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ALiVE.OS · ALiVE 3 Development

Military Logistics

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.

On this page

Overview

What Military Logistics does

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

How a commander gets reinforcements

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.

  1. Strength checkAbout every 5 minutes the commander reviews the battlefield and compares its forces with what it started with. Below Reinforcements (Moderate, 75%; Aggressive is 90% and Conservative 50%) it asks for more.
  2. Where toThe request names an objective the side holds and has in reserve, the one nearest the objective the commander most wants to attack or defend. With no objective in reserve, it doesn't ask.
  3. Who answersThe Military Logistics module synced to that commander. It has no factions of its own and serves whatever its commanders command.
  4. PayingEvery group sent comes out of Force Pool (groups) (1000), and so does every helicopter carrying a vehicle. When it's empty the request is refused, and the commander asks again at its next review. Dynamic sets the pool from the priority of the objectives the side holds, so it grows as the side takes ground. With Income per Held Objective above 0 (it's off by default), every Income Interval (15 min) the pool also gains that much for each objective the side holds, up to Income Cap. Infinite pools earn nothing.
  5. How they travelA request with armour goes by road. Motorised and mechanised groups fly slung under a helicopter when the side has one strong enough, and take their infantry with them. Infantry alone drive when the drop point is under 1500 m from the side's main held objective with no water in between, and fly beyond that. Flying needs Enable Air Transport and two held objectives, and enemies within 500 m of the landing zone turn it into a paradrop.
  6. Where they goBy road, to the objective the commander named. By air, to where Logistics rates them most needed, often an objective under attack, skipping any with 3 or more enemies within 500 m.
  7. Where they startAt the supply point nearest the drop point: the commander module's own position, any Logistics Hub of the side synced to this module while it stands, and earlier drop points while their troops survive. A hub that is destroyed or dismantled drops out until it is repaired. Helicopters Depart From Airfields launches landing flights from a held airfield instead.
  8. ArrivalInfantry garrison the drop point, and every group goes back under the commander's orders. Its reviews count them all along, even while they're on the way. It carries on at step 1.

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

What brings a player's delivery

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.

  • ConvoyMen ride trucks by road; with you near they get out 500 m short and walk in while the trucks cover them. A group's own vehicles, and any vehicle you order, drive there, and a naval group's boats sail to the water nearest the destination. Supplies come on a truck and are unloaded where it stops.
  • HelicopterMen are flown in, land at the nearest clear spot to the destination, within 150 m where there is one, and get out. A vehicle is slung under a helicopter strong enough to lift it and lowered to the ground on ropes, and a boat onto open water. One no helicopter can lift comes down at the destination without one. Supplies ride inside, or come slung in a container.
  • AirdropMen parachute from a helicopter over the destination. A group with its own vehicles comes down with them, the men riding inside. A boat comes down on open water near the destination, slung under a helicopter when one can lift it. Supplies come in a container, under a parachute with red smoke by day or an infrared strobe after dark when you're near, unless Military Logistics' Mark Supply Drops is No.
  • Where it sets out fromA Convoy or Helicopter delivery leaves from the supply point nearest its destination: the commander's own position, a Logistics Hub synced to Military Logistics, or an earlier drop whose troops survive. Standing at a hub, Collect at a Hub skips the trip and sets the requisition out beside you.
  • FOB kits and supply cratesWith Player FOBs in the mission, the ALiVE FOB Kit and the ALiVE FOB Supply Crate are on the tablet under Combat Supplies, Ammo, and come any of these ways. They arrive ready to use: Deploy FOB on the kit, Unload Supplies with the crate inside a FOB's build range.
  • An Airdrop's car or truckGoes the way the picture shows. A helicopter can sling it when the vehicle has sling points, one of the faction's helicopters (or its side's too, unless Air Transport Assets is Faction Only) lifts more than it weighs, and fewer than 3 loads of any delivery are slung. A transport plane can carry it when one of the faction or its side, on the same rule, takes its weight: NATO Pacific's Blackfish (25 t), CSAT Pacific's Y-32 Xi'an (5 t) or the RHS C‑130 (28 t). Independent factions have none.

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

What it handles

CONVOYS

Ground resupply convoys

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.

HELI LIFT

Helicopter reinforcement and slingload

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.

AIRDROP

Airdrop and paradrop

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.

REINFORCEMENT MIX

Configurable reinforcement types

Mission makers choose which reinforcement types are allowed (infantry, mechanised, motorised, armour, helicopter, plane) and can exclude specific vehicle kinds.

INCOME

Held ground pays into the force pool

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.

PLAYER SUPPORT

Player-requested deliveries

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.

C2ISTAR TASKS

Optional escort/ambush tasks

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

Getting started

  1. Place a Military Logistics moduleWhere you drop it matters. With Reinforcement Type on Static, reinforcements only come in through the objective nearest the module, and resupply trucks for artillery and support units can set off from the module's spot too. Reinforcement Type defaults to Dynamic, with Force Pool (groups) set to 1000 (pick Typed to enter any number in Force Pool (typed)); Enable Debug adds logistics detail to the log if you need it.
  2. Sync it to an OPCOM moduleDraw a sync line to the Military AI Commander (OPCOM) module for the side you want reinforced. Without one, the module has nothing to deliver troops or supplies for.
  3. Choose which reinforcement types are allowedIn the module attributes under Reinforcement Types, toggle Allow Infantry, Allow Mechanised, Allow Motorised, Allow Armour, Reinforce with Helicopters and Reinforce with Planes, or list vehicle classes or kinds (such as Tank) to skip in Excluded Kinds.
  4. Set transport behaviourUnder Transport, Enable Air Transport and Air Transport Assets (Side and Faction vs Faction Only) decide which aircraft deliveries can use. Switch Helicopters Depart From Airfields to Yes to have helicopter deliveries take off from, and return to, the nearest friendly airfield when there is one.
  5. Tune trucks and supply drops (optional)Mark Supply Drops (Yes by default) puts smoke by day or a strobe by night on paradropped and sling-loaded supply crates; set it to No to land them unmarked. Trucks Kept per Supply Point is 0 by default, so every ground delivery brings new trucks; set it above 0 to keep that many at each supply point, with Longest Wait for Trucks (600 s) limiting how long a delivery waits for them.
  6. Let held ground pay into the force pool (optional)Under Starting Force Strength, set Income per Held Objective above 0, then pick Income Interval (15 min by default) and Income From. Add an Income Cap if you want a ceiling. Hold some objectives and watch the pool grow on the Commander tab of the command tablet, or in the RPT line "Force pool income".
  7. Optionally enable escort tasksSet Convoy Escort/Ambush Tasks and Heli Escort/Shoot-Down Tasks to Yes (default No) so resupply convoys and helicopter flights over 1 km spawn protect, ambush or shoot-down tasks. Both need a C2ISTAR module.
  8. Watch or trigger a delivery in gameLet the AI Commander lose enough strength to drop below its Reinforcements level, or use the Player Combat Logistics tablet (needs that module) to request a Convoy, Helicopter or Airdrop delivery. Confirm the convoy or aircraft routes in, drops off troops or cargo, and returns to base afterward.
  9. Add Logistics Hubs (optional)Sync a Logistics Hub module to this one, alongside the AI Commander. Each of its hubs becomes a place convoys, their trips back and player deliveries set out from, for the commanders of the hub's side, beside the HQ and earlier drops. Whichever is nearest where they're going is used.

Settings

Every setting, and what it does

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.

Quick setups

A short, costly fight where reinforcements run dry

  • Force Pool (groups): 200

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.

Reinforcements that follow the front line

  • Force Pool (groups): Dynamic

The budget is worked out from the objectives the side holds, so it grows as they capture ground and shrinks as they lose it.

A side that earns reinforcements by holding ground

  • Income per Held Objective: 10
  • Income Interval (minutes): 15
  • Income Cap: 2000

Every 15 minutes the pool gains 10 for each objective the side holds, until it reaches 2000. Lose ground and the payments shrink.

A ground war with no enemy armour or air arriving as reinforcements

  • Allow Armour: No
  • Reinforce with Helicopters: No
  • Reinforce with Planes: No

Tanks, helicopters and planes are stripped out of every commander reinforcement request, while troops can still be flown in.

Give players supply runs to protect or ambush

  • Convoy Escort/Ambush Tasks: Yes
  • Heli Escort/Shoot-Down Tasks: Yes

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.

Keep what's left of the reinforcement budget between sessions

  • Persistent: Yes

The remaining budget for each faction is saved and loaded back next time, provided the Data module is set up.

General

8 settings
Enable DebugDefault: No

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.

PersistentDefault: No

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)

Reinforcement TypeDefault: Dynamic

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.

Force Pool (groups)Default: 1000

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.

Force Pool (typed)Default: 1000

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.

Reinforcement Types

7 settings
Allow InfantryDefault: Yes

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.

Allow MechanisedDefault: Yes

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.

Allow MotorisedDefault: Yes

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.

Allow ArmourDefault: Yes

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.

Excluded KindsDefault: (empty)

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.

Transport

6 settings

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.

Air Transport AssetsDefault: Side and Faction

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.

Mark Supply DropsDefault: Yes

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.

Custom Transport Classes

4 settings
Custom Class ModeDefault: Replace

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.

Override Land TransportDefault: (empty)

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.

Override Air TransportDefault: (empty)

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.

Starting Force Strength

8 settings

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.

Income FromDefault: All objectives

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.

Income CapDefault: 0 (no cap)

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.

On Spawn Hook

2 settings
On unit spawn (SQF)Default: Empty

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.

Run once per groupDefault: Yes

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

What changed

  • Supply points can keep their trucksEvery ground delivery used to bring brand new trucks. The new Trucks Kept per Supply Point setting (0 by default, which changes nothing) lets each faction keep that many trucks at each supply point. They drive back after a delivery and carry the next one, a delivery waits for free trucks up to Longest Wait for Trucks, and a lost truck costs 1 from the force pool. Reinforcement trucks also no longer sit at the supply point for the rest of the mission once their delivery is done.
  • Resupply trucks are the faction's ownThe truck sent to rearm artillery or on a resupply run was always the stock Arma 3 one, so a Cold War or RHS army got a Typhoon. It's now the faction's own: its first unarmed ammo truck, then an armed one, then any truck it has. A mission maker's transport list for the faction also sets this truck when the faction has no ammo truck. Support-unit trucks keep their road route and start exactly where their spot was checked, so they no longer get stuck against buildings.
  • Paratroopers jump from planes, and paradrops use airfieldsWhen players are near the drop zone, an Airdrop's infantry now jump from the faction's or side's transport plane, as the vehicles already came. They use a helicopter only when there's no such plane. With Helicopters Depart From Airfields on, combat paradrops also launch from and return to the airfield.
  • Helicopters land at base and shoot backA delivery helicopter on its way home with a player nearby now lands at its base and waits there until nobody is near, instead of vanishing in front of them. Door gunners fire back on the way in, on a paradrop run-in and on the way home. Delivery crews stay on the server, so with a headless client connected they still land, unload and fly home as ordered.
  • New settings: typed force pool, spawn hook, supply drop markingForce Pool has a Typed choice, so a commander can start with any pool size. On unit spawn (SQF) runs your own code on every soldier the module brings in, as the placement modules do. Mark Supply Drops set to No lets paradropped and sling-loaded supply crates land without smoke or a strobe.
  • Player orders report cleanlyA player's delivery now says it's complete once, and a delivery reported lost is no longer reported delivered too. Men delivered into a player's group can be sent home from the ALiVE menu with Send reinforcements home. Cancelling a resupply request gives its force pool points back, and a refused commander request returns its groups to the pool.

Status

Where it stands

Delivered

Watchdog-backed delivery pipeline

Convoys, helicopter transport, slingload and paradrop deliveries are all monitored by background checks that recover stuck or stalled deliveries instead of leaving them broken.

Reliable slingload and return-to-base flow

Helicopters pick up, deliver and release slung cargo cleanly, then return to a friendly airfield or base rather than idling at the destination.

Working player-requested support

Players can call in Convoy, Helicopter or Airdrop deliveries, including for factions without helicopters, from the Player Combat Logistics tablet.

Clean, translated Eden setup

Module attributes are organised into clear sections with tooltips and full translations, including the reinforcement-type and transport controls.

Truck pools and faction-correct trucks

Supply points can keep a set number of trucks for the next delivery, and resupply trucks come from the faction's own vehicles.

Paratroopers by plane and airfield paradrops

Airdrop infantry jump from a transport plane when players are near, and combat paradrops can launch from and return to an airfield.

Typed force pool and On unit spawn hook

Force Pool can be typed in, and your own code can run on every unit the module sends.

Force pool income

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

How you can help

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

Updates to this page

  • 2026-11-01
    A pooled truck sent home after a helicopter delivery no longer stops the delivery's clean-up with a script error (Type Array, expected Bool).
  • 2026-11-01
    Override Land, Air and Sea Transport now list a synced AI Commander's factions typed into Additional Factions (by name). A commander with only a typed-in faction left the window empty, so nothing could be saved.
  • 2026-11-01
    The Force Strength tooltips now say a capture or loss changes the strength the commander tops back up to, by a share of the starting total spread across kinds. They don't add Force Pool points.
  • 2026-10-31
    New Force Pool settings: Income per Held Objective (off at 0), Income Interval, Income From and Income Cap. Every interval the side's pool gains that much for each objective its AI Commanders hold.
  • 2026-10-29
    Vehicles collected at a Logistics Hub can be recycled within 100 m of one of your side's hubs, giving their point back to the force pool.
  • 2026-10-29
    On a Start From Ship landing by boat, each landing craft lands its group on its own beach spot even after another craft in the wave is lost. Before, every boat after a sunk one used the spot meant for the boat before it.
  • 2026-10-27
    A Logistics Hub synced to this module adds supply points: convoys and helicopter inserts set out from a hub when it's nearer than the HQ.
  • 2026-10-27
    For an AI Commander that starts from a ship and lands by boat, Military Logistics now sends each motorised group in a landing craft of its own, and the group is made on the beach as its craft comes in. A craft lost on the way in loses its group.
  • 2026-10-27
    With the AI Commander's new Reinforcements Match the Enemy setting, a request can ask for a type the commander didn't lose, such as armour against enemy tanks. Military Logistics still sends only the types it's allowed to and the faction has.
  • 2026-10-26
    Force Pool has a new choice, Dynamic, from typed: the pool starts at the number in Force Pool (typed) instead of the objectives' total, then rises and falls as objectives are taken or lost, like Dynamic. A loss can't take it below 0.
  • 2026-10-25
    Military Logistics now lands an AI Commander's infantry from its ship by boat when the faction has no transport helicopter. The boats sail back out and are removed once everyone is ashore.
  • 2026-10-24
    With Start From Ship and Motorised Groups Aboard on the AI Commander, Military Logistics now flies the vehicles ashore too: each is made on a helipad of the ship's deck and carried to the beach under a heavy lift helicopter. A ship wave never falls back to driving.
  • 2026-10-24
    Military Logistics now flies an AI Commander's troops ashore when that commander starts from a ship (Start From Ship on the AI Commander). The helicopters lift off the ship's helipads, two groups a wave, and parachute them in if the beach is held by the enemy. These landings do not draw on the force pool.
  • 2026-10-23
    New setting Convoy Air Escort Chance (Off by default, unchanged). When it comes up, a ground resupply convoy leaves with an armed helicopter of its own faction flying just ahead of the lead truck for the delivery and the trip home; it costs one unit from the force pool and needs Allow Helicopter Reinforcement set to Yes.
  • 2026-10-20
    New setting Trucks Kept per Supply Point (0 by default, unchanged). Above 0, each faction keeps that many trucks at each supply point: they drive back after a delivery and carry the next one, a delivery waits for free trucks up to Longest Wait for Trucks, and a lost truck costs 1 from the force pool to replace.
  • 2026-10-19
    Inc. and Dec. Force Strength Factor are typed 0 to 100 instead of picked from 1% to 10%.
  • 2026-10-18
    A mission maker's ALIVE_factionDefaultTransport override for a faction now also sets the truck its resupply runs use, when the faction has no ammo truck.
  • 2026-10-18
    Reinforcement trucks no longer pile up at the supply point. A truck still there when its delivery finished used to sit with its driver aboard for the rest of the mission; now it leaves once no player is within the spawn distance, as helicopters already did.
  • 2026-10-18
    The truck sent to rearm an artillery battery or on a resupply run is now one of the faction's own: its first unarmed ammo truck, then an armed one, then any truck it has. Artillery on a truck chassis is never picked. Only if it has none does the stock Arma 3 truck turn up, as before.
  • 2026-10-17
    With Helicopters Depart From Airfields on, combat paradrops now launch from and return to the airfield too, and a helicopter flying in from far away isn't made to drop its men short.
  • 2026-10-17
    Paratroopers in an Airdrop now jump from the faction's or side's transport plane when players are near the drop zone, the same way ordered vehicles already came; a helicopter only when there's no such plane. In testing 12 men jumped from a Blackfish and all landed within 210 m of the drop spot.
  • 2026-10-17
    Cancelling a resupply request you made now gives its force pool points back.
  • 2026-10-14
    Force Pool has a Typed choice with a box below it, so a commander can start with any pool size, not just the listed ones (#1083).
  • 2026-10-14
    New On unit spawn hook: SQF run on each unit Military Logistics brings in, as the placement modules have (#1083).
  • 2026-10-13
    New Mark Supply Drops setting: set it to No and paradropped and sling-loaded supply crates land without smoke or a strobe.
  • 2026-10-12
    A resupply asked for while the force pool is empty waits out the same cooldown as one that was served, instead of being asked for again every 30 s.
  • 2026-10-12
    Resupply trucks start exactly where their spot was checked, so they no longer get stuck against buildings at the start (0 of 20 stuck, against 2 of 15 before).
  • 2026-10-12
    Resupply trucks for Combat Support assets keep their road route instead of being pulled straight across country, and an empty force pool no longer has the same request asked for every 30 s.
  • 2026-10-11
    Door gunners on logistics helicopters now fire back on the way in, on a paradrop run-in and on the way home; landing, unloading and the drop itself are still flown with weapons held.
  • 2026-10-11
    Combat Support keeps to its limit of three supply trucks at once: trucks sent for the air commander no longer free its places, and an air commander aircraft with nobody in it now gets its truck.
  • 2026-10-11
    Men delivered into a player's group can be sent home from the ALiVE menu (Send reinforcements home).
  • 2026-10-09
    When every transport of an AI-requested delivery is destroyed with its troops still aboard or boarding, the troops are handed to the AI Commander straight away.
  • 2026-10-09
    Delivery helicopters and trucks keep their crews on the server, so with a headless client connected they still land, unload and fly home as ordered.
  • 2026-10-09
    Requested vehicles of any category, such as RHS support vehicles, MRAPs, anti-air and artillery, travel with the delivery.
  • 2026-10-09
    Helicopters slinging mechanised vehicles now join their delivery instead of being left out of it.
  • 2026-10-07
    CUP US Army and CUP USMC logistics now send their own MTVRs instead of vanilla NATO HEMTTs, and the CFP US Army and USMC factions get their own trucks back.
  • 2026-10-05
    Player Logistics with convoys no longer writes an Undefined variable error to the RPT when a delivery carries no armour (#1065).
  • 2026-10-01
    With Inc. or Dec. Force Strength on, an Asymmetric commander's captures now change force strength. They stopped with a script error.
  • 2026-10-01
    While logistics starts up in the first minutes of a mission, a player's request now gets one answer to wait, not one per logistics module.
  • 2026-10-01
    With AI Distribution on, men run by a headless client are now seated when Logistics puts them in a helicopter at the pickup, or in a truck its helicopter set down. They were left standing beside it.
  • 2026-10-01
    With AI Distribution on, men run by a headless client now get their parachutes in an AI Commander paradrop. They were put out with none and died. Unloaded men are also released from their vehicle.
  • 2026-10-01
    With Dec. Force Strength (Obj. Loss) on, a side's force strength now drops only when it loses a place it held. Any capture by another side used to cut it.
  • 2026-10-01
    A request for a faction no logistics module owns now gets one answer. A side with no module heard the refusal once per module, and a side with several commanders was refused; now that side's first module takes it.
  • 2026-10-01
    A player's delivery now reports it's complete once. Helicopter, Convoy and Airdrop deliveries each used to say it twice, drawing the destination marker twice.
  • 2026-10-01
    A delivery that happened out of sight no longer puts its destination marker in the corner of the map.
  • 2026-10-01
    A player's delivery that's reported lost on the way is no longer reported completed as well. A convoy wiped out on the way used to say both.
  • 2026-10-01
    A delivery helicopter on its way home with a player nearby now lands at its base and waits there until nobody is near. It used to vanish in front of them, crew and passengers too.
  • 2026-10-01
    A helicopter ordered on its own by Helicopter delivery now flies to the destination, lands and is handed over. It used to stay at its base with its AI crew aboard.
  • 2026-10-01
    Air Transport Assets now means the same on every delivery: the faction's own aircraft first, the side's only when the faction has none for the job, and never on Faction Only. An Airdrop used to mix the side's in.
  • 2026-10-01
    A convoy whose trucks are all lost while the men it carried survive is no longer reported destroyed. The player used to hear that it was lost and then that it had arrived.
  • 2026-10-01
    Troops in a helicopter that can't set down at the drop point now get out where it is when its time runs out, by parachute if it's in the air. It used to fly home with them aboard.
  • 2026-10-01
    A Military Logistics module created from a script, rather than placed in the editor, now sends reinforcements and air transport. Its switches used to read No until someone set them.
  • 2026-10-01
    A reinforcement request from the AI Commander that's turned down now gives its groups back to the Force Pool. Each refusal used to shrink the pool for good.
  • 2026-10-01
    A delivery helicopter stuck in a hover is now taken away once no player is near it. It used to blow up in the air about half a minute after being ordered down.
  • 2026-10-01
    A vehicle a helicopter was carrying when it was shot down now despawns once you've gone, from where it fell. It used to stay spawned for good, recorded up to 1.9 km back where it was made.
  • 2026-10-01
    A delivery helicopter that never gets clear on its way home is now taken away after 10 minutes, once no player is near it. It used to fly on as a stray for the rest of the mission.
  • 2026-09-30
    A slung vehicle still on a helicopter when its delivery gives up, or when the helicopter is removed on its way home, now comes down by parachute. It used to be dragged along the ground or dropped with nothing to slow it.
  • 2026-09-30
    A slung vehicle a delivery helicopter sets down or drops by itself, with no unload running, can now despawn once you've gone. It used to stay spawned for good, still recorded back where it was made.
  • 2026-09-30
    A slung vehicle still being lowered when an Airdrop runs out of time now comes down by parachute near its spot, as a Helicopter delivery's does. It used to be carried off and set down wherever the helicopter was.
  • 2026-09-30
    A Helicopter delivery bringing more than one slung vehicle now waits until every one is down before it ends. It used to finish when one helicopter was done and send another home with its load still hanging.
  • 2026-09-30
    A slung vehicle still being lowered when a Helicopter delivery runs out of time now comes down by parachute near its spot. It used to be flown off and dropped nearly 2 km away.
  • 2026-09-30
    A slung vehicle a helicopter couldn't deliver in time now comes down by parachute, undamaged, before the helicopter heads home. It used to be carried home and dropped when the helicopter was removed.
  • 2026-09-30
    A helicopter that stops with a slung load is no longer destroyed after a minute and a half of hovering. A UH-60M stalled with a Prowler was lost that way twice.
  • 2026-09-30
    A helicopter slinging a heavy vehicle from a base you're at no longer sinks before it sets off. A UH-60M with a 3.4 t Prowler used to let it go 3.9 km short; now it sets it down within 170 m.
  • 2026-09-30
    A slung vehicle a helicopter lets go of before it's down now comes down undamaged under its parachute. Dropped from 8 to 30 m, 7 in 80 used to be wrecked and 8 more ended up under the map.
  • 2026-09-30
    A helicopter slinging a vehicle near its limit now keeps above the hills on its way instead of stalling at a rise and dropping the load. A UH-60M with a 3.4 t Prowler used to let it go up to 2.3 km short.
  • 2026-09-30
    A helicopter lowering a slung vehicle now pays out more rope when it rises and leaves the load hanging. A UH-60M used to leave it 9 to 22 m up until it was dropped by parachute.
  • 2026-09-30
    A vehicle ordered by Helicopter that no helicopter can lift now comes down at the destination, by parachute when you're near, and can despawn once you've gone. It used to stay spawned for good.
  • 2026-09-30
    A boat ordered by Helicopter is now lowered onto open water by the destination. It used to be put down on dry land.
  • 2026-09-30
    A helicopter that stops up to 300 m short of where it's lowering a slung load is now moved over the spot first. Beyond 150 m it used to drop the load by parachute where it hovered.
  • 2026-09-30
    A car or truck ordered by Airdrop that no helicopter can lift now drops out of the back of a transport plane when you're near, if one of your faction's or side's planes can carry it, such as a Blackfish or an RHS C-130.
  • 2026-09-29
    A group asked for as Static Defence now stays where it was delivered even when nobody's near. It used to be handed to the AI Commander, or left with no orders if it brought vehicles.
  • 2026-09-29
    A car or truck ordered by Airdrop that no helicopter can lift now comes down at the destination, by parachute when you're near.
  • 2026-09-29
    A Motorized group sent by Airdrop, or a Mechanized one where the list offers it (RHS factions), now arrives with its men, who ride their vehicle down by parachute when you're near. The men used to be left at the departure.
  • 2026-09-29
    An ordered boat sent by Airdrop is now carried by helicopter and lowered onto open water well clear of the shore.
  • 2026-09-29
    A vehicle a helicopter carries under it is now lowered onto the ground at the spot. It used to be dropped by parachute from about 50 m, sometimes 350 m short.
  • 2026-09-29
    A vehicle asked for by Airdrop is now flown to a clear spot by the destination and let go by parachute; it used to stay at the depot while the delivery said it was done.
  • 2026-09-29
    A boat parachuted in with players near now comes down on water at least 100 m from the shore, so a drifting chute can't put it on the beach.
  • 2026-09-29
    A delivered group that's given new orders no longer walks back to where it was dropped once it has carried them out.
  • 2026-09-29
    A Naval group's boats asked for by Convoy now sail to the water nearest the destination, and a boat ordered by Airdrop is put straight onto that water. Both used to be left at the departure, 2.6 to 3.4 km out.
  • 2026-09-29
    A Naval diver team with no boat now travels like infantry; by Convoy it used to be left in the water at the departure.
  • 2026-09-29
    Convoys with several trucks now drive their passengers to the destination; they used to let the men out where they started, 2.6 to 2.8 km short, and close the delivery there.
  • 2026-09-29
    A player's helicopter insert now lands at the nearest clear spot within 150 m of where it was called in, rather than up to several hundred metres off. AI helicopters land where they were sent, and every helicopter leaves only once its men are out.
  • 2026-09-29
    An Airdrop of a group that brings its own vehicles, such as a SpecOps team with a UGV, now drops the vehicles with it, under parachutes when players can see the drop zone. It used to leave the drop aircraft circling.
  • 2026-09-29
    Squads let out of a truck or helicopter now keep their own group, so the orders sent on arrival reach them; they used to stand where they were let out. A helicopter that has set down waits until everyone aboard is out.
  • 2026-09-29
    A requested SpecOps team that brings its own vehicles now sets off: by road under its own power for a Convoy, with its men flown in and its vehicles slung for a helicopter delivery. It used to stay where it was made.
  • 2026-09-29
    Clearing the spot where a delivery's helicopter or truck is made no longer moves players, their squads or anyone they control; it used to shift them 8-30 m. Other men are moved only to a spot the search really found.
  • 2026-09-28
    A Reinforce group whose truck is destroyed on the way now joins the AI Commander and shows in the SCOM Ops list. It used to stay where it was and never got an order.
  • 2026-09-28
    A group asked for by Convoy now rides in its truck when a player is near where the convoy sets off. It used to be parachuted in beside the player while its truck waited empty out of sight.
  • 2026-09-28
    Military Logistics now starts when it's synced to a placement module or Player Combat Logistics as well as an AI Commander; it used to wait for good. Static reinforcements keep coming with only 1 objective held, or with the commander's reserve task count at 0.
  • 2026-09-27
    Motorised reinforcements now arrive in the number requested. Each motorised group was being built twice while the force pool paid for one, so expect about half as many motorised groups as before.
  • 2026-09-25
    Force Pool's tooltip now says resupply convoys to artillery, combat support and air assets take from the pool too.
  • 2026-09-22
    A reinforcement request that can't build a group no longer reports it as delivered. You used to get a confirmed request and a transport that flew out and back with nothing aboard.
  • 2026-09-22
    Requesting groups or vehicles stops coming back as “The forces requested are not available” when your supply point sits on water. Single soldiers were arriving underwater in the same case, and now don’t.
  • 2026-09-22
    An AI Commander module placed over water warns you at startup. That spot is where logistics sends everything from, so it is worth knowing before a mission runs.
  • 2026-09-22
    The start-up warning about a Dynamic Force Pool with a zero reserve task count is gone. The fault it warned about was fixed on 2026-09-17 and following the warning undid a deliberate setting.
  • 2026-09-21
    A ground convoy that can't be built now says so in the log, naming the faction and side whose ground transport is missing, at all three places that build one.
  • 2026-09-21
    Before this, asking for one from a faction with no ground transport gave you no convoy, no error and nothing in Zeus to find.
  • 2026-09-21
    Ticking Enable Debug on the module does something now, so a log you send carries logistics detail. Worth turning on if you're reporting a convoy problem.
  • 2026-09-21
    Neither change delivers a convoy on its own. A convoy that never turned up now leaves a line naming the faction to look at.
  • 2026-09-18
    A supply truck now gets at least two minutes to reach its target, so short deliveries stop timing out. The ETA on the support radio for a short run across an airfield reads 2:00 instead of 0:27.
  • 2026-09-17
    A Dynamic force pool now counts the ground your commander holds, not only the ground it has put a garrison on, so setting the reserve task count to 0 no longer empties it.
  • 2026-09-17
    The pool runs a little larger on missions that already worked, because quiet ground with nobody sent to it now counts. Worth an eye on if reinforcement volume matters to you.
  • 2026-09-17
    With Enable Debug on, the log now reports the pool, how many objectives counted as held and their priority total.
  • 2026-09-16
    At start-up the log now warns when this module is on Dynamic and a synced commander has its reserve task count at 0, and names the side.
  • 2026-09-16
    The warning tells you to put the count back to 1 or choose a fixed pool instead. Nothing else behaves differently.
  • 2026-09-16
    A mission maker hit exactly this and read the emptier battlefield as the Dynamic pool doing its job.
  • 2026-09-16
    Since superseded: the 2026-09-17 fix (c9523eb7) makes the reserve task count and the Dynamic force pool work together, so this warning no longer applies.
  • 2026-09-15
    Helicopter insertion now works on a mission with a friendly second faction. An allied garrison no longer reads as an enemy one, so the position isn't reported lost for the rest of the mission.
  • 2026-09-15
    Reinforcement requests used to wait about half an hour and then quietly fall back to a ground convoy, every time.
  • 2026-09-15
    A landing zone an ally is standing on now counts as clear, instead of forcing a parachute drop onto it.
  • 2026-09-15
    The choice of which objective to reinforce counts allies properly too: a position an ally already held, with fewer than three of them on it, used to look like the emptiest place to send men.
  • 2026-08-18
    A faction added to the module since your last save now gets its logistics allowance, so requests for it stop being turned down. Saved figures still win wherever the save knows the faction.
  • 2026-08-18
    A logistics request for a faction added to the module since your last save is no longer dropped in silence.
  • 2026-08-14
    A group opted out of automatic orders no longer receives convoy protection tasks, and one is no longer raised at all when nobody on the side is taking them.
  • 2026-08-10
    A transport helicopter that runs out of fuel or gets stuck hovering now gets rescued: brought down and refuelled instead of hanging there. Worth reporting any that still hover with nothing aboard.
  • 2026-07-30
    A helicopter delivered to replace a lost aircraft now arrives on the ground with its crew instead of free-falling from altitude.
  • 2026-07-27
    Overhaul briefing first published.