ALiVE.OS · ALiVE 3 Development
Places a full AI military force, from squads to armour to artillery, into an objective area from any installed faction.
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 Placement is the core module for populating an objective area with an AI military force. A mission maker drops it down, picks a faction and a rough force size and type (armour, mechanised, motorised, light infantry or special forces, or a random mix), and the module spawns the units, a headquarters, and supporting elements such as vehicles, air assets, artillery and supplies to match.
Recent work has gone into how the force is held back and woken up (Readiness and reserves), into garrisons that use the trenches, bunkers and buildings on the ground, and into faction selection that copes with mod factions and with missions that name a faction that isn't loaded.
Where you place this module matters. With Create HQ or Create Field HQ switched on, both go to the HQ objective nearest to where you dropped the module: the HQ takes the suitable building there closest to the module, and the Field HQ goes on clear ground near that objective's centre. Objective objects always go within 250 m of the module itself. Everything else follows the markers you give it.
TAOR markers
A Military Placement only uses the objectives inside its TAOR: the areas you draw with markers and name in its TAOR Marker setting. A blacklist marker takes objectives back out. This is how it looks in the editor, and what ALiVE does with it.
Reserves
Readiness holds part of a placement's force back as a reserve. The reserve waits at its objective and usually only comes out once the objective has lost groups and a player is close. It works the same way in all four Military Placement modules.
Nothing appears next to a player, and nothing respawns. Woken infantry step out at a building with no player within 80 m and walk to their positions, so nobody appears in a building in front of you. A parked reserve vehicle only crews up with no player within 80 m of it, and its group's other vehicles start at least 250 m from any player near the objective. A reserve is a fixed number of groups set at mission start: nothing refills it, and soldiers who are killed don't come back. With Lock cleared buildings on (the default), a building a player was within 80 m of while a reserve was waking is never used to bring a reserve in again.
Never held back. Air groups, any group with a static weapon, mortar or artillery piece, and the Garrisoned Infantry Groups Per Objective always start out, whatever Readiness says. Cust. Obj. has no air groups. Spec Ops can be held back on Mil. Obj. and Cust. Obj., but always start out on Civ. Obj. and Cust. Civ. Obj.
Patrols and lost vehicles. Active patrol percent (75%) only splits the infantry that start out between patrolling and garrisoning; it doesn't change a woken reserve. If a parked reserve vehicle is destroyed before it wakes, Reserve crew with destroyed vehicle decides what happens to its group: Spawn as infantry, the default, brings its crew and foot soldiers out on foot like an infantry reserve, and Drop silently leaves them out.
Capabilities
Populates an objective area with a full military force built from a chosen faction: infantry, motorised, mechanised, armour or special forces, plus a headquarters, field HQ, and optional support aircraft and supplies.
The Force Faction list is grouped by side (OPFOR, BLUFOR, INDFOR) and shows both the readable name and the exact faction identifier, so mission makers can see at a glance what they are placing. Civilian factions aren't offered, since this module places military forces.
Factions added by other mods can be labelled, cleaned up or hidden from the list through a small registry, so add-on factions show up with sensible names instead of raw, cryptic codes.
If a saved mission references a faction that is no longer installed, it is flagged clearly at the top of the list instead of silently defaulting to the wrong side or breaking the module.
Readiness (%) sets how many of the infantry, spec ops and ground vehicle groups start active. The rest wait in reserve, with vehicles parked empty, and wake when a player comes near and the active force at that objective has taken losses. The share is spread out so every objective gets some active groups and some reserve, instead of the first objectives using it all up.
The module can add a varied mix of aircraft for the air commander (MACC) to use, parking helicopters at helipads and fixed-wing planes at hangars within the objective, all of them empty. Helicopters and planes have separate switches, and each needs suitable landing infrastructure to already exist at the objective; an airfield isn't required for helicopters, just a clear helipad.
Optional AI artillery batteries can be added to the force, with the section size adjustable and support for borrowing artillery from a related faction when the main faction has none of its own.
Preferred Garrison Buildings names the buildings a garrison fills first and the positions inside them, in your order. Garrison Building Blacklist names buildings no garrison may use, and wins where the two disagree. Garrison Area Blacklist names area markers where no garrison puts anyone, for ground like the space under stilt huts. Garrison Building Occupancy Limit caps the men in any one building so a group spreads out. A synced Class Picker builds both lists by looking at the buildings in preview. Left empty, none of the four changes anything.
Sea Patrols sets the chance that each harbour inside the module's area gets a naval group patrolling 1 km round it. A Sea Patrol Faction on the same side can supply the boats when the force faction has none. It's off by default, and with every group count at 0 the module can place only sea patrols, anti-air and artillery.
The Fieldworks setting lets garrisons stand in the trenches, bunkers, towers and foxholes the terrain's index lists, and can rank objectives with fieldworks higher or even make groups of fieldworks objectives of their own. It needs an ALiVE 3 index (v3.1 or later) and is off by default.
Place units has three choices. Place Units places the force and registers the objectives. Objectives Only registers the objectives for a synced AI Commander and places nothing. Placement Only places the force but gives the commander none of its objectives, so one whole-map module can supply the objectives while per-faction modules supply the forces.
How to use it
(unrecognised) at the top.Settings
These settings decide which military objectives this module uses, how big and what kind of force it places on them, and how much of that force sits in reserve until players come close. They also cover the extras around the force: HQs, camps, parked aircraft and vehicles, anti-air, artillery, scenery objects, supply boxes and garrison behaviour in buildings.
Presets that use this module: Combat support: CAS, transport and artillery on call, Combined arms assault: guns, armour and infantry, Defensive: CSAT invades, NATO holds, First steps: one enemy commander, Forward bases: build and hold FOBs, Ground convoy: transport, escort and recruits, One area: NATO holds an area you mark, Whole island: NATO takes and holds an island, Offensive: NATO attacks CSAT-held ground, Outbreak: zombies hold an area, Persistent campaign: a war that carries on where you saved, Special operations: a small team against a held town, Three-way war: NATO, CSAT and AAF. Place one in the editor to see it set up.
Only half of the infantry and ground vehicle groups are out at the start. The rest wake once a player is within twice the objective's size and a quarter of the groups that started active there have been wiped out; an objective that started with nothing active wakes its reserves on the player's approach alone.
The module registers its objectives for the synced commander but places no units at all.
Four AA units are shared out across the objectives and stay where they spawn, while parked aircraft fill most of the hangars and the helipads.
Each building takes at most 2 men before the group moves on to the next nearest one, unless the objective is short of buildings, when the limit is raised so everyone gets a seat. At 25% most guards stay at their posts.
Parked, uncrewed vehicles and supply boxes dress the objectives, and field camps appear in open ground at least 1500 m apart, up to 100 of them on a big map.
Choices: Yes / No
Shows this module's debug markers on the map and writes detailed placement messages to the log file.
TryTurn it on if anti-air doesn't appear: an empty anti-air list is only reported with debug on. A missing HQ or Field HQ spot and a faction with no artillery are logged either way.
Limits the module to military objectives inside the named marker or markers. Type the marker names separated by commas, for example marker1,marker2; leave it blank to use the whole map.
AffectsAlso limits where Random Camps can appear, and the marker is hidden from players once the mission starts.
See it inCombat support: CAS, transport and artillery on call (ENEMY_AREA), Combined arms assault: guns, armour and infantry (ENEMY_AREA), Defensive: CSAT invades, NATO holds (NATO_AREA), First steps: one enemy commander (ENEMY_AREA), Forward bases: build and hold FOBs (ENEMY_AREA), Ground convoy: transport, escort and recruits (ENEMY_AREA), One area: NATO holds an area you mark (BLUFOR_TAOR), Offensive: NATO attacks CSAT-held ground (ENEMY_AREA), Outbreak: zombies hold an area (ZOMBIE_AREA), Persistent campaign: a war that carries on where you saved (ENEMY_AREA), Special operations: a small team against a held town (CSAT_AREA), Three-way war: NATO, CSAT and AAF (NATO_AREA), Three-way war: NATO, CSAT and AAF (CSAT_AREA), Three-way war: NATO, CSAT and AAF (AAF_AREA)
Removes any military objectives inside the named marker or markers. Use the same comma-separated format as the TAOR marker.
AffectsRandom Camps also stay out of these markers.
The faction whose units, vehicles and aircraft this module places. The list shows factions from the three fighting sides (not civilians), and the side of the force comes from the faction you pick.
AffectsA synced Faction Compiler module can replace this choice with its own compiled faction. If the saved faction isn't loaded when the mission starts, say because a mod was removed, the module falls back to BLU_F and says so once in the log.
TryTo field several factions, place a module for each one. The Factions setting on the AI Commander only chooses which forces it commands; it doesn't place any.
See it inCombat support: CAS, transport and artillery on call (OPF_F), Combined arms assault: guns, armour and infantry (OPF_F), Defensive: CSAT invades, NATO holds (BLU_F), First steps: one enemy commander (OPF_F), Forward bases: build and hold FOBs (OPF_F), Ground convoy: transport, escort and recruits (OPF_F), Offensive: NATO attacks CSAT-held ground (OPF_F), Outbreak: zombies hold an area (WBK_AI_ZHAMBIES), Persistent campaign: a war that carries on where you saved (OPF_F), Special operations: a small team against a held town (OPF_F), Three-way war: NATO, CSAT and AAF (BLU_F), Three-way war: NATO, CSAT and AAF (OPF_F), Three-way war: NATO, CSAT and AAF (IND_F)
Choices: Do not filter / Ignore small objectives / Ignore small + medium objectives / Only huge objectives / Only small objectives / Only small + medium objectives / Only huge and smaller objectives
Drops objectives by size. The Ignore options and Only huge objectives keep objectives at or above the chosen size, while all three other Only options (small, small + medium, huge and smaller) keep objectives at or below it.
AffectsApplies to military, HQ, airfield and helipad objectives but not to Random Camps.
Choices: Do not filter / Ignore low priority objectives / Ignore low + medium priority objectives / Only high priority objectives
Drops objectives below the chosen priority, so only the more important sites get forces.
Choices: Metres between camps, e.g. 2500, 1500 or 1000; 0 is off
Adds field camps in flat open ground inside the TAOR, on top of the fixed objectives. Type the minimum spacing between camps in metres: 2500 for sparse, 1500 or 1000 for dense, and 0 turns it off. The number of camps is also capped at twice the number of military objectives (at least 25), and never more than 50 when the spacing is 2500 or more, 100 from 1500, or 200 below that; above the cap a random selection is kept.
AffectsCamps count as objectives of their own, so they get garrison groups and a share of the force like the fixed ones, and they keep the same spacing from the fixed objectives as from each other. Each camp is a medium camp or outpost from the terrain's composition set; when a faction has fewer than three of those, its small camps are added to the choice.
Choices: Place Units / Objectives Only / Placement Only
Place Units spawns the force and registers the objectives; Objectives Only registers the objectives with a synced AI Commander and places nothing. Placement Only places the units but gives no synced AI Commander the module's objectives: for example one whole-map module supplies the objectives and per-faction modules, with blacklist markers, supply the forces.
TryUse Objectives Only when the AI Commander gets its forces from elsewhere.
Choices: Ignore / Garrison first / Strengthen objectives / Own objectives
How far this module uses the trenches, bunkers, towers and foxholes the terrain's index lists. Each preset includes the one before it. Only an ALiVE 3 index (v3.1 or later) lists fieldworks; with an older one nothing changes and the log says so.
TryOn a SOG map with a v3.1 index, pick Own objectives and watch garrisons man the trench lines around the bases.
Choices: Any number
Priority a plain military objective gains for each fieldwork inside it, added before the priority filter. Airfields, helipads and HQs keep their own.
Choices: Any number up to 49
The most fieldworks can add to one objective. Never above 49, so an HQ still comes first.
Choices: 0 to 100
Groups of fieldworks made into objectives, largest first, up to this share of the module's other military objectives. Every objective takes an equal part of the forces, so keep it modest.
Choices: Type 0 to 100
The share of the men in each garrison group who walk between buildings instead of staying put. More patrols look busier but cost more performance.
AffectsGarrisons with no placement module of their own (commander-ordered, insurgent and airbase guards, task camps, Military Logistics and SPE guards) use the smallest value set on any military placement module, or on the civilian ones when there's no military module. The HQ and Field HQ guard groups only ever send one man out on patrol, unless this is 0.
Building classes and positions that garrisons fill first, in the order you list them, for example Land_vn_hut_01=1,2,3;Land_vn_bunker_01=0,4. Class names must match exactly (any capitalisation), and leaving it empty keeps the built-in positions.
AffectsCommander-ordered garrisons and captured-airbase guards borrow positions from every placement module's list. They take only the positions, so a listed building never draws them away from the objective they hold. Roadblock and task camp guards ignore it.
Building classes no garrison may ever use, separated by lines, semicolons or commas, for example Land_vn_latrine_01;Land_vn_shed_01. Those buildings are also left out when sizing an objective's garrison, and this list beats Preferred Garrison Buildings.
AffectsLists from every module apply to the whole mission, together with any older blacklist set in init.sqf; the CQB module isn't affected.
Names of area markers (rectangles or ellipses) placed in the editor, separated by commas, for example no_garrison_1, no_garrison_2. A building whose centre is inside one is never garrisoned or patrolled, a static weapon inside one is never manned, and a single position inside one is skipped, so a building on the edge keeps the places outside it. Those areas are also left out when sizing an objective's garrison.
AffectsA list on any one placement module applies to the whole mission. It covers garrisons from the placement modules, civilian roadblocks and AI Commander garrison orders; the CQB module isn't affected. Names match in any capitalisation, a marker with alpha 0 still works, and a name with no marker, or a marker that isn't a rectangle or ellipse, is reported in the log.
TryDraw a rectangle over the ground under some stilt huts, name it no_garrison_1, and type that name here. Use it where the Garrison Building Blacklist would ban a building type across the whole map.
The most men a garrison puts in any one building before moving to the next nearest. Leave it empty or 0 for no limit; anything that isn't a whole number is ignored and noted in the log.
AffectsApplies to every garrison in the mission, and the smallest value set on any module wins. A building named in Preferred Garrison Buildings keeps the positions you wrote for it whatever the limit, and a group that can't be seated at the limit puts more men in each building rather than leaving any outside.
TrySet 2 so a 12-man group spreads over 6 buildings instead of filling one.
Choices: Replace / Append
How the two lists below are used: Replace swaps out the faction's stock list, Append adds your classes to it without duplicates.
AffectsLines in an older init.sqf or staticData.sqf that set these lists run later and overwrite them, so use one method per faction.
Your own fuel, ammo, repair and medical trucks for the support vehicles placed near objectives. Extra classes go in the override field as FACTION=class1,class2;FACTION2=class3.
AffectsThe list is shared: it changes the support trucks every module places for that faction, even while this module's Place ambient vehicles is None.
Your own crates for the supply boxes placed at objectives, in the same FACTION=class1,class2 format.
AffectsChanges what Place supplies puts down.
Choices: Battalion (1200) / Battalion (800) / Battalion (400) / Company (200) / Company (100) / Platoon (60) / Platoon (30)
A scaling number that the module turns into group counts for each unit type, then spreads across the objectives. It isn't a soldier count or a hard cap, and garrison groups at each objective come on top of it.
AffectsAlso sets how many artillery sections are placed when artillery is on.
See it inCombat support: CAS, transport and artillery on call (Company (100)), Combined arms assault: guns, armour and infantry (Company (100)), Defensive: CSAT invades, NATO holds (Company (100)), First steps: one enemy commander (Company (100)), Forward bases: build and hold FOBs (Company (100)), Ground convoy: transport, escort and recruits (Company (100)), Offensive: NATO attacks CSAT-held ground (Company (100)), Outbreak: zombies hold an area (Company (100)), Persistent campaign: a war that carries on where you saved (Company (100)), Special operations: a small team against a held town (Company (100)), Three-way war: NATO, CSAT and AAF (Company (100)), Three-way war: NATO, CSAT and AAF (Company (100)), Three-way war: NATO, CSAT and AAF (Company (100))
Choices: Random / Armoured / Mechanised / Motorised / Light Infantry / Air / Spec Ops
Leans the force towards one kind of unit. Other vehicle types are only added in small random numbers and may not appear at all at smaller Force Size settings. Random picks one of Armoured, Mechanised, Motorised or Light Infantry; it never picks Air or Spec Ops.
AffectsIf Air is chosen but helicopters and aircraft are both switched off, the air share is simply lost and nothing replaces it.
Sets the exact number of infantry groups instead of the calculated one. Leave it blank to keep the calculated number, or enter 0 for no infantry groups; anything that isn't a number also counts as 0. Setting 0 removes the garrison guards too, because their number is worked out from the infantry count, though the HQ guard group is still placed.
Sets the exact number of motorised groups instead of the calculated one. Leave it blank to keep the calculated number, or enter 0 for none; anything that isn't a number also counts as 0.
Sets the exact number of mechanised groups instead of the calculated one. Leave it blank to keep the calculated number, or enter 0 for none; anything that isn't a number also counts as 0.
Sets the exact number of armoured groups instead of the calculated one. Leave it blank to keep the calculated number, or enter 0 for none; anything that isn't a number also counts as 0.
Sets the exact number of spec ops groups instead of the calculated one. Leave it blank to keep the calculated number, or enter 0 for none; anything that isn't a number also counts as 0.
How many anti-air units this module places in total, shared out across its objectives in list order. Each one comes with a crew and engages aircraft on its own, and is put on clear open ground away from buildings, helipads, runways, taxiways and roads; 0 means no anti-air.
TryUse 1 to 3 for a small area, or 10 or more for a large airbase.
Choices: Static / Roaming
Static anti-air stays where it spawns and is kept upright; Roaming anti-air can be moved around by the AI Commander like the rest of the force.
AffectsRoaming only makes a difference when an AI Commander is running this faction; without one, neither kind moves.
The anti-air vehicles or static weapons to choose from. Anything picked here always wins; leave it empty to use the faction's built-in anti-air list.
AffectsIf this is empty and the faction has no built-in anti-air, no anti-air is placed and the reason only shows in the log with debug on.
Choices: Type 0 to 100; 1 or less is read as a fraction, so 1 is 100%
The share of infantry, spec ops and ground vehicle groups (armoured, mechanised and motorised) that are active at the start. The rest wait in reserve at their objective, with vehicles parked empty, until they're woken. Air groups, and any group with a static weapon, mortar or artillery piece in it, are always active and take no share.
AffectsReadiness is shared out as the groups are handed to the objectives, so at 50% active groups and reserves alternate and each objective gets roughly its share of both, instead of the first objectives taking every active group. An objective that ends up with no active group, such as one given a single group that fell to reserve, wakes its reserves as soon as a player comes near.
TrySet 50% to keep half the force back as reserves that turn up once players attack.
Choices: Type 0 to 100; 1 or less is read as a fraction, so 1 is 100%
Of the active infantry, the share that patrols rather than sitting in buildings near the objective. Vehicle groups always patrol whatever this is set to.
Choices: Yes / No
With Yes, parked reserve vehicles are locked while empty so players can't take them; the lock lifts when the reserve crew is put aboard, which waits until no player is within 80 m of the vehicle. With No, players can steal them from the motor pool.
AffectsYes also locks any of this module's force vehicles that come back from the profile system with nobody aboard, for instance after their crew was killed. One that spawns with its crew isn't locked, so players can take it once they've killed the crew.
Choices: Type 0 to 100; 1 or less is read as a fraction, so 1 is 100%
The share of the objective's starting active groups that must still be standing before its reserves wake; they come out once the active force is at or below this. 25% waits until three quarters are gone, 50% until half, 75% until a quarter, 100% wakes them on the first loss. Air groups, Garrisoned Infantry Groups and groups with a gun don't count; if nothing else was active, reserves wake as soon as a player is close enough.
The shortest gap, in seconds, between two reserve wake-ups at the same objective, so reserves don't pour in all at once.
Choices: 1.5x cluster / 2x cluster / 3x cluster / 4x cluster / 6x cluster
How close a player must be for reserves to wake, as a multiple of the objective's size. At 3x, a player within 450 m of a 150 m objective is close enough; any player counts.
Choices: Yes / No
With Yes, any building within 80 m of a player each time the module looks for somewhere to put reserves is struck off for the rest of the mission, so reserves won't appear beside houses you've already cleared, though once awake they may still walk into one. With No, those buildings can be used again once you move away.
AffectsOnly affects where reserve infantry appear, not HQ guards or the first garrison.
Choices: Spawn as infantry / Drop silently
What happens to a reserve crew whose vehicle is destroyed before they wake. Spawn as infantry brings them and the group's foot soldiers in on foot, with no vehicle, like other reserves; Drop silently removes them without spawning.
Choices: None / Low (1-2 Groups) / Medium-Low (2-3 Groups) / Medium (3-4 Groups) / Medium-High (4-5 Groups) / High (5-6 Groups)
How many infantry groups guard the buildings at each objective, Random Camps included. Low gives 1 or 2 groups per objective and High 5 or 6, as long as the force has more infantry groups than that; a force with a single infantry group gets no guards. The same number is placed at every objective, so with many objectives the guards add a lot on top of Force Size; only that one count is taken off the main infantry.
Choices: Type a whole number
Type the exact number of infantry groups that garrison each objective. When you fill it in, it replaces the Garrisoned Infantry Groups Per Objective dropdown above. Leave it empty to use the dropdown.
AffectsLike the dropdown, it never gives more groups than the force has, and a force with a single infantry group still gets none.
The smallest area, in metres, a garrison searches for buildings. A garrison always covers its whole objective (up to 700 m), so raising this only lets guards reach buildings further out.
AffectsGuards who patrol wander up to a third of this distance from their post.
Choices: Careless / Safe / Aware / Combat / Stealth
How alert patrolling garrison groups are while moving between buildings; Safe means relaxed walking. They still react normally once they make contact.
AffectsThe HQ and Field HQ guard groups always patrol Safe at walking pace whatever this is set to.
Choices: Limited (walk) / Normal (jog) / Full (run)
How fast patrolling garrison groups move between buildings.
AffectsThe HQ and Field HQ guard groups always walk whatever this is set to.
How far a patrol with vehicles drives from where it starts, in metres. Empty keeps the usual distances: 800 for cars, trucks and boats, 1000 for armour, 1500 for helicopters and 2000 for planes in the air.
AffectsEvery vehicle patrol this module places, including reserves once they wake. Parked aircraft are left alone.
Choices: Yes / No
Yes keeps every patrol point inside this module's TAOR markers and out of its blacklist markers, so vehicle patrols don't drive off into other parts of the map. A group that finds no point inside stays where it is. No lets patrols go anywhere within their radius, as before.
AffectsHas no effect when the module has no TAOR or blacklist.
Choices: Yes / No
Sends some of an objective's guard groups into the Random Camp spawned there, and makes those guards and the Field HQ guards hold their posts instead of being moved by the AI Commander. The total number of guards stays the same, and at least one group always stays on the objective itself.
Choices: From the preset / Yes / No
Garrisons take fieldwork positions before ordinary houses, after any preferred garrison buildings.
Choices: Yes / No
Picks a suitable HQ building at the objective nearest the module and puts a guard group in it. The AI Commander treats it as its top-priority objective.
Choices: Yes / No
Places a Field HQ of tents and vehicles on flat ground near the HQ objective, with its own guard group.
Choices: None / Low / Medium / High
Parks empty vehicles at objectives for show. They're uncrewed and never move; the setting raises the chance that each parking spot gets a vehicle rather than setting a fixed number.
AffectsThe first few vehicles parked at each objective are the faction's support trucks (fuel, ammo, repair and medical), taken from the Override Support Vehicles list when one is set.
Choices: Yes / No
Parks the faction's helicopters on clear landing spots at helicopter objectives, so it needs helipads or similar on the map. They're parked empty: an air commander (MACC) in the mission takes them over and puts a crew aboard when it sends one out.
Choices: Yes / No
Parks the faction's fixed-wing aircraft at airfield objectives, in hangars where they fit and otherwise on the apron or open ground beside the airfield buildings. About 7 in 10 hangars get one, with aircraft that can fly a mission favoured over transports, and nothing appears on a map without airfield buildings. They're parked empty: an air commander (MACC) in the mission takes them over and puts a crew aboard when it sends one out.
Choices: Yes / No
Puts a faction supply box in about 4 in 10 of the storage buildings at each objective, on a ground-floor spot inside. It has nothing to do with AI resupply, which is the Military Logistics module's job.
AffectsThe boxes come from the Override Supply Boxes list when one is set.
Choices: None / All / Extreme / High / Medium / Low
The chance each harbour inside the module's area gets a sea patrol: a naval group of the faction on the nearest water, patrolling 1 km round it. Low is 20%, Medium 33%, High 55%, Extreme 75% and All means every harbour. With every group count set to 0, the module can place only sea patrols, anti-air and artillery.
AffectsNothing appears if the faction has no naval groups; the Sea Patrol Faction setting below gets round that.
TrySet All on a coastal map and check each harbour for an armed boat on the water.
Choices: A faction class name
Most factions have no boats. Put the class name of a faction on the same side here and the sea patrols use its boats instead, OPF_F (CSAT) for an FIA force, say. Empty uses the module's own faction.
AffectsOnly matters with Sea Patrols on. A faction on another side, or one that isn't loaded, is ignored and the server log says why.
TryFIA force on a coastal map: set Sea Patrols to Medium and this to OPF_F.
Choices: Yes / No
Adds artillery sections to the force: 1 per 100 of Force Size, with at least 1. Factions without artillery groups get batteries built from their artillery vehicles, and on maps smaller than about 10 km rocket artillery is replaced by gun batteries built from the faction's vehicles, where it has any guns.
AffectsWith the Military AI Commander Artillery module present, the batteries hold position and answer calls for fire.
See it inCombined arms assault: guns, armour and infantry (true)
Takes the artillery from another faction on the same side instead, built from that faction's artillery vehicles and crews. If the faction isn't found or fights for another side, the force faction is used.
TryPick a sister faction that has self-propelled guns when your force faction has none.
Choices: 1 / 2 / 3 / 4 / 6 / 8
Guns per battery when a battery is built from vehicles. Factions that bring their own artillery groups keep those groups' size and ignore this.
AffectsAlways used when an attached artillery faction is set.
Choices: Any (self-propelled first) / Mortars / Towed guns / Self-propelled
What kind of guns the placed artillery batteries use. Any keeps the old choice: the faction's artillery groups where it has them, otherwise batteries built from its artillery vehicles, self-propelled first. Mortars, Towed guns and Self-propelled use the faction's artillery groups of that kind, and where there is none, build the battery from its vehicles of that kind with crews.
AffectsIf the faction has no guns of the chosen kind, the module places what it has, as Any, and writes one line saying so in the RPT. Mortar and towed batteries can't move once placed. With an attached artillery faction, every battery is built from that faction's vehicles of the chosen kind.
TrySet Mortars on a vanilla faction and look for Mk6 mortar tubes at the objective; with RHS loaded, Towed guns places D-30s and Self-propelled places BM-21s.
How many scenery objects to place, picked at random from the Objective Objects list; 0 turns it off. They're placed once, within about 250 m of the module itself, not at every objective, and a small list with a high count gives duplicates.
AffectsThe area shrinks when another placement module is close by, so the two don't spawn into each other, but never below 50 m.
The chance the scenery objects appear at all. There's one roll for the whole module: pass and the full count appears, fail and none do.
Choices: Clustered / Dispersed / Perimeter
How the objects are spread around their spot: Clustered keeps them near the middle, Dispersed spreads them out, Perimeter puts them in a ring at the edge. Roads, runways, helipads, buildings, water and steep slopes are always avoided, and objects are kept at least 25 m apart.
The scenery objects to pick from, such as jammers, radars, antennas and dishes. Extra class names can be typed into the override field.
Your own SQF code, run on the server each time a unit from this module spawns, with _this being [unit, profileID, side, faction]. Use remoteExec to affect players, as hint and player commands do nothing here.
AffectsThe main force and garrison groups get the hook, reserves included when they wake, and so do the HQ and Field HQ guards, anti-air crews and batteries built from artillery vehicles. Parked aircraft, supply boxes and ambient vehicles don't.
Choices: Yes / No
Yes runs your code on the group's first spawn only: when the group comes back from being virtual it isn't run again. No runs it every time the group spawns, which keeps anything it adds to the soldiers, such as event handlers or a loadout, in place, because the soldiers are made afresh each time.
Overhaul
Status
Readiness is shared across the objectives and typed as a percentage, sea patrols can be placed at harbours, and the Fieldworks setting lets garrisons and objectives use the trenches and bunkers in a v3.1 terrain index.
Grouped-by-side listing with readable names and exact faction identifiers, plus graceful handling of missing or unrecognised factions, is finished and in place.
A lightweight registry lets modded factions get clean display names or be excluded from the list, and this is working for the faction picker used by this module.
Configurable artillery sections with donor-faction fallback, and a varied airfield aircraft mix with independent helicopter and plane toggles, are complete.
Most Eden labels and tooltips for this module, including the newer artillery and reserve sections, have been translated. A few tooltips and section headers are still English-only.
Groups placed for an inferred faction now spawn that faction's own infantry, vehicles and statics, matched role for role, with vehicle crews derived from the substituted vehicle's own config. Where a faction has no unit for a requested role the spawn falls back to that faction's rifleman pool, and a faction with no usable infantry falls back to the source class unchanged. Static weapons are matched by what they fire (mortar, AA, AT, grenade launcher or machine gun), not by how the mod files them.
An occupied static weapon no longer stops the rest of a group garrisoning a building, buildings are claimed centrally so groups do not compete for the same one, and moving into a building costs one process per group instead of one per soldier. Worth checking that garrisons now fill to the numbers your module settings ask for.
Testing
Place a Military Placement module in Eden, type a marker name into TAOR Marker (or leave it blank for the whole map), and try picking factions from different sides, including any modded factions you have installed, to confirm the dropdown groups them sensibly and shows the right names. Try saving a mission with a faction from a mod, then removing that mod, to check the module flags the missing faction instead of erroring. Also test different force sizes and types (including Random), toggling helicopters, planes, artillery and supplies on and off, and including an airfield inside the TAOR to check the aircraft mix. Turn on the module's debug option and check the RPT log (with the ALiVE diag prefix) for details on faction resolution and any fallback behaviour if something looks wrong. Set Readiness to 50% and check each objective has both active groups and a reserve that wakes as you attack. On a coastal map set Sea Patrols to All and look for a boat at each harbour. On a terrain with a v3.1 index, set Fieldworks to Own objectives and check garrisons man the trench lines.
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