ALiVE.OS · ALiVE 3 Development
Automatic battlefield intel markers for enemy contacts and friendly orders, with older placeable intel modules now deprecated
In development · 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
This addon provides the map-marker layer that shows intelligence about the battlefield: enemy contact reports and friendly attack, recon and capture markers. None of it is on out of the box. Once a Player Command/Control (C2ISTAR) module is synced to an OPCOM with Display Map Intel set to Yes and that OPCOM's side ticked under Commander Intel Sides, the layer runs in the background, feeding markers to players on the matching side as orders are issued and contacts are spotted. The addon also still contains three older modules (Military Intelligence, Military Sector Display, and Player Sector Display) from an earlier design. All three are now hidden from the editor and cannot be placed at all, and their in-game names carry a warning to remove them from any mission that still has one; their old settings (random intel chance, a friendly-unit display radius, and periodic sector marker updates) have moved to the Player Command and Control module.
The markers won't appear on their own. Sync a Player Command/Control (C2ISTAR) module to your OPCOM, set Display Map Intel to Yes, and tick that OPCOM's side under Commander Intel Sides. Both default to off, and if either one is left alone no intel markers are drawn at all. Mission makers who still have the old Military Intelligence, Military Sector Display, or Player Sector Display modules in existing missions should remove them, since the game itself now flags them as deprecated.
Capabilities
When enemy units are spotted, a marker showing their approximate type, position, and heading appears on the map for the matching side, in the enemy side's colour. Confidence fades over about three minutes, and the marker fades and disappears if the contact goes stale, so old sightings do not linger as if they were current. With the Command overlay (COP) on, the overlay draws the contacts instead.
When a commander orders an attack on an objective, a labelled circle marker (for example "BLUFOR Attacking") appears over that objective for players on the matching side, and clears automatically once the objective is captured or the attack is called off.
During a recon or capture order, a shaded line and advance arrow show the direction friendly forces are pushing in on the objective, then disappear once that order finishes.
Three older modules from this addon, Military Intelligence, Military Sector Display and Player Sector Display, are still shipped but are hidden from the editor and cannot be placed. They also do nothing if an old mission file still contains one, so remove them. Their settings now live on the Player Command and Control module.
Recent work
Status
Spotted enemy groups get a marker showing rough type and heading, with confidence that fades and eventually removes the marker if the sighting goes stale.
Attack, recon, and capture orders from the Command system are shown as markers on the map for the matching side, and clean themselves up once the order concludes.
Attack markers now state which side is attacking, and the attack marker is correctly cleared the moment an objective is captured rather than lingering.
When the Command overlay (Commander Intel Mode on the Player Command/Control module) is on, this addon stops drawing its own overlapping enemy contact markers. The recon and capture lines stay.
The three legacy Eden modules in this addon are hidden from the editor and their init functions exit immediately, so they don't do anything, even for backward compatibility with older missions. They have not yet been removed outright.
Testing
Set the markers up before you test them, they're off by default. Place a Player Command/Control (C2ISTAR) module, sync it to your OPCOM, set Display Map Intel to Yes, and tick that OPCOM's side under Commander Intel Sides (tick every side you want to test). Miss either setting and the map stays bare, which is the configuration and not a fault. Watch the map during a mission with active AI commanders: enemy contacts spotted by a ticked side should appear as fading markers for players on that side, and any attack, recon, or capture order should show a matching marker that disappears once that order is finished. Defend orders do not draw a marker. If Commander Intel Mode (COP) on the Player Command/Control module is set to anything but Off, confirm enemy contacts are not shown twice, and that the recon and capture lines still draw. Separately, if a mission still has the old Military Intelligence, Military Sector Display, or Player Sector Display modules placed, note that these are flagged deprecated in game and mission makers should be encouraged to remove them.
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