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ALiVE.OS · ALiVE 3 Development

Military Placement

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.

On this page

Overview

What Military Placement does

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

Where a Military Placement puts its forces

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.

  • Naming the markersDraw each area as a marker, give it a Variable Name in its attributes, and type the names into the module's TAOR Marker, separated by commas. Any shape works: rectangle or ellipse, rotated or not.
  • What counts as insideAn objective belongs to the TAOR when its centre is inside one of the markers. How far its buildings spill over the edge makes no difference either way.
  • Blacklist MarkerObjectives whose centre falls inside a blacklist marker are dropped after the TAOR has picked its objectives. It's not a no-go zone: AI still move through it.
  • What else follows the markersRandom camps, the HQ, the Field HQ, supplies and helicopters all start from places whose centre passes the same TAOR and blacklist test. Camps and the Field HQ then look for clear, flat ground, up to 800 m away if they need to, and helicopters park within 400 m of their pad. That final spot isn't checked against the markers again, so one can end up just outside the TAOR or inside a blacklist marker.
  • The filters come firstObjective Size Filter and Objective Priority Filter run before the TAOR, so a strict filter can leave a TAOR with nothing in it.
  • Empty or misspeltLeave TAOR Marker empty and the module uses the whole map. A name that matches no marker is skipped and named in the server's log. If every name is wrong it uses the whole map, and the log says that too.
  • Overlapping TAORsIf two modules' TAORs overlap, each module uses an objective in the overlap and places its own forces there, so a commander synced to both sees it twice. Overlapping markers in one module's list take it once. Keep two modules' markers apart unless that's what you want.
  • Hidden in gameALiVE hides TAOR and blacklist markers when the mission starts, so players never see them.
  • Custom objectivesMilitary Placement (Cust. Obj.) has no TAOR. Its objective sits where the module is, with Objective size as its radius.

Reserves

How reserves wait and wake

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.

  1. At mission startReadiness sets the share of vehicle groups and of infantry groups that start out on the map. The rest are held back at the objective they were dealt to. Infantry in reserve aren't on the map at all, so the commander can't see or use them. A vehicle group in reserve is its first vehicle, parked empty near the objective and locked by default. Readiness is 100% by default, so nothing is held back until you lower it.
  2. Players attackEvery 5 seconds the objective checks three things. It has lost at least one of the groups it counts, and the share still standing is at or below Reserve activation threshold (50%). A player is within Reserve engagement radius (3 times the objective's size). And Reserve activation cooldown (30 s) has passed since it last woke one. A group only counts as lost when its last man dies. Garrison groups and groups with guns aren't counted, and an objective where none of the counted groups started out skips the first check.
  3. The reserve comes outAt most one reserve group wakes per check. Infantry step out within 15 m of the building nearest the objective's centre that has room inside and no player within 80 m, then walk to buildings across the objective and hold it, with one man at most on patrol. A reserve that can't come out yet goes to the back of the queue.
  4. The next one wakesEach woken group counts as standing, so the next waits until more losses bring the share back down to the threshold. A vehicle reserve is crewed where it's parked once no player is within 80 m of it, and patrols the roads; under a Dug In AI Commander it's parked at its objective instead. The rest of its group's vehicles start 150 to 600 m further out, on the far side from the nearest player and at least 250 m from any player near the objective. Where none of the counted groups started out, a group wakes every cooldown until the reserve is empty. Woken groups take the AI Commander's orders from then on, where one commands their faction.

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

What it handles

FORCE PLACEMENT

Faction-based force spawning

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.

FACTION PICKER

Grouped, labelled faction dropdown

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.

COMPATIBILITY

Third-party faction support

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.

SAFETY NET

Missing faction handling

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.

RESERVES

Readiness holds part of the force back

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.

AIR SUPPORT

Airfield aircraft mix

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.

ARTILLERY

Configurable artillery sections

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.

GARRISONS

Name the buildings a garrison fills first

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

Boat patrols at harbours

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.

FIELDWORKS

Trenches and bunkers for garrisons and objectives

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.

OBJECTIVES

Units, objectives, or both

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

Getting started

  1. Place a Military Placement module in the editorDrop it where you want the HQ and objective objects. The force itself spreads over the objectives inside your TAOR Marker, or the whole map if you set none.
  2. Set the area with a TAOR markerPlace a marker over the area and type its name into TAOR Marker to set where the force spawns and operates (leave it blank for the whole map); use Blacklist Marker to keep it out of specific zones.
  3. Pick a factionOpen the Force Faction dropdown, grouped by OPFOR, BLUFOR and INDFOR, and choose the force to spawn. Each entry shows the faction's class name, and a saved faction that isn't loaded shows as (unrecognised) at the top.
  4. Choose Force Size and Force WeightingSet Force Size to scale roughly how many units spawn (it isn't a soldier count or hard cap, and Garrisoned Infantry Groups add to the total), and Force Weighting to Random, Armoured, Mechanised, Motorised, Light Infantry, Air or Spec Ops. Air only places its aircraft when Place helicopters or Place aircraft is on.
  5. Decide how much of the force starts awakeType a percentage into Readiness (%) for the share of infantry, spec ops and ground vehicle groups that start active; the rest wait in reserve until players come near and the active force has taken losses (Reserve activation threshold (%)). Place units can also be set to Objectives Only (no units, objectives for a synced AI Commander) or Placement Only (units, but no objectives handed over).
  6. Toggle the extra elements you wantTurn Create HQ, Create Field HQ, Place helicopters, Place aircraft, Place supplies and Place artillery units on or off to suit the scenario. If the faction fields no guns of its own, pick an Artillery faction (attached) on the same side; Artillery section size (guns) sets the guns per battery. Spawn AA Units adds anti-air, Sea Patrols adds boats at harbours, and Fieldworks lets garrisons use trenches and bunkers on a terrain whose index lists them.
  7. Preview the result in gameRun the mission and check that the force, HQ and any air or artillery appear across the objectives and behave as an AI-controlled garrison. If anything looks off, set Enable Debug to Yes and check the RPT log.

Settings

Every setting, and what it does

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.

Quick setups

A thin front line that fills up as players push in

  • Readiness (%): 50%
  • Reserve activation threshold (%): 75%
  • Reserve engagement radius: 2x cluster

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.

Hand the objectives to an AI Commander that brings its own forces

  • Place units: Objectives Only

The module registers its objectives for the synced commander but places no units at all.

A defended airbase with anti-air on fixed positions

  • Spawn AA Units: 4
  • AA Behaviour: Static
  • Place aircraft: Yes
  • Place helicopters: Yes

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.

Guards spread out through a village instead of packed into one house

  • Garrison Building Occupancy Limit: 2
  • Garrisoned Building Patrol (%): 25%

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.

Busier-looking bases without adding more fighting units

  • Place ambient vehicles: Medium
  • Place supplies: Yes
  • Random Camps (m): 1500

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.

General

4 settings
Enable DebugDefault: No

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.

TAOR MarkerDefault: (empty)

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)

Blacklist MarkerDefault: (empty)

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.

Force FactionDefault: BLU_F

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)

Objectives and Camps

3 settings
Objective Size FilterDefault: Do not filter

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.

Objective Priority FilterDefault: Do not filter

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.

Random Camps (m)Default: 0 (off)

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.

Unit Placement

1 setting
Place unitsDefault: Place Units

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.

Fieldworks

4 settings
FieldworksDefault: Ignore

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.

Fieldwork priority eachDefault: Blank: 5 for Strengthen objectives and Own objectives, otherwise 0

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.

Fieldwork priority limitDefault: Blank: 40

Choices: Any number up to 49

The most fieldworks can add to one objective. Never above 49, so an HQ still comes first.

Fieldwork objectives (percent)Default: Blank: 25 for Own objectives, otherwise 0

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.

Mission-wide Garrison Rules

5 settings

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.

Garrison Area BlacklistDefault: (empty)

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.

Custom Support Classes

3 settings
Custom Class ModeDefault: Replace

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.

Override Supply BoxesDefault: (empty)

Your own crates for the supply boxes placed at objectives, in the same FACTION=class1,class2 format.

AffectsChanges what Place supplies puts down.

Force Composition

7 settings
Force SizeDefault: Company (200)

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))

Force WeightingDefault: Random

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.

Override InfantryDefault: (empty)

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.

Override MotorisedDefault: (empty)

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.

Override MechanisedDefault: (empty)

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.

Override ArmourDefault: (empty)

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.

Override SpecOpsDefault: (empty)

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.

Anti-Air

3 settings
Spawn AA UnitsDefault: 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.

AA BehaviourDefault: Static

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.

AA ClassesDefault: (empty)

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.

Readiness & Reserves

8 settings
Readiness (%)Default: 100

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.

Reserve engagement radiusDefault: 3x cluster

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.

Reserve crew with destroyed vehicleDefault: Spawn as infantry

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.

Garrisons

9 settings

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.

Garrison Patrol SpeedDefault: Limited (walk)

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.

Garrison fieldworks firstDefault: From the preset

Choices: From the preset / Yes / No

Garrisons take fieldwork positions before ordinary houses, after any preferred garrison buildings.

HQ & Placed Assets

6 settings
Create HQDefault: Yes

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.

Create Field HQDefault: Yes

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.

Place helicoptersDefault: Yes

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.

Place aircraftDefault: Yes

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.

Place suppliesDefault: Yes

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.

Sea Patrols

2 settings
Sea PatrolsDefault: None

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.

Sea Patrol FactionDefault: (empty)

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.

AI Artillery

4 settings

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.

Artillery typeDefault: Any (self-propelled first)

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.

Objective Objects

4 settings

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.

Objective BehaviourDefault: Dispersed

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.

Objective ObjectsDefault: (empty)

The scenery objects to pick from, such as jammers, radars, antennas and dishes. Extra class names can be typed into the override field.

On Spawn Hook

2 settings
On unit spawn (SQF)Default: (empty)

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.

Run once per groupDefault: Yes

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

What changed

  • Readiness is shared out across the objectivesReadiness used to be used up on the first objectives, so the last ones got only reserves, which stay empty until a player comes near. Now every objective gets its share of active groups and of the reserve. The total number of active groups is unchanged. At Readiness 50% on Stratis the five objectives went from 3/0, 3/0, 2/1, 0/3 and 0/2 active/reserve groups to 2/2, 3/1, 1/2, 2/1 and 1/2.
  • Percentages are typed inReadiness (%), Active patrol percent, Reserve activation threshold (%) and Garrisoned Building Patrol (%) are now boxes you type 0 to 100 into, not dropdowns with a few steps. Missions saved with the old dropdowns load as before (a value of 1 or less is read as the old fraction). Garrisoned Infantry Groups, exact is a new box that overrides the dropdown, and number settings such as Random Camps (m) show their unit in the label.
  • Sea patrols at harboursMilitary Placement now has the Sea Patrols chance and Sea Patrol Faction settings that Civilian Placement already had. Each harbour in the module's area may get a naval group patrolling round it. On Stratis with Sea Patrols on All, all 10 harbours got an armed boat. It's off by default.
  • Garrisons can use trenches and bunkersA new Fieldworks setting decides how far the module uses the fieldworks a terrain's index lists: Ignore (the default), Garrison first, Strengthen objectives or Own objectives. At the biggest trench line on Cam Lao Nam the same 8 men went from none in the trenches to all 8. Each setting under it can override one part of the preset.
  • Place forces without handing over objectivesPlace units has a third choice, Placement Only. The module places its force as usual but gives no synced AI Commander any of its objectives. The commander says in the log when it leaves a module's objectives out.
  • Random Camps fixed, faster and cappedRandom Camps placed nothing for a while after it became a typed number; it places camps again. Each camp's ground search now runs in one go (about 0.9 s a camp instead of 2.9 s on Cam Lao Nam), factions with few medium camps get their small camps added to the choice, and a module keeps at most twice its military objectives in camps, at least 25, so a big open map no longer fills with hundreds.

Status

Where it stands

Delivered

Readiness, sea patrols and fieldworks

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.

Faction dropdown overhaul complete

Grouped-by-side listing with readable names and exact faction identifiers, plus graceful handling of missing or unrecognised factions, is finished and in place.

Third-party faction registry

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.

Artillery and airfield improvements

Configurable artillery sections with donor-faction fallback, and a varied airfield aircraft mix with independent helicopter and plane toggles, are complete.

Full translation pass done

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.

Full unit substitution for inferred factions

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.

Garrison placement corrected and made cheaper

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

How you can help

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

Updates to this page

  • 2026-11-01
    In Eden, Place units at Objectives Only hides every section from Force Composition down, since none of it is used; the filters and Random Camps move up under a new Objectives and Camps header.
  • 2026-11-01
    New setting Garrison Area Blacklist: area markers no garrison uses. A building whose centre is inside one isn't garrisoned or patrolled, a gun inside one isn't manned, and objectives are sized without them.
  • 2026-10-30
    Planes parked in a hangar now start on the floor. On a high airfield like Malden's they were made level with the roof and could wreck a tent hangar.
  • 2026-10-30
    New Vehicle Patrol Radius and Patrols Stay Inside TAOR settings: vehicle patrols can be kept to a set distance, and inside the module's TAOR and out of its blacklist.
  • 2026-10-30
    A garrison man posted on a bare roof is let go to fight when he comes under fire, instead of standing there.
  • 2026-10-29
    Aircraft park on the paved aprons of Stratis, Malden and Tanoa again. This morning's Field HQ fix took those aprons for runway, so aircraft lost their apron parking; on Stratis the apron now fits 3 UAVs and 4 light helicopters again.
  • 2026-10-29
    In Outbreak mode this module can field zombies: a faction listed as zombies on the Virtual AI System goes on the zombie side, and the faction list offers civilian factions, marked (as zombies). See Zombie Outbreak.
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before.
  • 2026-10-27
    Each objective now gets a mix of vehicle and infantry groups. Groups were handed out in list order, vehicles first, so the first objectives took every vehicle and the rest held infantry alone; they're now dealt round the objectives one at a time, the same number each as before.
  • 2026-10-26
    New Artillery type setting: Any, Mortars, Towed guns or Self-propelled picks the kind of guns the module's artillery batteries use. Any places what it did before. Mortars now count as artillery, so a faction whose only artillery is mortars gets mortar batteries, and on a small map where the rest is rocket artillery Any uses the mortars.
  • 2026-10-19
    Readiness, Active patrol percent, Reserve activation threshold and Garrisoned Building Patrol are typed 0 to 100 instead of picked from a few steps; older missions' values still read the same (1 or less is the old value, so 0.75 is 75%). A new Garrisoned Infantry Groups, exact box sets a number of groups that overrides the dropdown. Random Camps now shows (m).
  • 2026-10-17
    The anti-air placing now lives in one function that Civilian Placement calls too, so both place it identically.
  • 2026-10-17
    New Sea Patrols setting: the chance each harbour in the module's area gets an armed boat patrol, as Civilian Placement already had. On Stratis every one of the 10 harbours got one at 100%.
  • 2026-10-15
    Random Camps places camps again (#1083). Since it became a typed number, no camps were placed whatever the mission asked for.
  • 2026-10-15
    A mod faction's own static weapons now replace the vanilla ones by what they fire: mortar, AA, AT, grenade launcher or machine gun. Across the DLC factions, 79 of 85 swaps now use the faction's own gun, up from 64.
  • 2026-10-15
    The Override Support Vehicles and Supply Boxes pages have a Find box, and the garrison building lists and On unit spawn hook boxes are about half as tall.
  • 2026-10-14
    Desert and woodland terrains get composition sets of their own, tan or green to match the ground, Viet Cong insurgents get jungle compositions, and Spearhead terrains get WW2 outposts and supports.
  • 2026-10-14
    Random camp spacing is now a typed number of metres (0 off) instead of a few fixed choices (#1083).
  • 2026-10-12
    The "Run once per unit" setting is now called "Run once per group", which is what it does.
  • 2026-10-11
    Vehicles, AA sites and camps placed at an objective no longer pick the same spot, and so do not spawn into each other and flip or blow up.
  • 2026-10-11
    Camps, field HQs, roadblocks, custom compositions and AA sites are placed on level ground again. Their slope check had stopped working, so they could land on a hillside with their objects at odd angles.
  • 2026-10-11
    AA launchers on tripods no longer lie on their side with the gunner standing next to them: a static weapon knocked over as it is crewed is stood back up and manned.
  • 2026-10-11
    The Run once per group tooltip now says what it does: Yes runs the On Each Spawn code once per group, No every time the group spawns.
  • 2026-10-10
    Garrisoned AI stay on their posts when a headless client takes over their group.
  • 2026-10-10
    Garrisoned AI in towers, bunkers and buildings hold their posts and fire back under attack instead of lying down or wandering off.
  • 2026-10-10
    Groups that share a name across categories, like Global Mobilization's 1980s and 1990s infantry, now spawn as the one drawn.
  • 2026-10-10
    Place units has a new Placement Only choice: the forces are placed, but the AI Commander gets no objectives from the module.
  • 2026-10-09
    Random Camps place about three times faster at start-up, and a faction with few medium camps also gets its small ones (VC and PAVN no longer get a prison camp every time).
  • 2026-10-09
    A blacklisted group is skipped when a group is picked for a custom-mapped or compiled faction, so the objective gets another group of that type instead of one fewer.
  • 2026-10-09
    Readiness is shared across the objectives, so each starts with some active groups and some in reserve. Before, the last objectives got only reserves and stayed empty until a player came near.
  • 2026-10-09
    A map set to Jungle without S.O.G. loaded gets the Pacific compositions for its camps, HQs and outposts, rather than the standard ones.
  • 2026-10-09
    Reserves that haven't woken yet now survive a persistent save and reload. They used to be lost on every reload, and a parked reserve vehicle stayed empty for good. Fresh start, save and reload on Stratis: 11 reserves waiting at 5 objectives, one of them a parked Qilin, and the same 11 came back.
  • 2026-10-09
    A garrison run by a headless client that finds no building to enter searches the area instead of standing still.
  • 2026-10-09
    On a terrain with no index, placement says so in the RPT instead of an undefined-variable error that blamed the TAOR.
  • 2026-10-09
    Garrisoned soldiers face out of their buildings: 5 of 8 posts looked out, up from 3 of 8.
  • 2026-10-09
    Random Camps are capped: at most twice the military objectives the module places on (never fewer than 25), and no more than 50 on Low, 100 on Medium or 200 on High. A big open map like Chernobyl drew over 900 camps on High; it now gets 32. Above the cap the camps are picked at random, so they still spread across the area.
  • 2026-10-08
    Random Camps no longer leave guard groups off the map near its edge. A camp site stays at least 150 m inside the edge, and the whole camp has to fit on the map, not just its centre.
  • 2026-10-08
    On a terrain whose composition set isn't loaded, the missing-compositions warning is logged once for each set, not for every camp: it was 123 times in one Cam Lao Nam startup.
  • 2026-10-08
    Reloading a saved campaign no longer adds another set of supply crates each time (6 more on Stratis per reload). Crates go down only when the campaign starts fresh.
  • 2026-10-08
    Random Camps, field HQs and outposts are built on Woodland and Desert terrains. ALiVE's own Woodland and Desert composition sets are empty without the optional CUP compositions, so the troops were placed with no camp; the standard compositions are used instead now.
  • 2026-10-07
    Random Camps no longer stand in the empty world around a terrain that is smaller than its map. Sectors with no roads, objectives or real ground are left out; on Kunduz River that's 64% of the spots.
  • 2026-10-07
    Helicopters are no longer parked on invisible helipads out in the fields. An objective made only of those pads, with no military building within 300 m, is left out; on RHSPKL that's 10 of its 36.
  • 2026-10-05
    New Fieldworks setting: garrisons can take the trenches, bunkers and towers a terrain's index lists before ordinary houses. It needs an ALiVE 3 index (v3.1 or later); with an older one nothing changes.
  • 2026-10-05
    Strengthen objectives raises a military objective's priority by 5 per fieldwork inside it, up to 40, before the priority filter. On Cam Lao Nam a filter of 10 kept 31 MACV objectives instead of 19.
  • 2026-10-05
    Own objectives turns groups of fieldworks into objectives of their own, up to a share of the others (25% unless you change it).
  • 2026-10-03
    The Run once per group tooltip now says what the setting does: the spawn code runs on every spawn either way, which keeps any event handlers it adds in place.
  • 2026-10-03
    A Mil. Obj. module made by script now starts from the editor's settings: size 200, no ambient vehicles, and an HQ, a field HQ, helicopters and supplies placed.
  • 2026-09-29
    Placed helicopters are now always parked empty. With an air commander in the mission, about 1 in 5 used to have a crew sitting in it on the pad.
  • 2026-09-29
    With a headless client, a garrisoned group now mans its guns and holds its posts; its men used to walk back to their leader. Groups the server runs behave as before.
  • 2026-09-29
    A reserve vehicle whose parking spot comes out in the sea now gets up to 20 tries at a dry, clear, flat spot; it used to be moved to one unchecked point that could still be in the water or inside a building.
  • 2026-09-28
    On an objective by the sea, a group whose start spot fell in the water is now moved onto land within the objective. It used to be skipped, and the last groups in the list were never placed.
  • 2026-09-28
    An objective whose only active group was a parked aircraft now wakes its reserve when a player comes near. Air groups no longer count as the active force, and the Readiness tooltip says which groups don't.
  • 2026-09-28
    Groups that don't divide evenly among the objectives are placed now, one more each on the first objectives. They used to be dropped, so the last in the list, often air, could be missing altogether.
  • 2026-09-28
    With Enable Debug on, the log now says how many groups were placed of those asked for, and how many start active and how many are held in reserve.
  • 2026-09-28
    Woken reserve infantry now walk into the objective from a spot at least 80 m from every player. They used to be put straight into buildings anywhere in it, sometimes right beside a player.
  • 2026-09-28
    A parked reserve vehicle now only gets its crew once no player is within 80 m of it, so nobody sees a crew appear in the seats.
  • 2026-09-28
    Reserve crew with destroyed vehicle on Spawn as infantry now brings the crew and the group's foot soldiers out on foot. It used to rebuild the destroyed vehicle as well.
  • 2026-09-28
    The Reserve activation threshold, Reserve crew with destroyed vehicle and Lock cleared buildings tooltips now say how reserves wake.
  • 2026-09-28
    A faction with guns but no artillery groups now gets its whole battery on open ground: 4 guns of 4, where only the first was placed.
  • 2026-09-28
    A reserve with vehicles now wakes with all of them, each with its own crew, where it used to bring only the first. On 100% a reserve waits for the first group lost instead of waking while the force is whole, and it wakes in the safe building nearest the objective's centre, not the furthest.
  • 2026-09-28
    A player who kills a vehicle's crew can now take the vehicle, and Lock empty reserve vehicles is renamed Lock empty force vehicles. Random camps and the Field HQ stay inside the TAOR, patrols start inside their objective, Spec Ops no longer brings aircraft, and mortars and artillery always start crewed.
  • 2026-09-25
    Spawn Objective Units is now Objective Objects Count. 9 settings, including Readiness, Force Weighting and Spawn AA Units, have tooltips that now match what they do.
  • 2026-09-23
    You can pick Air as the Force Weighting now, which gives 3 air groups at the default size. Switch on Place helicopters or Place aircraft too, or none are placed and the RPT says why.
  • 2026-09-23
    Picking Spec Ops as the force weighting gives you Spec Ops. It used to turn into Random without a word.
  • 2026-09-12
    Missions start faster: the terrain index loads once for the whole mission instead of once per module. Timings from your own missions are still wanted.
  • 2026-09-04
    Garrisoned Building Patrol now applies to garrisons placed without a module of their own. They used to patrol at half strength whatever you set.
  • 2026-09-03
    New Garrison Building Occupancy Limit caps how many men a garrison puts in any one building. Leave it empty and nothing changes. At 2, the same men spread across three times as many buildings.
  • 2026-09-03
    Garrisons now search the whole objective instead of a circle around wherever each group landed, so a group dropped on the far side of a large airfield stops standing in the open. Garrisoned Infantry Radius is now the smallest area searched, not the only one.
  • 2026-09-02
    New Garrison Building Blacklist names building classes no garrison will use, for the latrines, showers and sheds they'd otherwise fill. Blacklisted classes are left out when an objective is sized too.
  • 2026-09-02
    Garrisons the commander orders mid-mission now fill the same way placed ones do. One test left 16 of 23 men standing in the open; the same objective now seats all 23.
  • 2026-09-01
    New Preferred Garrison Buildings names which buildings a garrison fills first, and which positions inside them. The new Class Picker module builds the list for you from preview.
  • 2026-08-30
    Missions start faster. Measured on a dedicated server on Cam Lao Nam: the faction group list fell from 57 seconds to 26, and three simultaneous cluster compiles became one.
  • 2026-08-28
    Garrisoned men now take the positions ALiVE lists for their building rather than whatever spot the model happened to offer. The share set to patrol comes from the leftovers.
  • 2026-08-28
    Set Garrison Building Patrol to None and the guards now stay put. They were still being given somewhere to wander, about 230 metres of a 700 metre objective.
  • 2026-08-23
    Garrisons no longer come up short when a building's static weapon is already taken. Buildings are claimed centrally now, so two groups can't try to fill the same one.
  • 2026-08-19
    With more than one placement module, each now keeps its own Random Camp locations. They were sharing one set, so whichever started second claimed the first one's camps and reserves.
  • 2026-08-18
    Missions on maps with airfields start faster: about 160 seconds off startup on a Khe Sanh dedicated server. Watch for ground compositions among the hangars of an airstrip the game doesn't recognise as an airfield; runways stay clear either way.
  • 2026-08-17
    Missions that place random camps start far faster. On a Cam Lao Nam dedicated server that stage went from 199 seconds to 83, and the whole of ALiVE startup from about 490 to 347. The same camps come out of it.
  • 2026-08-15
    The rectangles you draw for a module no longer stay painted across your map when you host. They only ever hid on machines that weren't the server.
  • 2026-08-15
    Helicopters stop going missing from helipad nodes where the ground is tight. A large Vietnam mission was losing a quarter to a third of them; the wider search recovered 11 in testing. Worth reporting any airbase still emptier than you placed it.
  • 2026-08-14
    Artillery batteries place far more cheaply: one ground search per gun instead of up to 36. Guns also come out spread across the ground rather than sitting in rings.
  • 2026-08-14
    The Run Once On Each Spawn setting now takes effect. It was being overwritten with its own default, so it could never take.
  • 2026-08-13
    Random Camps place on wooded terrain again, and this module starts far quicker for it: 160 seconds down to 60. Worth retesting camps on a jungle or forest map.
  • 2026-08-13
    Two more garrison sizes. Medium-Low puts 2 to 3 groups in a location, Medium-High puts 4 to 5. The existing settings and the default are untouched.
  • 2026-08-06
    Corrected the camp marker note: the change spreads debug map labels so they stop overlapping, it doesn't change how camps look.
  • 2026-07-27
    Overhaul briefing first published.