side a briefing from the mission, off by default.
When the mission has an Air Component Commander, the C2ISTAR menu has Request CAS. Open it, click the target on the map, and the request goes to the commander that flies for your side.
How to use it
Settings
These settings decide who can open the C2ISTAR tablet and menus, which tasks players get handed automatically, and how Hearts and Minds tasks feed back into the civilian population. They also control every intel layer ALiVE can draw on the map, from simple spotrep markers and sector shading up to the full Common Operational Picture (COP) overlay.
Presets that use this module: Hearts and minds: NATO wins over the towns, Hunt the recruiters: NATO against FIA, Persistent campaign: a war that carries on where you saved, Special operations: a small team against a held town. Place one in the editor to see it set up.
Constant starts generating tasks for that side about 2 minutes after the mission begins, whether or not an AI commander is running.
Turning the model on unlocks all 10 civic task families and per-settlement trust, security and services tracking, and the doubled failure multiplier makes a botched task that affects trust cost twice as much of it (security and services losses are unchanged).
Advanced turns on every conventional COP feature, including trails, threat rings and axis-of-advance arrows, and a 2000 m anchor shows intel over a wider area around each player.
Ticking East makes the East AI commander send its spotting reports, as long as its module is synced to this one, and Display Map Intel switches the map intel on. The spotting reports only ever go to that side's players anyway; Same Side keeps the commander's objective and logistics markers to the same side too, and a kill marker goes to the side that lost the unit and the side that made the kill.
A 300 m red circle marks the search area of the player's assigned task, and generated Short, Medium and Long tasks are placed at least 1500 m away whenever a target that far exists.
Once a group has lost half its men, each survivor near a player has a 30% chance to surrender, and Talk to soldier lets you question him.
A task still open after half an hour gets the nearest free friendly AI group sent in, while players can still finish it.
Generated tasks never pick a target inside the area marker called base_area.
Players can open the menus only within 5 m of any desk of that class, wherever it came from, and not by carrying a tablet or designator.
Choices: Yes / No
Turns on extra diagnostic logging and map markers for C2ISTAR, including task-generation diagnostics on the server. Leave it off for a real mission.
AffectsOnce switched on for a session, the task diagnostics stay on until the mission restarts.
Players can open the C2ISTAR menus only if they carry an item from one of the ticked equipment categories. It doesn't check side or faction, so any player carrying a matching item gets access.
AffectsOnly C2ISTAR's own menus use this: the tablet, the CBA menu and the ACE self-interaction entry. Combat Support and Player Resupply have their own access item settings. A player carrying the Combat Support Tablet always gets in, whatever you tick. A player standing near a command post (an object marked with ALiVE_accessPoint in its init, or one of the Command Point Classes below) counts as carrying an item too.
TryLeave it on Laser Designators so only players carrying a designator (or the Combat Support Tablet) can open the menus.
Extra item classnames, separated by commas, that also grant access on top of the categories above. Matching ignores upper and lower case, and a name matches if it appears anywhere in the item's classname.
AffectsAdds to Access Item Categories rather than replacing it.
TryType the classname of a mod's command tablet here if it isn't in any category.
Choices: Object class names, separated by commas
Every object of a listed class, or of a class that inherits from one, acts as a command point: a player standing within Command Point Radius of it can open the C2ISTAR, Combat Support and Player Combat Logistics menus as if carrying an access item. It works however the object got there, so a desk placed in Eden, dropped by Zeus, spawned by a script or built at a FOB all count. No script is needed on each one.
AffectsAny side can use them, so pick a class only your mission places: ALiVE's own base layouts and many terrains already have map boards, and a broad parent class takes in far more than you meant. An object's own ALiVE_accessPoint setting still wins, so a script can widen one or switch it off. A class the game doesn't know is left out, with a line in the server log. Combat Support's operator rule still applies. Leave empty for none.
TryEnter Land_PortableDesk_01_olive_F, place one desk in Eden and stand next to it. To make commanding possible only at these points, set the access items to something players don't carry.
Choices: A number of metres, at most 200
How close, in metres, a player has to stand to an object of the Command Point Classes. Anything above 200 is cut to 200, since the menus check this every frame while they're open.
AffectsOnly applies to the Command Point Classes. An object marked with its own ALiVE_accessPoint number uses that number instead.
Choices: Yes / No
When Yes, the enemy faction list in the tablet's Generate Task screen only shows factions the AI commanders are actually using in this mission. If no such list can be found it quietly shows every faction instead.
Choices: No / Yes
When No, tasks that other parts of ALiVE hand out unasked are dropped before they reach players: air taskings and pilot rescues, counter-battery, convoy protection, the AI commander's capture orders and the Constant auto-task cycle set by Auto Task BLU, OPF or IND. Tasks a player asks for from the tablet still work.
AffectsCan be switched on and off during the mission from the OPCOM Orders menu in C2ISTAR (Stop or Allow Automatic Tasks (all players)) by any player carrying an access item. The tablet's own auto-task screen isn't hidden.
Choices: None / Strategic / Constant
How BLUFOR players get tasks automatically. Strategic passes on the objective-capture tasks of the AI commander that runs the BLU friendly faction picked in Auto Task Factions, from any of its factions; Constant starts generating tasks about 2 minutes into the mission, with or without an AI commander.
AffectsPlayers can also start or stop Constant or Strategic tasks for their side from the tablet, and the tablet's choice then counts instead of this setting. Automatic orders skip a player whose group already has a task, or who holds a task they asked for, until that task ends.
TryUse Constant for a sandbox mission with no AI commander.
See it inHearts and minds: NATO wins over the towns (Constant), Hunt the recruiters: NATO against FIA (Constant), Special operations: a small team against a held town (Constant)
Choices: None / Strategic / Constant
How OPFOR players get tasks automatically. Strategic passes on the objective-capture tasks of the AI commander that runs the OPF friendly faction picked in Auto Task Factions, from any of its factions; Constant starts generating tasks about 2 minutes into the mission.
AffectsPlayers can also start or stop Constant or Strategic tasks for their side from the tablet, and the tablet's choice then counts instead of this setting. Automatic orders skip a player whose group already has a task, or who holds a task they asked for, until that task ends.
Choices: None / Strategic / Constant
How INDFOR players get tasks automatically. Strategic passes on the objective-capture tasks of the AI commander that runs the IND friendly faction picked in Auto Task Factions, from any of its factions; Constant starts generating tasks about 2 minutes into the mission.
AffectsPlayers can also start or stop Constant or Strategic tasks for their side from the tablet, and the tablet's choice then counts instead of this setting. Automatic orders skip a player whose group already has a task, or who holds a task they asked for, until that task ends.
Picks the friendly and enemy faction for each side's automatic tasks (six slots in all). Each Enemy slot starts on The mission's enemy (its AI Commanders), the choice at the top of its list: the factions of the AI Commanders hostile to that side, read when each task is made, so tasks fight the forces actually in the mission. With no hostile commander it falls back to CSAT (NATO for OPFOR). Picking a faction replaces The mission's enemy, and taking the last one off goes back to it. An Enemy slot can hold several factions: click a faction to add or remove it, picked ones show [+], and each task is aimed at one of them at random. A friendly slot left blank uses its stock faction (NATO, CSAT or AAF).
AffectsDecides which faction the three Auto Task settings above hand tasks to and which faction they send players against. A mission saved with the slots never changed follows the AI Commanders too; a faction picked on purpose is kept. An Enemy pick that no AI Commander in the mission uses gets a note in the picker, a warning in the RPT and a hint to admins at mission start, and its tasks fight the factions of the commanders hostile to that side instead (the RPT says so once). A list keeps only the factions in play. With no hostile commander in the mission, the pick is used as it is.
See it inHearts and minds: NATO wins over the towns (BLU_F|OPF_G_F||||), Hunt the recruiters: NATO against FIA (BLU_F|OPF_G_F||||), Special operations: a small team against a held town (BLU_F|OPF_F||||)
Choices: No / Yes
When Yes, player tasks saved to the ALiVE database are loaded back in at mission start. Task state is saved whenever the database is running, whatever this is set to; this setting only decides whether it's read back.
AffectsNeeds the ALiVE Data (database) module to be working. Deleting your last saved tablet task clears it from the save too, so it doesn't come back after a reload.
See it inPersistent campaign: a war that carries on where you saved (true)
How many order requests must pass before the commander can offer the same kind of order again. 0 lets the same kind come straight back.
TrySet it to 4 for more variety in the orders players are given.
Choices: Yes / No
Yes aims tasks against enemy vehicles, air defences, infantry, buildings and installations only at what your side's AI Commander knows of: what its units have seen in the last 30 minutes, plus spot reports and what prisoners, civilians and informants tell you (the enemy within 150 m of what's reported). When nothing is known, another kind of task is picked, and a player who asked for one on the tablet is told so.
AffectsNeeds an AI Commander on the players' side. Tasks placed on the map are left alone. A prisoner who lies feeds nothing in.
Choices: a number, 0 for no cap
The most tasks against enemy vehicles, air defences, infantry, buildings and installations a side can have open at once. While that many are open, auto-generated tasks are of other kinds.
Choices: 0 to 100
The chance an HVT task is a manhunt rather than a tip-off. Players get a 1500 m search area instead of a target, and each clue shrinks it, to 900 m and then 500 m, with an HQ radio line. Clues are civilians telling you of enemies near it, intel read from his men, and what prisoners and informants say. After three, a Wiretap task comes up on a house near his hideout; once it's done, HQ names a place and a time window on the game clock, and he's there for about ten minutes. Six clues give the window without a wiretap.
AffectsMiss the window and he goes to ground 2 to 4 km away, half the clues are lost and the search starts again; if players are right on him when it closes, he stays five more minutes. Recruiters are never picked. Clues come from the Civilian Population and AI Commander modules; without them, players can still search the area. 0 keeps every HVT task as it is.
Try50 so about half the HVT tasks become a hunt.
Choices: 2, on the players' side / 4, all round the objective
How many observation posts a Recon task gives. 2 puts both on the players' side of the objective. 4 puts them all round it, at least 45 degrees apart, so the team works its way round and sees it from every side.
AffectsThe OPs can be manned in any order, a minute at each, and HQ ticks one off when you finish it early. Move a recon OP moves the nearest OP not yet used.
Choices: 1 / 2 / 3 / 5 minutes
How long a Recon task's team has to watch from each observation post before it's ticked off.
AffectsWatching longer spots more. The task text says how long.
The shortest distance from the player at which Short, Medium and Long auto-generated tasks can be placed. 0 turns the limit off for most tasks, but Supply Convoy, Market Reopening, Checkpoint Partnership and Secure Community Event then aim for 4 to 6 km (a Supply Convoy with no town that far takes the farthest one at least 1.5 km off), and VIP Escort and Informant Exfiltration for 4 km. For those last two, any other value under 1200 m counts as 1200 m.
AffectsIf nothing that far away exists, the limit is ignored and the nearest target is used.
TrySet 1500 so players normally have to travel before the task starts.
Choices: metres, 0 for off
How far from the players generated tasks may be. Auto-generated and Short / Medium / Long tasks are picked within this distance of the player they're built round, and the next auto task is built round the player nearest where the last one was, so tasks lead a group across the map in steps. If nothing is in range, the nearest target beyond it is used, and the RPT says so.
AffectsSupply Convoy, VIP Escort and Informant Exfiltration keep their drop-off within it of the pickup, so a drop-off can be up to twice this from you; a FOB, base or picked point chosen as Delivery Destination is used wherever it is. Not capped: Sabotage, Clear an IED, Wiretap, the air tasks, Capture and Protect a Convoy. It must be above Minimum Task Distance.
Try3000 on Altis to keep a group's tasks within a short drive of each other.
Choices: Nearest settlement / Nearest Player FOB / Nearest friendly base
Where the hand-over tasks end. Informant Exfiltration and VIP Escort take their passenger there, Rescue and CSAR bring theirs back there, and Aid Delivery and Supply Convoy collect from there (at its nearest road) and still deliver to the settlement that asked. The pickup stays in the hostile area.
AffectsNearest Player FOB uses the side's closest active FOB; Nearest friendly base also takes an objective the side's AI commander holds, unless it is being fought over. A FOB or base too close to the pickup is passed over; with none left the AI Commander HQ is used, then a settlement. An Alt+click on the tablet's task map always wins, for these tasks as well as Rescue. The task title names the FOB.
TrySet Nearest Player FOB, build a FOB, then generate Informant Exfiltration from the tablet and check the handover marker is at the FOB.
Choices: Marker names, separated by commas
Areas generated tasks must stay out of, such as your main base. A task won't pick an enemy position, town or insurgent site inside any of these markers.
AffectsA marker name that doesn't exist is reported once in the RPT and ignored.
TryDraw an area marker over your base, put its name here, and generate tasks: none lands inside it.
Draws a red circle of this radius in metres around the player's currently assigned C2ISTAR task, to show the search area. 0 draws nothing.
TrySet 300 to help players find objectives in dense towns.
Choices: A number of minutes; 0 is never
When a player task is still open after this long, the nearest friendly AI group within 3 km that isn't busy is sent to search and destroy in the task area, and HQ tells the side on the radio. The task stays open for players to finish.
AffectsOne group per task, never one in an aircraft, boat or static weapon, a held garrison or a player group. It goes back to its AI Commander when the task ends.
TrySet it to 15 minutes, take an automatic task and leave it alone; after 15 minutes listen for HQ on side chat and watch a friendly group head for the task on the map.
How many seconds a VIP who panics when shots land nearby after pickup can stay away from the escort before the task fails. A player getting within 30 m calms them. Anything under 30 is treated as 30.
AffectsApplies to VIP Escort and Informant Exfiltration tasks.
TrySet 300 to give players more time to calm and recover a VIP under fire.
How long a pilot who ejected and landed alive waits to be rescued. When it runs out the rescue task is cancelled and the pilot, marker and strobe are removed. Never less than 300.
Pick the task types the AI commander may generate for players, and type any extra mod task types into the Override field. Left empty, the stock list is used unchanged.
AffectsMerged in the way Custom Class Mode says.
See it inHearts and minds: NATO wins over the towns (AidDelivery,SupplyConvoy,MeetLocalLeader,VIPEscort,SecureCommunityEvent,RepairCriticalService,MedicalOutreach,CheckpointPartnership,InformantExfiltration,MarketReopening,RemoveIED,InsurgencyPatrol,InsurgencyDestroyAssets), Special operations: a small team against a held town (Assassination,SabotageBuilding,DestroyBuilding,Rescue,Wiretap,DestroyInfantry,CivAssault)
Choices: Replace / Append
How the task list in Override Auto-Generated Tasks is used. Replace means the commander only generates the tasks you pick; Append adds your picks to the stock list.
AffectsDoes nothing while Override Auto-Generated Tasks is empty. A mission script that sets the task list itself runs later and wins.
Choices: Every task type / Only the picked task types
Which task types players can generate by hand from the tablet. Only the picked task types offers the ones ticked in Override Auto-Generated Tasks, so players get the same choice the AI commander draws from.
AffectsNeeds at least one task type picked in Override Auto-Generated Tasks; with nothing picked every type is offered. The list is the same on a dedicated server.
TryPick two task types in Override Auto-Generated Tasks, set Only the picked task types, then open the tablet's Generate Task screen and check it lists just those two.
Choices: No / Yes
Turns on the full Hearts and Minds model: all 10 civic task families, with trust, security and services tracked per settlement and tasks weighted toward where support is weakest. When No, only the 6 original families appear, picked in pairs by how hostile the settlement is (supply runs and aid drops while hostile, escorts and meetings once calmer, repairs and events when nearly won over), and the nearest settlement wins.
AffectsAll six multipliers in the next section only work when this is Yes.
TrySet Yes for a counter-insurgency campaign built around winning over the population.
See it inHearts and minds: NATO wins over the towns (true)
Scales how much trust a settlement gains when players complete a Hearts and Minds task. 1 is normal, 2 doubles it and 0 stops trust rising from successes.
AffectsOnly works when Enable Civic-State COIN Model is Yes.
TrySet 1.5 for a campaign where good work pays off quicker.
Scales how much trust a settlement loses when a Hearts and Minds task fails. Higher values make failure more punishing.
AffectsOnly works when Enable Civic-State COIN Model is Yes.
TrySet 2 for a harsh campaign where mistakes cost twice as much.
Scales how much a settlement's security rises after a successful Hearts and Minds task.
AffectsOnly works when Enable Civic-State COIN Model is Yes.
Scales how much a settlement's security drops after a failed Hearts and Minds task.
AffectsOnly works when Enable Civic-State COIN Model is Yes.
Scales how much a settlement's services rise after a successful Hearts and Minds task.
AffectsOnly works when Enable Civic-State COIN Model is Yes.
Scales how much a settlement's services drop after a failed Hearts and Minds task.
AffectsOnly works when Enable Civic-State COIN Model is Yes.
Scales how long a settlement waits between Hearts and Minds task offers; higher means longer waits, and anything under 0.1 counts as 0.1. With the civic model on it also scales the wait between insurgent retaliations, which never drops below 450 seconds however low you set this.
TrySet 0.5 for a busier campaign with more frequent civic tasks.
Choices: 0 to 100
The share of Aid Delivery tasks where the relief comes as a supply crate instead of a van, to bring in a vehicle that can carry it or sling-load under a helicopter. The briefing and HQ chat then talk about delivering the crate.
AffectsAid Delivery only. A pickup with no road nearby always comes as a crate, whatever this is set to.
Choices: A number of seconds; 0 is off
Once the clinic is opened, the leader met, the repair made or the aid handed over, players hold the area this many seconds before the task succeeds, which gives the enemy time to answer it. The countdown stops while enemies are within 150 m, and the task fails if no living player of the side is within 200 m for 30 seconds. Players hear the time left every 30 seconds.
AffectsApplies to Aid Delivery, Medical Outreach, Meet Local Leader, Repair Critical Service and VIP Escort. In a VIP Escort the VIP leaves the group at the destination and gets on with their job while you hold, then rejoins you for the trip back. 0 makes a task succeed as soon as the action is done.
How much a Hearts and Minds task repeating in the same settlement is penalised. Each repeat in a row cuts the reward by this fraction (0.15 is 15% per repeat, counted up to four, never below a quarter of the normal reward), and a repeated failure costs the settlement more. With the civic model on, it also makes the same family less likely to be picked there again.
AffectsIt's held between 0 and 1, so anything higher counts as 1.
Which Hearts and Minds task families can be generated; untick one to leave it out. Untick every family and no Hearts and Minds tasks are generated.
AffectsWith the civic model off, only the original 6 families can appear anyway.
How likely each Hearts and Minds task family is to be picked, written as Name=Weight pairs separated by commas with no spaces (a space after a comma quietly puts that family back to 1). A family you leave out counts as 1, and a weight of 0 removes that family completely. Weights above 0 only shape the pick when Enable Civic-State COIN Model is Yes.
TryWith the civic model on, change MedicalOutreach=1 to MedicalOutreach=3 to make medical tasks come up about three times as often.
Choices: No / Yes
Adds a summary of the settlement's trust, security and services to the description of each generated Hearts and Minds task.
TryTurn it on while tuning the multipliers, then off before players see the mission.
Choices: No / Yes
Adds an OPCOM Stance menu to the tablet so a player can switch their side's AI commander between Invasion, Occupation, Asymmetric, Dug In and Assault (waves) during the mission. The switch rebuilds the commander's objectives, so it takes a little while.
AffectsOnly appears if the mission has an AI Commander (OPCOM) module, and the player still needs an access item. The server checks both and turns a request down with "The mission maker hasn't allowed OPCOM stance changes." or "You need a C2ISTAR access item to change the OPCOM stance." It also unlocks Set stance on the tablet's AI Commander settings page (see Commander Controls).
Choices: Off / Read only / Read and orders
The Commander's Picture page on the tablet, opened from the C2ISTAR menu or Intel then Commander. It shows what your side's AI Commander has found out about the objectives it's about to attack, when its Find Out Before Attacking is on: how sure it is, where its recon has got to, the groups seen (on the map only when its Intel Markers are on) and what happened to them once an objective falls. Off hides the page and the menu entry.
AffectsRead and orders adds Go now, Look again and Strike for players the Ops limit admits (Strike shows once vehicles have been seen at an objective the commander is finding out about or going into): one order a minute per objective, one every two minutes per player, and Look again twice per objective for up to 10 minutes each. It also opens the AI Commander settings to the players Commander Controls allows. Start the war, for a commander set to Hold Until Go, is also in the C2ISTAR menu for admins, the host or a singleplayer player, so it works even with this Off. See Operations Command.
Choices: Admins only / Anyone allowed to give orders
Who may use the AI Commander settings page (Commander > on the Commander's Picture): pause and resume the commander, change its stance, set its Intel Wait and how sure it must be, and send an Assault commander's next wave early. Admins only means a logged-in admin, the host of a hosted game, or the player in singleplayer. Anyone allowed to give orders opens it to every player the Ops limit admits.
AffectsPause, Intel Wait, how sure it must be and the next wave need Commander's Picture at Read and orders and pass this setting. Stance is the exception: with Player OPCOM Stance Control set to Yes, any player carrying a C2ISTAR access item or an ALiVE tablet can change it there, as from the ALiVE menu. Anyone else sees the page read only, with a note naming the setting that stops them (Commander's Picture, the Ops limit or Commander Controls). Changes last until the mission is loaded from a save. It doesn't decide who may press Start the war: that's always an admin, the host or the player in singleplayer.
Choices: Side / Faction
Which groups appear in a player's Group Management list: groups on the player's side, or only groups of the player's own faction.
Choices: Side / Faction / All
Which forces a player commander can work with on the Operations tablet: same side, same faction, or every force they can find.
Choices: No / Yes
Lets commanders spectate other forces from the Operations tablet.
Choices: No / Yes
Lets commanders take remote control of other forces from the Operations tablet.
Choices: No / Yes
Lets commanders watch a live camera feed from friendly aircraft on the Operations tablet.
Choices: Yes / No
Lets players set, cancel and reprioritise the AI commander's objectives, choosing Take or Hold, from the Operations tablet or with a map marker starting "obj take" or "obj hold" (deleting it cancels). "obj recon", "obj sad" and "obj ambush" markers send a group to scout, search and destroy, or lie in wait there for ten minutes. Set No to keep the commander out of players' hands.
AffectsThe next two settings limit how often and how many.
How many seconds a player must wait between setting objectives for the AI commander.
AffectsOnly matters when Allow Player Objectives is Yes.
The most player-set objectives each side can have at once.
AffectsOnly matters when Allow Player Objectives is Yes.
Choices: Side / Faction / All
Which forces' intel a player commander sees on the Intel tablet: same side, same faction, or everyone.
Choices: No / Yes
Adds an Intel Log button to the tablet's Intel page. It lists the intel your side has been given, newest first, each with its time and grid, and keeps it after the map marker has gone. Pick a row and the map goes to it.
AffectsLogged: installations, ambush and IED sites revealed, what civilians, prisoners and informants said, spot reports shared with the side, HVT sightings, manhunt steps and trigger men detained. Limit Intel decides whose reports show. Up to 150 reports a side, saved with the tasks when the mission is saved locally.
Choices: Yes / No
The main switch for map intel. When Yes, battlefield events (unit kills, logistics runs and AI commander objective changes) appear as map markers, and the commanders ticked in Commander Intel Sides send their spotting reports too. When the COP overlay is on, the basic spotrep chevrons are hidden so they don't double up, but the recon and capture blocking lines still show.
AffectsWorks with Commander Intel Sides (which commanders send spotting reports) and Map Intel Visibility (who sees the commander's objective markers and the kill and logistics markers). Friendly Coverage and the two sector shadings work without it.
Which sides' AI commanders send their spotting reports (enemy groups they've seen) into the map intel. Left empty, no commander sends spotting reports, but their objective markers and the kill and logistics markers still appear while Display Map Intel is on.
AffectsOnly AI Commander (OPCOM) modules synced to this module are checked, and each one compares this list against its own side when it starts.
TryTick East so the East AI commander's reports appear as map intel.
Choices: Yes / No
Shows the map intel's markers for objectives a friendly AI commander is attacking: a circle on each, labelled for example BLUFOR Attacking. Works whether or not the COP is on.
AffectsThese markers only exist when Display Map Intel is Yes and this module is synced to an AI Commander whose side is ticked in Commander Intel Sides. Only that side's players see them.
Choices: Yes / No
Shows the recon and capture blocking lines (rectangles and advance arrows) from the map intel. Works whether or not the COP is on.
AffectsThese lines only exist when Display Map Intel is Yes and this module is synced to an AI Commander whose side is ticked in Commander Intel Sides. Only that side's players see them; Map Intel Visibility doesn't change that.
Choices: Same Side / Same Faction / Friendly Sides / All Players
Which players see the AI commander's objective markers and the kill and logistics markers. Same Side shows them only to the side they're about, Same Faction to that faction, Friendly Sides to any allied side, All Players to everyone. A kill marker also goes to the side that made the kill, and a civilian's death to the side that killed them. Spotting reports from Commander Intel Sides only go to the reporting side.
Choices: No / Yes
When Yes, map intel can show the exact positions of insurgent installations.
AffectsNeeds Display Map Intel set to Yes; the installation icons are drawn with the commander's objective markers, so Map Intel Visibility decides who sees them.
Choices: Off (0%) / Low (10%) / Medium (20%) / High (40%) / Very High (80%) / Total (100%)
The chance that each battlefield event (a kill, a logistics run or a commander objective change) becomes a marker on the map. It doesn't thin out the spotting reports from Commander Intel Sides.
TryPick Medium (20%) for patchy, realistic intel.
Choices: Yes / No
When Yes, spotreps players create are also written into the map diary.
Choices: Yes / No
Writes a briefing into each player's map diary once the AI Commanders are up: the map, time and weather at the start, the friendly and enemy commanders with their factions and rough strength, what your side is trying to do, and the ALiVE support your side has. Each side gets its own.
AffectsBriefing entries the mission maker wrote stay as they are. It's written once, at the start, so a player joining later reads the opening picture.
TryTurn it on, start the mission and open the map's Briefing tab.
Choices: Yes / No
When an aircraft goes down, players on the sides hostile to it get a short notice and a line on the Air Picture page of the map diary, such as "Enemy fighter down near Agia Marina". It names the kind of aircraft, not the model.
AffectsCovers AI Commander aircraft, spawned or virtual, and the air commander's own.
TryShoot down an enemy helicopter, then open the map's Air Picture page.
Choices: Yes / No
When enemy aircraft kill your side's men or vehicles, you get a notice and a line on the Air Picture page, such as "Friendly forces under attack from an enemy helicopter near Agia Marina". One line per area every five minutes, so a strafing run reads once.
AffectsKills by a drone, helicopter or plane only; a kill by a ground unit is not reported.
TryLet an enemy helicopter attack a friendly squad, then open the map's Air Picture page.
Choices: Yes / No
Tells your side on the Air Picture page when the air changes hands: we hold air superiority, the enemy holds it, the air is contested, or the sky is clear. It counts your armed aircraft in the air against the enemy ones your side has spotted.
AffectsA change is only reported once it has lasted about a minute, so a single pass doesn't flip it. Unspotted enemy aircraft don't count.
TryPut a friendly attack helicopter up, then let an enemy one be spotted, and watch the Air Picture page.
Choices: Yes / No
Keeps the air situation reports for missions with an air war: a side is only told when a Military Air Tasking Order module flies for a side hostile to it.
AffectsWith no enemy air commander the Air Picture page stays quiet about the air situation. Set it to No to report whatever armed aircraft are up, such as the AI Commander's helicopters.
TryRun a mission with no enemy air commander and check that no air situation notice appears; then set this to No.
Choices: All Armed Aircraft / Fighters Only
Which aircraft decide who holds the air in the Report Air Situation messages. Fighters Only counts planes built for air-to-air combat, so helicopters and ground-attack aircraft don't change it.
AffectsRead on every check, so a mission can switch it while running.
TrySet Fighters Only, put a friendly attack helicopter up, then a fighter: only the fighter brings 'we hold air superiority'.
Choices: Yes / No
Players can walk up to an AI soldier of their side who isn't in their group and use Talk to soldier. Friendlies marks every other friendly group within a kilometre of him on that player's map for two minutes, by type, callsign and strength.
AffectsThis setting turns the Friendlies button on or off; the window's Seen any? (enemy his group knows of) and Heading? (where his group is going) buttons work either way. Each soldier can be asked once a minute; only spawned units are known.
TryWalk up to a friendly AI soldier, use Talk to soldier and press Friendlies, then open the map.
A percentage from 0 (never) to 100. Once an AI group has lost half its men, each survivor on foot with a hostile player within 200 m may surrender: he drops his weapons and puts his hands up (an ACE captive with ACE). Talk to soldier lets you question, restrain, lead, search or release him. Questioned at a prison (a marker placed in the editor, named or labelled prison, or an active Player FOB within 100 m) he always talks and gives up more. An enemy you've cuffed or tied up yourself can be questioned the same way, and the first order or question takes his weapons off him.
AffectsA prisoner nobody takes is removed once no player is within 1 km, unless he's tied up or with a player's group. One who talks at a prison also gives his captors' side a task. A mission can change the chance through ALiVE_c2istar_surrenderChance.
TrySet 50, break up an enemy squad, then walk up to one who has surrendered and use Talk to soldier.
See it inHunt the recruiters: NATO against FIA (40), Special operations: a small team against a held town (25)
A percentage from 0 to 100: the chance that a prisoner questioned in the field lies. A liar marks positions 800 m to 2 km away from where they really are and gives up no installations.
AffectsA prisoner questioned at a prison never lies, and neither does a captured recruiter. A question that can't be answered replies "has already told you what he knows".
TrySet 100, question a surrendered soldier where he was taken and check the marked groups against the real ones, then take him to a prison and question him again.
See it inHunt the recruiters: NATO against FIA (30)
Choices: 0 to 100
When a prisoner questioned at a prison, or an informant at his debrief, gives up something that becomes a task, the chance it's a hostage to rescue or an HVT to take out at the place he named, instead of a destroy task. The popup says which. 0 keeps destroy tasks only.
Choices: Classic / Hot / Timed / Cold / Random
What an Extract Informant task is like. Classic is the task as it always was. Hot: enemy infantry are already in his town. Timed: once one of you is within 2 km of his town a hunter team sets out, and he dies if it reaches him or Informant Hunt Time runs out before you secure him; wipe them out and the clock stops. Cold: no extra enemy, and at the hand-over he's debriefed, marking the enemy round his town and sometimes giving you a new task. Random picks hot, timed or cold each time, and the task's title says which.
TryTimed for a race against the clock, Cold for an informant who leads on to the next task.
Choices: seconds, at least 120
For a Timed Extract Informant: how long you have to secure him once the clock starts, which is when one of you first comes within 2 km of his town. 900 is 15 minutes.
How players open Talk to soldier on a prisoner or a friendly soldier: Auto uses the ACE interaction menu when ACE is loaded and the scroll wheel when it isn't; Scroll wheel always uses the scroll wheel; ACE uses the ACE menu (the scroll wheel without ACE); Both offers it in each.
AffectsPick Scroll wheel or Both with ACE loaded if finding a moving soldier's body for the ACE menu is awkward. The window that opens is the same either way.
Choices: Yes / No
Shows friendly units near players on the map.
AffectsThe range is set by Friendly Radius. The markers refresh every 10 seconds whatever Sector Update Time says, and each side's markers show only to that side and the sides friendly to it, whatever Map Intel Visibility says.
How far, in metres, friendly units are shown when Friendly Coverage is on, measured from the centre of each map sector that has a player in it.
How often, in minutes, the Player Map Sectors and Military Map Sectors shading refreshes. Lower values mean fresher shading but more work for the server. The Friendly Coverage markers and the T.R.A.C.E. grid run on their own 10 and 30 second timers, but while Player Map Sectors is on, Friendly Coverage only gets fresh sector data this often.
TrySet 5 on a busy server to cut the load.
Choices: None / Solid / Horizontal / Vertical / F-Diagonal / B-Diagonal / Cross
Shades red every 100 m map square within 30 km of the module that has an enterable building. A square turns green for a side when one of its players is standing in it at a check, on foot at ground level, with no enemy on foot within 75 m of its centre. It turns red again only if an enemy comes within 75 m while that player is in it, so cleared squares stay green. It checks every 30 seconds. None turns it off.
Choices: Off / Basic / Partial / Full / Advanced
The main switch and detail level for the COP map overlay. Basic shows objective rings; Partial adds enemy contacts; Full adds friendly positions and arrows on moving enemy groups; Advanced adds trails, threat, confidence and axis-of-advance markings. Enemy symbols show type, group count, faction, minutes since seen, and A, D or R (attacking, defending, reserve). Contacts come from conventional AI commanders only, over 10 to 20 minutes. Older missions that used the former Live Commander Intel Yes/No switch still work: a saved Yes counts as Advanced while this stays at Off.
AffectsWhen Off, every COP setting below does nothing, apart from the two order and blocking-line marker settings.
TryPick Advanced for a full commander's picture.
Choices: No / Yes
Adds a Command View entry to the tablet menu that shows the whole side's COP intel across the entire map, ignoring COP Anchor Distance. Setting Yes turns Command View on for every player straight away; each player can switch it off and back on from the menu, and their choice survives respawn but resets when the mission is loaded again.
AffectsPlayers still need an access item to see the toggle.
How far around each player, in metres, COP intel is drawn on the map. It only limits what's drawn, not what the AI commander knows; anything under 100 is reset to 1000.
AffectsLarge values with lots of units or objectives can slow the map down.
TrySet 2000 for a wider picture on a small map.
Choices: A number of seconds, 15 to 120
How often the server refreshes enemy and friendly COP data; objectives refresh at half that rate. The AI commander only updates its picture every 120 seconds, so faster settings mainly cost server time.
TryPick Economy (120s) on a busy server.
Which sides' COP data players see. Left empty, each player sees only their own side. Ticking any side replaces that default for every player, so tick your own side too if you still want it, and tick several for an observer or Game Master overview.
AffectsEnemy contacts and objectives for a ticked side come from that side's conventional AI Commander (OPCOM) module; without one, only that side's friendly positions can appear.
Choices: Auto (follow COP Mode) / On / Off
Shows friendly AI forces as unit symbols on the COP overlay. Auto, the default, follows Commander Intel Mode: shown at Full and Advanced, hidden at Basic and Partial. On shows them at every level and Off hides them. A mission saved with Yes or No reads it as On or Off.
AffectsOnly AI groups managed by ALiVE's Virtual AI (profile) system are shown, and only within 8 km of a player on that side. Groups kept out of profiling and the AI in a player's own group don't appear.
Choices: Auto (follow COP Mode) / On / Off
Forces the dashed arrows from friendly forces to attack objectives on or off; Auto follows Commander Intel Mode, which only shows them at Advanced.
Choices: Auto (follow COP Mode) / On / Off
Forces the enemy contact markers on or off whatever the detail level; Auto follows Commander Intel Mode, which only hides them at Basic.
Choices: No / Yes
When Yes, the COP also shows insurgent activity zones and civilian sentiment shading. Insurgent infrastructure (IEDs, factories, HQs and the like) has its own switches that stay off unless a mission script turns them on.
AffectsNeeds an AI Commander (OPCOM) set to asymmetric in the mission, and does nothing when Commander Intel Mode is Off.
Choices: Auto (follow COP Mode) / On / Off
Forces the civilian sentiment heat map on or off; Auto follows Commander Intel Mode.
AffectsNeeds Commander Intel Asymmetric set to Yes.
Choices: Auto (follow COP Mode) / On / Off
Forces the insurgent activity zones on or off; Auto follows Commander Intel Mode.
AffectsNeeds Commander Intel Asymmetric set to Yes.
Choices: Yes / No
Shows objectives the AI commander is attacking on the COP overlay.
AffectsOnly when Commander Intel Mode isn't Off.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of the Attack objective ring.
Choices: None / Cross-in-circle / Dot / Flag / Box / Installation / Warning
Optional icon in the middle of the Attack ring. None shows just the ring and label.
Choices: Yes / No
Shows objectives the AI commander is defending on the COP overlay.
AffectsOnly when Commander Intel Mode isn't Off.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of the Defend objective ring.
Choices: None / Cross-in-circle / Dot / Flag / Box / Installation / Warning
Optional icon in the middle of the Defend ring. None shows just the ring and label.
Choices: Yes / No
Shows the objectives the AI commander is scouting before it attacks, as Recon rings.
AffectsOnly when Commander Intel Mode isn't Off.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of the Recon objective ring.
Choices: None / Cross-in-circle / Dot / Flag / Box / Installation / Warning
Optional icon in the middle of the Recon ring.
Choices: Yes / No
Shows objectives the AI commander is holding in reserve on the COP overlay.
AffectsOnly when Commander Intel Mode isn't Off.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of the Reserve objective ring.
Choices: None / Cross-in-circle / Dot / Flag / Box / Installation / Warning
Optional icon in the middle of the Reserve ring. None shows just the ring and label.
Choices: Yes / No
Shows objectives your side currently holds on the COP overlay.
AffectsOnly when Commander Intel Mode isn't Off.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of objectives held by BLUFOR.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of objectives held by OPFOR.
Choices: Black / Grey / Red / Brown / Orange / Yellow / Khaki / Green / Blue / Pink / White / BLUFOR / OPFOR / Independent / Civilian / Unknown side
Colour of objectives held by Independent forces.
Choices: Cross-in-circle / Dot / Flag / Box / Installation / Warning
Icon drawn on held objectives. Unlike the other objective types, there's no None option.
Overhaul
Status
This module has completed its overhaul pass: faction filtering, civic tasks, player orders, the task-generation crash, the task-area circle and map-intel visibility are all in and considered stable. The settings for player-designated objectives and Automatic Player Tasks have names and tooltips in English and Spanish only, and the newer settings (the air picture reports, Air Situation Counts, Task Blacklist, Ask Soldiers About Friendly Units, AI Surrender Chance, AI Takes Over Slow Tasks, Generate Briefing and Pilot Rescue Timeout) are English only. Players can also request CAS from the tablet, question surrendered soldiers with Talk to soldier, and read an Air Picture page, and Back buttons are on every C2ISTAR screen.
Testing
Place a C2ISTAR module synced to an OPCOM module for a side, along with the faction and terrain objects that side needs. Check that auto-generated tasks appear at a sensible pace and complete correctly, that the optional task-area circle draws around the objective, and that with 'Display Map Intel' switched on and 'Commander Intel Sides' set to a side, 'Map Intel Visibility' limits the AI commander's objective, kill and logistics markers to the players it should, while that commander's spot reports reach only its own side. If running civic state, watch for civic tasks appearing and civic values changing after tasks resolve. If testing as a command role, try issuing orders and switching OPCOM stance from the tablet, and check the Common Operational Picture overlay renders and its layer toggles work. Request several different OPCOM Orders for the same group one after another: each should replace the previous task rather than add to the list, and the objectives and task types offered should vary rather than repeat. With an air commander in the mission, open Request CAS from the C2ISTAR menu and click a target: the radio should acknowledge or turn it down. Set 'AI Surrender Chance (%)' to 100, kill half a squad and check the survivors give up and Talk to soldier works on them. Report the map, what units or players were doing, and include an RPT log if anything looks wrong. Leave Auto Task Factions alone in a mission with no CSAT and check each task's enemies come from the hostile AI Commander's faction; then pick CSAT in that Enemy slot and check a Defence task's waves still come from the hostile commander's faction. With a Military Air Component Commander on your side, finish a Recon task with enemy vehicles in view and watch for the strike it asks for.
Spotted a problem? Please report it on the ALiVE issue tracker on GitHub, with the map, rough location and what the units were doing so it can be reproduced.
Changelog
ALIVE_fnc_radioBroadcast.