ALiVE (Required)
The one module every ALiVE mission needs. It starts the services the whole mission shares and holds the settings that apply to all of it.
ALiVE.OS · ALiVE 3 Development
Every module you can place in Eden, with the icon it shows there, what it does and what it syncs to.
Living document · 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
ALiVE is built from modules you place in the Eden editor. They're all in one place: open the Systems tab (F5), then Modules, then ALiVE. Each one below shows the icon you'll see on the map and in that list, the name Eden gives it, what it does and what it needs syncing to.
Most of ALiVE finds the modules it needs wherever they're placed, so only a few need sync lines: objectives into the commander, the modules that serve a commander, and support modules into Player Combat Support. The diagram shows how the pieces fit, and the second one shows every sync that matters.
Map
Each icon is the one Eden shows. Pick one to read what it does further down.
How it fits together
A sync line only matters where a module reads it, and most of ALiVE finds the modules it needs wherever they're placed. So the lines to draw are few: objectives into the commander, the modules that serve a commander, and the support modules into Player Combat Support.
Placed anywhere, no sync. ALiVE (Required), ALiVE Data, ALiVE Player Options, Civilian Population, Civilian Placement, Military AI, Ambient Dynamic Weather, Persistent Craters, Map Indexer, ALiVE Tour and ALiVE ORBAT Creator read no sync lines. Every placement module and commander needs the Virtual AI System in the mission, Civilian Placement needs Civilian Population, and Player Combat Logistics needs a Military Logistics module, all without a sync.
Every mission
Place these first. Every ALiVE mission needs ALiVE (Required), and the Virtual AI System runs the forces the placement modules put on the map.
The one module every ALiVE mission needs. It starts the services the whole mission shares and holds the settings that apply to all of it.
How ALiVE runs a whole battlefield in the background and brings units into play near you, rebuilt for smoother performance and faster spawning.
Syncs toOptional: Eden groups it should run or leave alone
Objectives
Placement modules put forces on objectives. Synced to a Military AI Commander, their objectives become the ones it fights over.
Places a full AI military force, from squads to armour to artillery, into an objective area from any installed faction.
Syncs toA Military AI Commander
Garrisons the map's towns and civilian infrastructure with a defending military force built from ALiVE's own shipped objective index data.
Syncs toA Military AI Commander
Hand-place a military objective anywhere on the map and generate a force to hold it.
Syncs toA Military AI Commander
Hand-place a civilian objective on any map, even unindexed ones, and generate a defending military force around it.
Syncs toA Military AI Commander
Puts a hand-picked garrison exactly where you put the module, instead of letting ALiVE choose the spot.
Syncs toNothing: a commander ignores it even if synced
Commanders
One Military AI Commander per side runs the war. The rest add to what it can do.
The virtual AI high command that captures objectives, defends ground, recruits troops and runs insurgent campaigns without a player micromanaging every group.
Syncs toTakes its objectives from the placement modules synced to it
AI-run convoys, helicopter lifts, slingload and paradrops that keep the battlefield resupplied and reinforced.
Syncs toThe commanders it serves
Lets your AI commander call in real artillery fire missions against contacts it has actually detected.
Syncs toOptional: one commander, to serve that side only
Flies your faction's aircraft on its own: patrols, strikes, reconnaissance and air defence, launched from your airfields and recovered onto their own stands.
Syncs toOptional: a commander, to take its factions
Garrisons AI defenders inside and around buildings near an objective for close-quarters firefights.
Syncs toPlacement modules, or a commander
Seeds an area with roadside IEDs, vehicle-borne bombs and suicide bombers for asymmetric, insurgency-style threats.
Syncs toOptional: a commander, which swaps its settings
Civilians
Life in the towns, and how it reacts to you.
Populates a mission area with individual civilians, civilian vehicles and animals around existing settlements and objectives.
Civilians who talk, surrender, panic, flee, and remember how you treated them.
Players
What players use in the mission: tasks and intel, support on call, deliveries, recruits, forward bases and respawns.
Runs the mission's task engine, intel map and player command tools for every side.
Syncs toOptional: a commander, for its spot reports on the map
The player-facing tablet for calling in CAS, artillery, air and ground transport on demand.
Syncs toNothing: its CAS, Transport, Player Combat Support (Ground Transport) and Artillery modules sync to it
Defines an on-call CAS aircraft that players can task from the Combat Support radio menu.
Syncs toPlayer Combat Support
A transport helicopter players call from the Combat Support tablet for pickups, insertions, paradrops, medevac and slingloading.
Syncs toPlayer Combat Support
A crewed truck, armoured car or APC players order from the Combat Support tablet: pick up, move, patrol a road, or go home, checking the road for IEDs and mines on the way.
Syncs toPlayer Combat Support
Player-callable artillery and mortar fire support for the Combat Support tablet.
Syncs toPlayer Combat Support
Lets players call in vehicles, reinforcement groups and supply drops from a tablet, restricted to the factions and delivery methods a mission maker allows.
Syncs toNothing, but Military Logistics must be synced to your side's commander
Turns crates, containers and buildings into hubs where players collect a tablet requisition on the spot, and the AI Commander's convoys set out from.
Syncs toThe objects that are hubs, and Player Combat Logistics, Military Logistics or both
Lets players recruit AI soldiers into their own group at objects the mission maker chooses.
Syncs toThe objects or units players recruit at
Players deploy their own forward operating bases, build them up from supply, and have to hold them: enemy commanders hunt them and can take them.
Syncs toOptional: the objects players get FOB kits and supply crates at (Field HQ)
Gives a FOB kit a choice of types, such as a fire base or a patrol base, each with its own headquarters, build list, who may deploy it, limit, cost and map marker.
Syncs toPlayer FOBs
Lets players, and a group leader's AI, travel between rally points: synced objects, each side's HQs and its Player FOBs.
Syncs toThe objects players travel between (optional: HQs and Player FOBs count too)
Gives mission makers extra respawn options for players beyond the default Arma respawn screen.
Configures how players carry, tow, lift, load and persist objects across the mission.
The in-mission menu where players adjust view distance, tags and persistence settings, opened with the ALiVE key.
A walk-up-and-learn introduction to ALiVE for new players.
World
Settings that shape the whole mission.
Set AI accuracy, reactions and courage per faction, and let soldiers take cover and fire back on their own.
Sets a climate for the mission and lets weather drift naturally over time instead of staying fixed.
Shells, rockets and bombs leave craters that stay, and the big ones dig into the ground.
Saves mission state to a database so a campaign can pick up where it left off, and powers the stats and performance tracking other modules rely on.
Tools
For building factions, lists and map data.
Builds the object and objective data new maps need before other ALiVE modules can use them.
Build custom factions and orders of battle directly in the editor, then export them as ready-to-use config code.
Turn hand-placed Eden template groups into a real ALiVE faction that placement modules and the air commander can spawn from.
Syncs toA placement module or an air commander, whose faction it replaces
Sorts the template groups synced to it into one ALiVE category (Infantry, Motorized, Armored, Air and the rest) for the Custom Faction Compiler.
Syncs toOne soldier of each template group, and the Faction Compiler
Build the lists ALiVE asks you to type by looking at things in the world instead of hunting for classnames.
Changelog