ALiVE.OS · ALiVE 3 Development
AI-run convoys, helicopter lifts, slingload and paradrops that keep the battlefield resupplied and reinforced.
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
Military Logistics simulates the supply and reinforcement side of a battlefield: AI-driven convoys, helicopter lifts, slingload deliveries and parachute drops that keep objectives resupplied and reinforced without a mission maker having to script any of it. Place the module, choose which reinforcement types are allowed (infantry, mechanised, motorised, armour, helicopter, plane) and how they should be delivered, and it takes care of moving troops, vehicles and supplies from source to destination.
It also carries out players' own orders: with a Player Combat Logistics module, players can call in a Convoy, Helicopter or Airdrop delivery from the tablet, and the module routes and fulfils it with the same delivery logic as AI-driven resupply.
Where you place this module matters. This module's spot is where the AI commander's own deliveries start: reinforcement after it takes an objective, and its resupply convoys. That's with Reinforcement Type on Static; on Dynamic it uses the nearest friendly objective and falls back here when there isn't one. What players request from the tablet starts from the AI Commander module instead.
How it works
A commander that drops below its reinforcement threshold asks Military Logistics for more. Logistics pays for them out of its force pool, picks how to bring them, and sends them to ground the side holds near the fighting.
Worth knowing. A faction with no transport of its own borrows its side's vanilla trucks and helicopters. With Air Transport Assets on Faction Only it never flies until you add helicopters in Override Air Transport. A commander with no groups left never asks, and an Asymmetric commander never asks at all: it grows by recruiting.
Player deliveries
The Player Combat Logistics tablet offers three ways to send what you order: Convoy, Helicopter and Airdrop. Each carries things its own way, and an Airdrop picks a way for each thing in it.
Worth knowing. "Anyone" means any player, on any side, within 1.5 km of the destination when the delivery sets off. With nobody there, what would have come down by parachute or off a plane is set down at the destination instead, as nobody would see the difference. The Airdrop list has cars, trucks and boats but no armour, and for most factions no mechanised groups (RHS factions have them): send those by Convoy. A group asked for as Static Defence holds where it was delivered. Men who joined your group can be sent home again with Send reinforcements home in the ALiVE menu.
Capabilities
Trucks travel real roads between depots and objectives to deliver supplies, including to a player FOB that has run low, following the pathfinder and avoiding getting stuck at busy junctions or bases. Resupply trucks are the faction's own where it has one (an ammo truck first, then any truck), not the stock Arma 3 truck.
Helicopters fly troops, vehicles and slung cargo to a landing zone, then return to a friendly airfield or base to fly again instead of idling at the destination. Door gunners on these helicopters fire back at enemies they can see on the way in and on the flight home.
Infantry parachute in from the faction's or side's transport plane when players are near the drop zone, and from a helicopter when there is no such plane: a player's on every Airdrop, the commander's when enemies are within 500 m of the drop. An Airdrop also slings in the cars, trucks and boats a player orders, and, with a player near, drops one no helicopter can lift off the back of a transport plane when there's one that can take it.
Mission makers choose which reinforcement types are allowed (infantry, mechanised, motorised, armour, helicopter, plane) and can exclude specific vehicle kinds.
With Income per Held Objective above 0 (it's off by default), the force pool gains that much for every objective the side's AI Commanders hold, every Income Interval, up to an optional Income Cap. Players see the pool and the next payment on the Commander tab of the command tablet.
Works with the Player Combat Logistics tablet so players can call in a Convoy, Helicopter or Airdrop delivery, including for factions without helicopters of their own. Men delivered into a player's group can be sent home again from the ALiVE menu with Send reinforcements home.
When a C2ISTAR module is present, resupply trucks sent to combat support units and helicopter deliveries can spawn tasks on trips over 1 km: protect the delivery for its own side, or intercept it for the enemy. Reinforcement convoys don't raise tasks.
How to use it
Tank) to skip in Excluded Kinds.Settings
These settings control how an AI commander (OPCOM) synced to this module gets reinforcements: how big the budget is, which kinds of units it may ask for and how they're flown or driven in. They also cover optional convoy and helicopter tasks for players, the transport classes each faction uses, whether taking or losing objectives changes the commander's strength, and whether held objectives pay income into the force pool. An On Spawn Hook section (On unit spawn (SQF) and Run once per group) lets you run your own code on every soldier the module sends: reinforcements, crews and resupply groups.
Presets that use this module: Combat support: CAS, transport and artillery on call, Forward bases: build and hold FOBs, Ground convoy: transport, escort and recruits, Persistent campaign: a war that carries on where you saved. Place one in the editor to see it set up.
The commander stops receiving reinforcements once 200 groups have been sent, so losses start to stick. The 200 is shared by every faction under the commander.
The budget is worked out from the objectives the side holds, so it grows as they capture ground and shrinks as they lose it.
Every 15 minutes the pool gains 10 for each objective the side holds, until it reaches 2000. Lose ground and the payments shrink.
Tanks, helicopters and planes are stripped out of every commander reinforcement request, while troops can still be flown in.
Resupply trucks sent to combat support units, and reinforcement helicopters, on trips over 1 km raise protect tasks for their own side and ambush or shoot-down tasks for the other, as long as a C2ISTAR module is placed. Reinforcement convoys don't raise tasks.
The remaining budget for each faction is saved and loaded back next time, provided the Data module is set up.
Choices: Yes / No
Writes detailed logistics information to the server log: the settings in use, the reinforcement budget, each request and the transport chosen for it.
AffectsOnly the log; nothing changes in game.
TrySet Yes when reinforcements never turn up, so the log says which faction had no budget or no transport.
Choices: No / Yes
Saves each faction's remaining reinforcement budget, including any income it has earned, to the ALiVE database and loads it back when the mission starts again.
AffectsNeeds the Data module; without it nothing is saved or loaded.
See it inPersistent campaign: a war that carries on where you saved (true)
Choices: Dynamic / Static
Dynamic lets reinforcements come in through whichever held objective suits best, moving to another if one is lost. Static uses only the objective nearest to where you placed this module; once that's lost, no reinforcements arrive until it's retaken.
AffectsWith Static, where you put the module on the map matters.
TryPick Static and place the module beside a base to make that base the only way in for fresh troops.
Choices: Dynamic / Infinite / 20000 / 10000 / 5000 / 2500 / 1000 / 500 / 200 / 100 / 50 / Typed (set below)
The total number of groups the commander can bring in as reinforcements; each group delivered comes off the total, and requests stop when it hits zero. Dynamic instead sets the budget from the objectives the side holds, so it grows as they capture ground and falls as they lose it. [Income per Held Objective](#set-forcepoolincome) can top up any pool except Infinite over time. A C2ISTAR task completed by players pays its reward into the pool too, usually 10 to 50 groups, and HQ radios the side's new reinforcement level.
AffectsOne budget shared by every faction on the synced commander: each faction carries the same figure and a request by any of them lowers it for all. Resupply runs to artillery, other support units and player FOBs that are running low also take a little from it (2%, between 1 and 10 groups a trip).
TryChoose 100 for a fight where every loss counts.
Choices: Any number, 0 or more
The force pool to start with when Force Pool is set to Typed. A typed 10 is a pool of 10 (the Dynamic choice is separate). Ignored for the other Force Pool choices.
Choices: Yes / No
When a resupply truck sets off to a combat support unit that's run low on ammo or fuel, on a trip of more than 1 km, players on its side get a task to protect it and players on a hostile side get a task to ambush it. Reinforcement convoys don't raise tasks.
AffectsOnly works when a C2ISTAR module is placed.
Choices: Yes / No
When a real reinforcement helicopter flies more than 1 km, its own side gets a task to protect it and hostile sides get a task to shoot it down before it delivers.
AffectsOnly works when a C2ISTAR module is placed.
Choices: Off / 25% / 50% / 75% / 100%
The chance that a ground resupply convoy leaves with an armed helicopter of its own faction (a gunship or armed transport with a crew, never a drone) flying just ahead of the lead truck for the delivery and the trip home. The helicopter costs one unit from the force pool. While nobody is watching it follows the lead truck; when players are near it flies with it, slow and low. If the lead truck is lost it moves to the next one. At the end of the run it is removed with the convoy, crew included, once no player can see it.
AffectsNeeds Allow Helicopter Reinforcement set to Yes and an armed helicopter in the faction. An escort left over after a save and load is removed.
TrySet 100% to get an escorted convoy on every run.
Choices: Yes / No
When set to No, infantry groups are removed from every reinforcement request the commander makes.
AffectsOnly the AI commander's requests; players' own logistics requests aren't touched.
Choices: Yes / No
When set to No, mechanised groups (troops in armoured carriers) are removed from every reinforcement request the commander makes.
AffectsOnly the AI commander's requests.
Choices: Yes / No
When set to No, motorised groups (troops in trucks and cars) are removed from every reinforcement request the commander makes.
AffectsOnly the AI commander's requests.
Choices: Yes / No
When set to No, tanks and other armour are removed from every reinforcement request the commander makes.
AffectsOnly the AI commander's requests.
TrySet No on the enemy's module so players never face fresh tanks mid-mission.
Choices: Yes / No
When set to No, helicopters aren't sent as reinforcements in their own right. Helicopters that fly troops in are chosen separately and still turn up.
AffectsReplacement aircraft for the air commander (MACC) are delivered whatever this says.
Choices: Yes / No
When set to No, planes aren't sent as reinforcements in their own right. Aircraft used to airdrop or carry troops are chosen separately and still turn up.
AffectsReplacement aircraft for the air commander (MACC) are delivered whatever this says.
A comma-separated list of vehicle class names; any reinforcement group containing a vehicle of that class, or of a type that inherits from it, is never sent. Use broad types like Tank or Helicopter, or one exact vehicle class to block a single troublesome model.
AffectsWorks alongside the Allow settings above, so you can block one vehicle without turning off a whole category.
TryType "Tank" to keep tanks out of reinforcements. Tracked troop carriers count as tanks in the game's class tree, so they go too; name one exact vehicle class instead to block a single model.
Choices: Yes / No
Lets the commander fly reinforcements in by helicopter or transport aircraft. With No, it looks for no air transport at all and deliveries go by road.
AffectsOnly the commander's own reinforcement deliveries. Players' helicopter and airdrop requests through the logistics menu still fly, and Override Air Transport and Air Transport Assets still apply to those.
Choices: Side and Faction / Faction Only
Which aircraft a delivery can use, the commander's reinforcements and players' orders alike. Side and Faction: the faction's own helicopters and transport planes, and the side's only when the faction has none of its own for the job. Faction Only: the faction's own and never the side's.
AffectsClasses you add under Override Air Transport count as the faction's own, so they're used either way. With Faction Only and none of its own for the job, the commander's reinforcements are driven in and a player's order comes without an aircraft, by parachute or set down at the destination. An Airdrop's transport plane follows the same rule: NATO has none, NATO Pacific has the Blackfish.
Choices: Yes / No
With Yes, helicopters flying troops in, and the aircraft of a combat paradrop, take off from, and return to, the held airfield nearest the drop-off (an objective within 1000 m of a runway and more than 500 m from the drop-off) instead of the usual supply point. If no airfield qualifies, the usual departure point is used.
AffectsHelicopter landings and combat paradrops, for the commander's own deliveries only, not player orders.
Choices: Yes / No
Whether supply crates that are paradropped or set down by helicopter get a smoke grenade (by day) or a strobe (by night) so players can find them.
AffectsEvery paradropped or sling-loaded supply crate from this module, player requests included.
TrySet No for a mission where drops shouldn't give positions away to the enemy.
Choices: number
0 (default): every ground delivery brings new trucks, which go once it's done. Above 0: each faction keeps up to this many trucks at each supply point. They drive back after a delivery and carry the next one, and a lost truck is replaced at a cost of 1 to the force pool.
TrySet 4 so trucks stop piling up at the supply point in a long mission.
Choices: seconds
With trucks kept per supply point, the longest a ground delivery waits for enough of them to be free. After that it brings its own extra trucks, which go once it's done.
Choices: Replace / Append
How the three override lists below are used. Replace swaps a faction's stock list for your choices; Append adds your choices to the stock list.
AffectsApplies to all three override lists at once.
TryPick Append when adding mod vehicles to a vanilla faction without losing its usual trucks and helicopters.
Picks the trucks and cars each faction uses for supply convoys. Tick classes in the list, or type extra ones in the box below it as FACTION=class1,class2;FACTION2=class3.
AffectsChanges the shared transport list that other ALiVE modules also read. A faction list set in an init or static data script later in startup will overwrite this.
Picks the helicopters each faction uses to fly troops in, paradrop them and sling vehicles and cargo. It works the same way as Override Land Transport. An Airdrop's transport plane isn't picked here: it's a plane of the faction, or of its side, whose config lets it carry vehicles.
AffectsThese classes are used even with Air Transport Assets set to Faction Only.
Picks the crates and cargo nets each faction drops by parachute or carries under helicopters. Type any class the list doesn't show into the box below it.
Choices: No / Yes
With Yes, each time the commander's side captures an objective, its starting strength goes up: the number of groups it tops itself back up to with replacements. So it gets bigger as it wins ground. It adds nothing to the Force Pool, and the extra replacements still come out of it.
AffectsChanges the commander's target strength only; the amount comes from Inc. Force Strength Factor (%). The Force Pool grows only with Dynamic, Income per Held Objective, or rewards from C2ISTAR tasks players complete.
Choices: Type 0 to 100
How many groups each capture adds, as a percentage of the commander's whole starting strength, rounded up. 10 on a commander that started 40 groups strong adds 4; the default 1 adds 1. Each added group's kind (infantry, motorised, armour and so on) is picked at random, weighted by the kinds it already has.
AffectsOnly used when Inc. Force Strength (Obj. Capture) is Yes.
Choices: No / Yes
With Yes, each time another side captures an objective this commander was holding, its starting strength goes down: the number of groups it tops itself back up to with replacements. An objective it never held, or a capture by a side it counts as friendly, doesn't count. It takes nothing from the Force Pool.
AffectsChanges the commander's target strength only; the amount comes from Dec. Force Strength Factor (%).
Choices: Type 0 to 100
How many groups each loss takes off, as a percentage of the commander's whole starting strength, rounded up. 10 on a commander that started 40 groups strong takes off 4; the default 1 takes off 1. Each group's kind is picked at random, weighted by the kinds it has.
AffectsOnly used when Dec. Force Strength (Obj. Loss) is Yes.
Choices: Type a number
Every Income Interval the force pool gains this much for each objective the side's AI Commanders hold (an objective with their troops sitting on it). So 56 held objectives at 10 each adds 560 a payment. A place held by two commanders of the side counts once. 0 turns income off.
AffectsNot paid with an Infinite pool, or while Logistics is paused (no catch-up payment when it resumes). A Dynamic pool keeps what it earned before its first reinforcement request, then income adds on top of its own rise and fall.
Try10 for a side that slowly grows stronger while it holds ground.
Choices: 5 / 10 / 15 / 30 / 60
How often the income is paid. The first payment comes one interval after the module has finished setting up.
AffectsOnly used when Income per Held Objective is above 0. Pausing the module pauses the income too.
Try5 to see the pool rise quickly while testing.
Choices: All objectives / Military objectives only / Military and custom objectives
Which held objectives pay income: all of them, military objectives only, or military and custom objectives. The two narrower choices leave out the towns.
AffectsOnly used when Income per Held Objective is above 0.
TryMilitary objectives only, so holding bases pays and holding villages doesn't.
Choices: Type a number
The pool stops gaining income once it reaches this number. A pool already above it is left as it is, never cut back. 0 means no cap.
AffectsOnly limits income; the starting pool can be higher.
Try2000, so a long mission can't build an endless budget.
Choices: SQF code
Code run on each soldier of the reinforcements, crews and resupply groups this module sends, as Military Placement does for its forces. _this is [unit, profileID, side, faction]. It runs on the server in a scheduled thread, so use remoteExec for anything players should see.
Choices: Yes / No
Yes runs the code once for each group, when it first spawns. No runs it every time the group spawns back in from being virtual, which keeps anything it adds to the soldiers in place.
Overhaul
Status
Convoys, helicopter transport, slingload and paradrop deliveries are all monitored by background checks that recover stuck or stalled deliveries instead of leaving them broken.
Helicopters pick up, deliver and release slung cargo cleanly, then return to a friendly airfield or base rather than idling at the destination.
Players can call in Convoy, Helicopter or Airdrop deliveries, including for factions without helicopters, from the Player Combat Logistics tablet.
Module attributes are organised into clear sections with tooltips and full translations, including the reinforcement-type and transport controls.
Supply points can keep a set number of trucks for the next delivery, and resupply trucks come from the faction's own vehicles.
Airdrop infantry jump from a transport plane when players are near, and combat paradrops can launch from and return to an airfield.
Force Pool can be typed in, and your own code can run on every unit the module sends.
Objectives a side holds can pay into its force pool on a timer, with a choice of which objectives count and an optional cap.
Testing
Place a Military Logistics module alongside an OPCOM/ORBAT setup with objectives that need reinforcement, and watch a full delivery cycle: a truck convoy or helicopter should route to the objective, drop off troops, a vehicle or slung cargo, and then head back to a friendly base rather than sitting idle. Try a delivery of each kind from the Player Combat Logistics tablet (Convoy, Helicopter and Airdrop) and confirm it arrives and the request is marked complete. A vehicle comes by road, lowered on ropes, off a transport plane or by parachute. Watch slingload runs closely: the helicopter should release the load near the ground, climb away afterwards, and not hover indefinitely. If anything stalls, hovers, or a vehicle is left orphaned, note the map location, which delivery type was running (convoy, heli insert, slingload or paradrop) and grab the relevant RPT lines starting with the module's own log prefix. To test the truck pool, set Trucks Kept per Supply Point to 2 and run two ground deliveries from the same supply point: the second should use the trucks that drove back, not new ones. To test the paradrop, order an Airdrop from the tablet with a player near the drop zone for a faction that has a transport plane: the men should jump from the plane. To test force pool income, set Income per Held Objective to 10 and Income Interval to 5. Every 5 minutes the pool should rise by 10 for each objective the side holds: the Commander tab on the tablet shows it, and the RPT logs a "Force pool income" line each time. Set an Income Cap and the pool should stop there. With Force Pool (groups) on Infinite, or with Logistics paused, nothing should be paid.
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