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ALiVE.OS · ALiVE 3 Development

ALiVE Presets

Ready-made ALiVE setups you can place in one go, and a place to keep your own.

New · 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 a preset is

A preset is one line of text holding an ALiVE setup: which modules, the settings that were chosen, how they are synced, where they sat, and the map areas the commanders work in. Most presets are small enough to paste into a chat message, and pasting it into the editor builds the whole thing; a very large one can get cut short in transit, and the editor will tell you if that happened.

Most of it happens in one window. Open the editor and choose ALiVE Presets... from the ALiVE menu at the top, or from the ALiVE folder when you right click on the map. There you will find the presets that ship with ALiVE (First steps comes first), the ones you have collected, and a button that keeps whatever scenario you have open. The same menus also have Share as Preset and Load Preset from Clipboard, and the ALiVE menu at the top has Online Mission Builder..., which opens the Mission Builder on this site: build a mission on the map there, copy it as a preset and load it back in the editor. Ctrl+Alt+P opens the presets window too, and you can change that to whatever you like under Configure Addons, Keybinds, ALiVE.

Positions are kept relative to the rest of the preset, so one written on any map works on every map: the whole arrangement lands wherever you click and keeps its shape. A preset saved in the editor also remembers the spot it was saved at, so on its own map it goes straight back there with no click; the card for a preset that does this says so. Nothing in a preset runs: it is read as data, checked against your build before anything is placed, and the settings that hold script are never carried. A preset also carries the objects some modules work from (the Field HQ for Player FOBs, rally points, recruitment points, the multispawn vehicle and objects kept out of Player Logistics) and puts them back where they were, synced to their module. An object that would land inside a building, a rock or the sea moves to the nearest clear spot within 60 m, and the message after pasting says which ones moved. A Faction Compiler brings its template squads too: each man's class, place, facing and rank, leader first, so the compiled faction has its groups when the mission starts. Squads with a vehicle are left out and counted, and kit isn't carried, so each man wears his class's own kit. A scenario can take a second compiled faction by preset.

Step by step

How to use a preset

  1. Copy a preset

    The presets are listed further down this page, one card each, with what it does and what it needs. Press Copy preset on the card you want and the whole thing goes onto your clipboard as a single line of text. The box under the button shows you exactly what was copied, so you can select it by hand if your browser blocks the clipboard.

  2. Open the editor

    Start the Eden editor on any map with ALiVE loaded. A preset works on every map. On the map it was saved on it goes back exactly where it was saved; on any other map you click where it goes, and any areas it brings keep their shape and spacing around that point.

  3. Open the preset window

    Right click on the map and look under the ALiVE submenu, which is where the entries live rather than at the top level. ALiVE Presets… opens the window. So does Ctrl+Alt+P, which you can change to whatever suits you under Configure Addons, Keybinds, ALiVE. Both work on an empty scenario with nothing selected.

    In the window, Load from clipboard adds what you copied to your own list and keeps it in your profile, so it is still there next time. The line under the list tells you what is on your clipboard before you press anything. If you would rather skip the window, Load Preset from Clipboard in that same submenu goes straight to placing.

  4. Choose what you want out of it

    Double click a preset in the list, or select it and press Place it. You get a list of what that preset holds, a row per module and a row per area, all ticked. Untick anything you do not want and press Place these. Back to your presets returns to the list if you change your mind.

  5. Click where it goes

    The modules appear there, arranged the way whoever made the preset arranged them, and any areas land around them keeping their sizes and spacing. That arrangement is worth having: several ALiVE modules read their own position and act on it, so a Custom Objective lands on the ground it was meant for. Every setting stays editable: a preset is a starting point, not a cage.

    On the map it was saved on there is nothing to click. It goes straight back to where it was saved and the view follows it. Everything it placed is left selected, so moving it somewhere else is one drag. A preset saved before ALiVE started remembering this has no spot to go back to, so it asks for a click as it always did.

There is a quicker way for the ones that ship with ALiVE. They are in the editor's own asset list: press F2 for Groups, choose the side the preset is for, then ALiVE Presets and Scenario presets. Drag one onto the map and it places where you drop it, like any other composition, on any map and with nothing to copy or paste.

One thing that list cannot do: presets you collected yourself are not in it, because it only holds what ships with the mod. Those live in the preset window. A shipped preset that brings its own areas IS in the list, and the areas come with it.

Reporting a problem with a preset? The build number is in the top right corner of every preset window, under the ALiVE logo, as ALiVE Version. Quote that along with the preset itself. A preset that will not read is usually a question of which build wrote it against which build is reading it, and that line answers both halves.

Presets

Ready-made setups

First steps: one enemy commander

by ALiVE

The smallest ALiVE that works: a CSAT commander holding one area, with its forces spread over the military objectives inside it. Place yourself as NATO nearby and attack. The area comes with the preset wherever you put it, so it works on any map; drag it or resize it to choose where the fighting is.

ENEMY_AREAAgia MarinaStratis Air BaseKamino Firing RangeCamp Rogain34121 km

1Military AI CommanderCSAT · Occupation

holds
2Military PlacementMil. Obj. · CSAT · in ENEMY_AREA

No sync lines

  • 3ALiVE (Required)
  • 4ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up

The two modules every ALiVE mission needs, ALiVE Required and the Virtual AI System, plus one Military AI Commander for CSAT set to Occupation and one Military Placement (Mil. Obj.) module synced to it. The placement module puts a Company (100) CSAT force on the military objectives inside the ENEMY_AREA marker.

What you'll see

CSAT garrisons and patrols on the objectives inside the area: 7 objectives and about 22 groups on Stratis. Only groups within 1.5 km of a player exist as real soldiers; the rest move about as virtual groups until you get close. With nobody attacking, the commander holds what it has.

What to change first
  • Your own side: place yourself, and anyone playing with you, as NATO near the area. This preset has no friendly commander.
  • The area: drag or resize ENEMY_AREA. The placement module only uses objectives inside it.
  • The size of the fight: Force Size on the placement module. Company (100) suits one area; try Company (200) or a Battalion for a bigger area.
  • The enemy: change Factions on the commander and Force Faction on the placement module together, so the commander has the forces placed.

4 modules · 6 settings chosen · brings 1 area · written on Stratis, lands back in place there

Offensive: NATO attacks CSAT-held ground

by ALiVE

NATO goes on the offensive. Its commander, set to Invasion, starts from a forward base where you drop the preset and attacks the objectives inside the ENEMY_AREA marker, nearest first, while a CSAT commander set to Occupation holds them and tries to take back what it loses. Place yourself and your players as NATO at the base. The area comes with the preset, so it works on any map: move it over a base or airfield to choose what is being fought for.

ENEMY_AREALa TrinitéLarcheDourdanGoisseSaint LouisLolisseAirport5612431 km

1Military AI CommanderNATO · Invasion

holds
2Military PlacementCust. Obj. · NATO
attacks
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA

4Military AI CommanderCSAT · Occupation

holds
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA

No sync lines

  • 5ALiVE (Required)
  • 6ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up

Two commanders and the ground between them, plus ALiVE Required and the Virtual AI System with Virtual Combat Speed set to Regular. NATO's Military AI Commander is set to Invasion, attacks at most 3 objectives at a time and sends 8 groups to each. It sits at a forward base: a Military Placement (Cust. Obj.) with 16 infantry, 6 motorised, 4 mechanised and 2 armoured groups and a Field HQ. Its Force Factions is left empty, so it fields whatever the NATO commander has. CSAT's commander is set to Occupation, and its Military Placement (Mil. Obj.) puts a Company (100) force on the military objectives inside ENEMY_AREA. That placement module is synced to both commanders, which is how NATO knows what to attack.

What you'll see

NATO's attacks set off 3 at a time and take a few minutes to reach the nearest objectives. On Malden, with the area over the airport and the base beside it, CSAT holds 13 objectives. In one run on a test server with nobody playing, after 12 minutes NATO had taken 3 of them and was holding 2 of those against counter-attacks, and had lost 23% of its strength to CSAT's 13%. Dropped on Stratis south of the Air Base, the area took in only 2 objectives, so CSAT held them with its whole force, and NATO's attacks on both were still on their way at 12 minutes.

What to change first
  • Your side: place yourself, and anyone playing with you, as NATO at the forward base. It's where you drop the preset, with a Field HQ when the ground is flat enough.
  • The ground: drag or resize ENEMY_AREA over military sites such as bases and airfields. CSAT only holds military objectives inside it.
  • How hard NATO hits: Max. simultan attacks (3) and Task profile count overrides (8 groups an attack) on the NATO commander. At the usual 4 groups an attack, NATO's attacks break on CSAT's defences.
  • The balance: the counts on the forward base against Force Size on CSAT's placement. Garrisons at every objective make up much of CSAT's strength, so a smaller Force Size changes less than you'd expect.
  • Reinforcements: add a Military Logistics module and sync it to a commander. The commander then asks for more troops when it falls below 75% of its starting strength.
  • The factions: change Factions on either commander. CSAT's placement has its own Force Faction, so change that with it.
  • Orders from the map: the preset has no Player Command/Control (C2ISTAR) module, so add one first. Its Allow Player Objectives is on by default. Then place obj recon, obj sad or obj ambush markers to send NATO a foot group, or use the Operations tab buttons.

6 modules · 17 settings chosen · brings 1 area · written on Malden, lands back in place there

Defensive: CSAT invades, NATO holds

by ALiVE

NATO holds the ground inside the NATO_AREA marker and CSAT comes to take it. NATO's commander, set to Occupation, spreads its forces over the military objectives in the area and sends help wherever CSAT attacks. CSAT's commander, set to Invasion, starts from a forward base about 3.4 km north of where you drop the preset and attacks the nearest objectives first. Place yourself and your players as NATO inside the area. The area comes with the preset, so it works on any map: drop it over a base or airfield you want to defend.

NATO_AREAAthiraLakkaTelosCharkiaRodopoliStavrosIfestionaKoroniAnthrakiaKalithea5612341 km

1Military AI CommanderNATO · Occupation

holds
2Military PlacementMil. Obj. · NATO · in NATO_AREA

3Military AI CommanderCSAT · Invasion

holds
4Military PlacementCust. Obj. · CSAT
attacks
2Military PlacementMil. Obj. · NATO · in NATO_AREA

No sync lines

  • 5ALiVE (Required)
  • 6ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up

Two commanders and the ground between them, plus ALiVE Required and the Virtual AI System with Virtual Combat Speed set to Regular. NATO's Military AI Commander is set to Occupation, and its Military Placement (Mil. Obj.) puts a Company (100) force on the military objectives inside NATO_AREA, where you drop the preset. CSAT's commander is set to Invasion and sits at a forward base about 3.4 km north: a Military Placement (Cust. Obj.) with 16 infantry, 5 motorised, 3 mechanised and 2 armoured groups and a Field HQ. Its Force Factions is left empty, so it fields whatever the CSAT commander has. NATO's placement module is synced to both commanders, which is how CSAT knows what to attack.

What you'll see

CSAT sets off for every NATO objective at once. On Altis, with the area over the main airbase, NATO holds 6 objectives. In one run on a test server with nobody playing, the first fighting started after 3 minutes and NATO was sending help to 2 objectives by 9. At 12 minutes NATO still held all 6, and CSAT had lost about 30% of its strength to NATO's 11%. Dropped on Malden around La Trinité, the area took in 3 objectives and NATO held all of them for the same 12 minutes.

What to change first
  • Your side: place yourself, and anyone playing with you, as NATO inside NATO_AREA.
  • CSAT's base: its two modules sit about 3.4 km north of where you drop the preset. If that's sea or off the map, drag them onto land, because a base in the water places no troops.
  • The ground: drag or resize NATO_AREA over the base or airfield you want to hold. NATO only holds the military objectives inside it.
  • The balance: Force Size on NATO's placement against the counts on CSAT's base. For a harder fight give the base more groups; to make NATO stronger, raise its Force Size to Company (200).
  • Waves: add a Military Logistics module and sync it to the CSAT commander. It then asks for more troops when it falls below 75% of its starting strength.
  • The factions: change Factions on either commander. NATO's placement has its own Force Faction, so change that with it.

6 modules · 15 settings chosen · brings 1 area · written on Altis, lands back in place there

Insurgency: FIA against NATO

by ALiVE

FIA insurgents hold the towns inside FIA_AREA, about 3 km north of where you drop the preset, and NATO works out of a forward base at the drop point. The insurgency starts with 2 recruitment HQs, a weapons depot, an IED factory and 2 IED areas, and keeps recruiting from the civilians for as long as an HQ stands, up to 40 groups and vehicles. The civilians start out wary of NATO and can be questioned for intel. NATO's commander, set to Occupation, moves in on the towns. Place yourself and your players as NATO at the base. The area comes with the preset, so it works on any map with towns: drag FIA_AREA over the towns you want fought over.

FIA_AREALakkaGraviaTelosStavrosIfestionaKoroniAnthrakia671243859101 km

1Military AI CommanderNATO · Occupation

holds
2Military PlacementCust. Obj. · NATO
attacks
3Military PlacementCiv. Obj. · FIA · in FIA_AREA

4Military AI CommanderFIA · Asymmetric

insurgency in
3Military PlacementCiv. Obj. · FIA · in FIA_AREA
sites guarded by
5Military Close Quarters Battle

No sync lines

  • 6ALiVE (Required)
  • 7ALiVE Virtual AI System
  • 8Military IED Threat
  • 9Civilian Placement
  • 10Civilian Population
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • FIA: a Military AI Commander on Asymmetric, and a Military Placement (Civ. Obj.) putting a Company (100) of light infantry in every town and village inside FIA_AREA, 3 km north of where you drop the preset.
  • The insurgency: Asym Installation Overrides start it with 2 recruitment HQs, a weapons depot, an IED factory and 2 IED areas. Recruit attempt limit is -1, so an HQ keeps recruiting for as long as it stands, and Asymmetric force cap stops it at 40 groups and vehicles. Friendly AI disables installations is on Objective Capture.
  • Recruiters: on, with Recruiter Walks The Town. While a player is within 800 m, a recruiter and 2 guards walk the town round each recruitment HQ.
  • Synced to the FIA commander: a CQB module, which guards FIA's HQs, depots and IED factories. A Military IED Threat module lets FIA plant IEDs. Both are kept to FIA_AREA.
  • Civilians: Civilian Placement and Civilian Population in the same towns. BLUFOR Hostility is on Medium, so they start out wary of NATO, and Insurgent Factions is set to FIA, so questioning them turns up FIA's installations.
  • NATO: a Military AI Commander on Occupation at a forward base where you drop the preset, which is a Military Placement (Cust. Obj.) with 12 infantry, 6 motorised and 4 mechanised groups and a Field HQ. FIA's placement module is synced to NATO's commander too, which is how NATO knows the towns.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

At its Altis spot by the main airport, FIA holds 10 objectives in and around Athira, and NATO sets off for them in the first minute. In one run on a test server with nobody playing, both sides had lost 27% of their strength after 12 minutes. The insurgency had grown from 6 installations to 10 by then, with a second IED factory, 2 more IED areas and a suicide bomber. Recruiting is slower: an HQ's first try comes 30 to 60 minutes after it's set up. A copy set to recruit every 2 to 4 minutes gained 3 groups and a vehicle in the same 12 minutes. Dropped on Stratis by Camp Maxwell, FIA held 6 objectives around Agia Marina. Come within 800 m of a recruitment HQ and its recruiter turns up with 2 guards. Kill him and that town skips its next recruit.

What to change first
  • Your side: place yourself and your players as NATO at the forward base. It's where you drop the preset, with a Field HQ when the ground is flat enough.
  • The towns: drag or resize FIA_AREA over the towns you want fought over. FIA, the civilians, the IEDs and CQB all stay inside it.
  • How fast it grows: Recruit cycle min and max on the FIA commander, 30 to 60 minutes between tries. With Recruit attempt limit on -1, a shorter wait does give you more insurgents, up to the force cap.
  • Recruiters: on the FIA commander, with Recruiter Walks The Town on. Kill the recruiter and the town skips its next recruit (Recruitments Skipped), then a new one turns up after Recruit Cycle Max. Recruiter Guards sets his escort, 2 here.
  • Bombers: the IED module sits unsynced with Bomber Threat on None. Set Bomber Threat above None and, with Insurgents Send Bombers on (it is by default), insurgents who spot a player 150 to 800 m away may send a suicide bomber at them.
  • How big it gets: Asymmetric force cap, 40 here. Recruiting pauses while FIA has that many groups and vehicles, and picks up again as they're lost.
  • How NATO shuts it down: Friendly AI disables installations. On Objective Capture an installation only goes while NATO is fighting FIA for a town it holds. On Proximity, the usual setting, any NATO patrol within 150 m takes one down, which ends recruiting at that HQ.
  • The civilians: BLUFOR Hostility on Civilian Population. It's where the towns' feeling about NATO starts, and a civilian's hostility decides whether they help, lie or refuse when questioned.
  • Reinforcements for NATO: add a Military Logistics module and sync it to NATO's commander. FIA doesn't need one, as it grows by recruiting.
  • The factions: change Factions on the FIA commander, Force Faction on its placement and Insurgent Factions on Civilian Population together.

10 modules · 30 settings chosen · brings 1 area · written on Altis, lands back in place there

Hearts and minds: NATO wins over the towns

by ALiVE

NATO works out of a small base where you drop the preset, and the towns inside TOWNS_AREA, about 2 km north, are yours to win over. C2ISTAR hands your players Hearts and Minds tasks there, such as aid deliveries, medical outreach and meeting the local leader, and the civilians can be talked to, given food and water, and show how they feel about you. A light FIA insurgency lives in the same towns: a few groups, a recruitment HQ and an IED area. It recruits more slowly where you're winning and hits back at towns that start to settle. Place yourself and your players as NATO at the base, with an ALiVE Humanitarian Crate or water and rations to hand out. The area comes with the preset, so it works on any map with towns.

TOWNS_AREALa TrinitéLarcheHoudanDourdanArudySaint Louis3456127891 km

1Military AI CommanderFIA · Asymmetric

insurgency in
2Military PlacementCiv. Obj. · FIA · in TOWNS_AREA

No sync lines

  • 3ALiVE (Required)
  • 4ALiVE Virtual AI System
  • 5Military PlacementCust. Obj. · NATO
  • 6Player Command/Control (C2ISTAR)
  • 7Military IED Threat
  • 8Civilian Placement
  • 9Civilian Population
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • NATO: a small base where you drop the preset, a Military Placement (Cust. Obj.) with 4 infantry and 2 motorised groups and a Field HQ. Its Force Factions is set to NATO, and there's no NATO commander, because C2ISTAR's tasks don't need one.
  • Tasks: Player Command/Control (C2ISTAR) gives NATO players tasks on a steady cadence (Auto Task BLU on Constant) against FIA, with Enable Civic-State COIN Model on. Override Auto-Generated Tasks keeps it to the 10 Hearts and Minds tasks, such as Aid Delivery, Medical Outreach and Meet Local Leader, plus IED Disposal, Insurgency Patrol and Insurgency Destroy Assets.
  • Civilians: Civilian Placement and Civilian Population in every town and village inside TOWNS_AREA, about 2 km north. Interaction is on, BLUFOR Hostility starts on Medium, the Hostility Indicator is Descriptive, Civilian Roles adds a mayor, a priest and a politician, and each ration or water handed over has a 40% chance to calm the civilian who takes it.
  • FIA: a light insurgency on an Asymmetric commander. Its Military Placement (Civ. Obj.) spreads a Platoon (60), about 5 groups of light infantry, across the same towns with no garrisons, and starts it with 1 recruitment HQ and 1 IED area. A Military IED Threat module is there for that.
  • How FIA pushes back: the HQ keeps recruiting while it stands, up to 10 groups and vehicles. Civic recruitment multiplier 2 makes it recruit more slowly where NATO is winning a town, and Civic retaliation chance 20% lets it hit back at a town that's settling after a civic task.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

With nobody playing there's no fighting and no tasks, because C2ISTAR only hands tasks to connected players. At its Malden spot by Houdan, TOWNS_AREA takes in 11 towns and villages around Larche, La Trinité and Saint Louis, and FIA spreads 5 groups across them, with its HQ and IED area in Larche. Asked what it would give a NATO player in each town, C2ISTAR picked a Hearts and Minds task 77% of the time, and IED Disposal or an insurgency task the rest. In 12 minutes on a test server FIA added 3 IED factories and a suicide bomber. Dropped on Stratis by Air Station Mike-26, the area took in 6 settlements, and a task asked for from the base, outside the area, still went to a town inside it.

What to change first
  • Your side: place yourself and your players as NATO at the base, and put an ALiVE Humanitarian Crate there (100 water bottles and 100 rice packs) so they have aid to hand out. A preset can't carry objects, so place it yourself.
  • The towns: drag or resize TOWNS_AREA over the towns you want to win over. The civilians, FIA and the Hearts and Minds tasks all stay inside it, because a civic task only goes to a settlement Civilian Placement has put civilians in.
  • Which tasks come up: Override Auto-Generated Tasks on C2ISTAR. Clear it to get the full stock list back, military tasks included, or change Enabled Civic Task Families and Civic Task Weights to favour some kinds.
  • How hard FIA pushes back: Civic retaliation chance and Civic recruitment multiplier on the FIA commander, and Asymmetric force cap for how big it can get.
  • How fast the towns come round: Humanitarian Hostility Decrease on Civilian Population for aid, and the Trust, Security and Services multipliers on C2ISTAR for tasks.
  • The factions: for NATO, Force Factions on the base and Auto Task Factions on C2ISTAR. For FIA, Factions on its commander, Force Faction on its placement and Insurgent Factions on Civilian Population.

9 modules · 33 settings chosen · brings 1 area · written on Malden, lands back in place there

Three-way war: NATO, CSAT and AAF

by ALiVE

NATO, CSAT and AAF each hold ground of their own and fight each other for the rest. Each side has a commander set to Occupation and a Military Placement holding the military objectives in its area: NATO_AREA about 3 km south-west of where you drop the preset, CSAT_AREA 3 km north and AAF_AREA 3 km south-east. Every placement is synced to all three commanders, so each one knows the other two sides' objectives as well as its own. Before you play, open Attributes > General > Misc and set Independents Allegiance so AAF is the enemy of both BLUFOR and OPFOR: a new scenario makes AAF friendly to NATO, and then it's two against one. The areas come with the preset, so it works on any map big enough for all three, such as Altis or Malden, as long as each area has military sites in it.

NATO_AREACSAT_AREAAAF_AREAAthiraKavalaNeochoriLakkaKoreGraviaFriniSyrtaPoliakkoAggelochoriStavrosNegadesAgios KonstantinosIfestionaGalatiKoroniAbderaOrino781253642 km

1Military AI CommanderNATO · Occupation

holds
2Military PlacementMil. Obj. · NATO · in NATO_AREA
attacks
3Military PlacementMil. Obj. · CSAT · in CSAT_AREA
4Military PlacementMil. Obj. · AAF · in AAF_AREA

5Military AI CommanderCSAT · Occupation

holds
3Military PlacementMil. Obj. · CSAT · in CSAT_AREA
attacks
2Military PlacementMil. Obj. · NATO · in NATO_AREA
4Military PlacementMil. Obj. · AAF · in AAF_AREA

6Military AI CommanderAAF · Occupation

holds
4Military PlacementMil. Obj. · AAF · in AAF_AREA
attacks
2Military PlacementMil. Obj. · NATO · in NATO_AREA
3Military PlacementMil. Obj. · CSAT · in CSAT_AREA

No sync lines

  • 7ALiVE (Required)
  • 8ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up

Three commanders and the ground between them, plus ALiVE Required and the Virtual AI System with Virtual Combat Speed set to Regular. NATO, CSAT and AAF each have a Military AI Commander set to Occupation and a Military Placement (Mil. Obj.) putting a Company (100) force on the military objectives in its own area: NATO_AREA about 3 km south-west of where you drop the preset, CSAT_AREA 3 km north and AAF_AREA 3 km south-east. Each placement module is synced to all three commanders, so every commander knows the objectives in all three areas: its own to hold, the other two sides' to take.

What you'll see

Within the first minute all three commanders set off for each other's objectives. At its Altis spot, by Agios Dionysios, each side starts on 3 military objectives. In one run on a test server with nobody playing, the first losses came after 3 minutes. By 12, NATO and CSAT were down to about 40% of their strength, while AAF had lost 8% and taken a fourth objective. Dropped on Malden by Larche, CSAT's area took in 9 objectives to 3 each for NATO and AAF, so CSAT started with more than twice the troops of either. Left at the default Independents Allegiance, NATO and AAF only ever went for CSAT's objectives.

What to change first
  • Independents Allegiance, before anything else: open Attributes > General > Misc and make the Independents the enemy of both BLUFOR and OPFOR. A new scenario makes them friendly to BLUFOR, and then NATO and AAF leave each other alone and both go for CSAT.
  • Your side: place yourself, and anyone playing with you, in your side's area. With three sides, the fighting can come from two directions.
  • The map: the areas sit about 5 km apart, so it needs a map the size of Altis or Malden; Stratis is too small. Drag each area over military sites, because a side only holds the military objectives inside its own area.
  • The pace: all three commanders are on Occupation, which holds ground and advances slowly. Set one to Invasion for a side that pushes harder.
  • The balance: Force Size on each side's placement. Garrisons come on top of it at every objective, so a side whose area takes in more objectives ends up bigger.
  • The factions: change Factions on a commander and Force Faction on its placement together. A commander's factions must all be on one side, and each faction can belong to only one commander.

8 modules · 19 settings chosen · brings 3 areas · written on Altis, lands back in place there

Air war: NATO and CSAT fight for the sky

by ALiVE

Two air commanders fight over the sea north of Altis. NATO flies from the main airport where you drop the preset and stocks it with its own jets. CSAT has no airfield: it flies in from a point out at sea to the north-east. Each patrols its home airspace and FRONT_AIR between the two, and scrambles interceptors when the other side's aircraft come into its airspace. Place yourself and your players as NATO pilots at the main airport. This one needs Altis, because it relies on the main airport and the open sea north of it.

NATO_AIRFRONT_AIRCSAT_AIRPyrgosZarosNeochoriLakkaAgios DionysiosFriniSyrtaTelosParosSofiaMolosCharkiaDoridaChalkeiaPoliakkoRodopoliAggelochoriNegadesAgios KonstantinosIfestionaGalatiAbderaKalitheaIoanninaOreokastroOrino12345 km

No sync lines

  • 1ALiVE (Required)
  • 2ALiVE Virtual AI System
  • 3Military Air Component CommanderNATO
  • 4Military Air Component CommanderCSAT
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map.
What it sets up
  • NATO: a Military Air Component Commander on the main airport, where you drop the preset, with Place Air Assets on. It stocks the airport with a helicopter and a jet at the first of its six tent hangars, with a 70% chance of one at each of the others. The jets come fighter first, then attack jets, in turn. Its HQ is a barracks on the airfield, with a guard.
  • CSAT: a second air commander with no airfield. Its Ingress Marker is CSAT_AIR, out at sea 14 km north-east, so it creates its 8 aircraft there (Ingress Aircraft 8): 4 jets, again fighters and attack jets in turn, and 4 helicopters. They're held out of sight until they take off.
  • Airspace: NATO_AIR round the airport, CSAT_AIR out at sea, and FRONT_AIR over the sea 7 km north of the airport. NATO's Airspace Markers are NATO_AIR,FRONT_AIR and CSAT's are CSAT_AIR,FRONT_AIR, so both of them patrol the front.
  • What they fly: a combat air patrol over each of their airspaces, and interceptors when the other side's aircraft come into one. Only fighters fly those, and there's no ground war, so the attack jets and helicopters stay parked.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

Both sides have patrols up within 3 minutes: CSAT's jets appear over the sea already flying, and NATO's take off from the airport. In one run on a test server with nobody playing, the first NATO and CSAT fighters met over FRONT_AIR 4 minutes in and both went down. By 20 minutes NATO had lost 2 fighters and CSAT 3, and each was rebuilt at its stand within 10 seconds, because Resupply is on. ALiVE hides the three airspace circles once the mission starts.

What to change first
  • Your side: place yourself and your players as NATO pilots at the main airport. Players Can Use ATO Aircraft is Yes, so you can take one of the commander's jets, and it goes back to the commander once you get out.
  • Where they fight: move or resize FRONT_AIR. Keep it and CSAT_AIR clear of every airfield, helipad and military site, or CSAT bases there instead of flying in from the sea.
  • The size of CSAT's air force: Ingress Aircraft on the CSAT commander, from 1 to 12. Planes and helicopters take turns, the planes fighter first, and only the fighters fly patrols and interceptions.
  • A war that can be won: set Resupply to No on both commanders. Left on Yes, every jet that's lost is rebuilt at its stand within seconds and the fight never runs out.
  • How long a patrol stays up: Sortie Duration on each commander. Left blank, its patrols and interceptions come home after 25 minutes and a fresh one takes over.
  • A ground war: sync each air commander to a Military AI Commander of its own side, and it also flies Close Air Support, Strike, Reconnaissance and Offensive Counter-Air for it.
  • SEAD: put an air-defence site inside the other side's airspace and give that commander a jet carrying anti-radar missiles. No stock NATO or CSAT jet carries them on its default pylons.

4 modules · 9 settings chosen · brings 3 areas · written on Altis, lands back in place there

Combat support: CAS, transport and artillery on call

by ALiVE

NATO attacks CSAT's ground in the middle of Stratis from the Stratis Air Base, where you drop the preset, and your players have support on call there: an AH-99 for close air support, a UH-80 for transport and a battery of 3 M4 Scorchers. Supplies and vehicles can be ordered by convoy, helicopter or airdrop, and reinforcement convoys come up from NATO's logistics HQ at Camp Tempest, 2 km south. Anyone carrying a radio or a laser designator can use the support menu. Place yourself and your players as NATO at the base. The support vehicles appear exactly where their modules sit, so on another map move those three modules to open, flat ground.

ENEMY_AREAAgia MarinaAir Station Mike-26101112467891253500 m

1Military AI CommanderNATO · Invasion

holds
2Military PlacementCust. Obj. · NATO
attacks
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA
supplied by
4Military Logistics

5Military AI CommanderCSAT · Occupation

holds
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA

6Player Combat Support

on call
7CASAH-99 Blackfoot
8TransportUH-80 Ghost Hawk
9ArtilleryM4 Scorcher

No sync lines

  • 10ALiVE (Required)
  • 11ALiVE Virtual AI System
  • 12Player Combat Logistics
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • Your base: the Stratis Air Base, where you drop the preset. A Military Placement (Cust. Obj.) puts 10 infantry, 4 motorised, 2 mechanised and 1 armoured NATO group there with a Field HQ.
  • Support on call: Player Combat Support with an AH-99 Blackfoot for close air support, a UH-80 Ghost Hawk for transport and a battery of 3 M4 Scorchers for artillery, parked on open ground on the west side of the base. Support Access is All players, and a radio or a laser designator opens the menu, so every NATO soldier can call support.
  • Allow Repositioning is on for the artillery battery, so it can be asked to move to a new firing position when a target is out of range.
  • Supplies: Player Combat Logistics, for ordering supplies and vehicles by convoy, helicopter or airdrop to a point you pick on the map. It works through Military Logistics, which is synced to NATO's commander, and Use Military Logistics Simulation is on for all three supports, so a supply truck drives out to one that runs low.
  • The fight: NATO's Military AI Commander, on Invasion, attacks up to three of CSAT's objectives at a time with 8 groups each. Its module is NATO's logistics HQ at Camp Tempest, 2 km south, so reinforcements and deliveries set off from there. CSAT's commander, on Occupation, holds 5 military objectives in ENEMY_AREA, 2.4 to 3.5 km east of the base.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

From the start the three support vehicles stand ready on the west side of the base, and any NATO soldier with a radio can call them. In one run with nobody playing, CSAT had lost 39% of its strength after 30 minutes but still held all 5 objectives: NATO's AI wears CSAT down without breaking it, and that's where your support comes in. Military Logistics sent NATO 4 reinforcement convoys in that time, and a support asset run low had a supply truck beside it within 40 seconds. Ask the battery for a target out of range and it asks over the radio to move; answer Get in Range and it drives to a new firing position.

What to change first
  • Your side: place yourself and your players as NATO at the base. Open the ALiVE menu with the Application key next to right Ctrl, or through ACE self-interaction, to call support or order supplies.
  • On another map: move the CAS, Transport and Artillery modules to open, flat ground. Each vehicle appears exactly where its module sits, with nothing moved out of its way. Put the NATO commander module on open ground too, because deliveries and helicopters leave from it.
  • Who can call support: Support Access on Player Combat Support. It's All players here; First player only gives each side one caller.
  • What's on call: the vehicle on each of the CAS, Transport and Artillery modules. Respawn Time and the Respawn Limits on Player Combat Support set how a lost one comes back, 10 minutes and 3 times each by default.
  • Moving the guns: the battery never moves on its own. When a target is out of range it asks over the radio; answer Get in Range, or pick a spot on the map and press Relocate Battery. Turn Allow Repositioning off on the Artillery module to stop the request.
  • Where the fight is: move or resize ENEMY_AREA.

12 modules · 26 settings chosen · brings 1 area · written on Stratis, lands back in place there

Persistent campaign: a war that carries on where you saved

by ALiVE

NATO holds Malden's airport, where you drop the preset, and attacks CSAT's ground in the south round Chapoi and Le Port. Saving is set up in full: ALiVE Data saves locally every 15 minutes along with the mission's date and time, and the AI forces, both commanders, Military Logistics, C2ISTAR's tasks and each player's kit and position are all kept. Load the mission again and the war picks up where it was. On a dedicated server, use SERVER SAVE AND EXIT from the Esc menu before a restart. Place yourself and your players as NATO at the airport.

ENEMY_AREALa TrinitéLarcheLa PessagneVignyLa RivièreCanconLe PortHoudanDourdanArudyGoisse78910125116342 km

1Military AI CommanderNATO · Invasion

holds
2Military PlacementCust. Obj. · NATO
attacks
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA
4Military PlacementCiv. Obj. · CSAT · in ENEMY_AREA
supplied by
5Military Logistics

6Military AI CommanderCSAT · Occupation

holds
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA
4Military PlacementCiv. Obj. · CSAT · in ENEMY_AREA

No sync lines

  • 7ALiVE (Required)
  • 8ALiVE Virtual AI System
  • 9ALiVE Data
  • 10ALiVE Player Options
  • 11Player Command/Control (C2ISTAR)
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • Saving: ALiVE Data on Local, the default, so the save is kept on the machine that runs the mission. It saves the mission's date and time too, and saves on its own every 15 minutes. Player Options has Save to Database on, so each player's kit, position and recruits come back after a server restart.
  • Persistent on every module that can keep its progress: the Virtual AI System (the forces themselves), both Military AI Commanders (their objectives and what each is doing), Military Logistics (the force pool and convoys) and C2ISTAR (the players' tasks).
  • Your base: the south end of Malden's airport, where you drop the preset. A Military Placement (Cust. Obj.) puts 10 infantry, 4 motorised, 2 mechanised and 1 armoured NATO group there, with a Field HQ.
  • The fight: NATO's Military AI Commander, on Invasion, attacks CSAT's ground in the south round Chapoi and Le Port. CSAT's commander, on Occupation, holds 3 military sites and 4 towns inside ENEMY_AREA. Military Logistics is synced to NATO's commander.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

Nothing looks different at first: it's an ordinary war until you load it again. In a test on a server with nobody playing, the war ran for six minutes and was saved, which took 28 seconds. The mission was then started again from scratch, and it picked up where it left off: the clock carried on from 12:06, CSAT had 53 groups against 54 at the save and NATO 32 against 32, and both commanders still had all 15 objectives, NATO's still under attack. Nothing went back to the start.

What to change first
  • Your side: place yourself and your players as NATO at the airport.
  • Before a server restart: use SERVER SAVE AND EXIT from the Esc menu (as admin), or wait for the 15-minute autosave. A restart without one loses everything since the last save.
  • To start the campaign again: open the ALiVE menu as admin, then Module Settings, Persistent Data, Clear Current Mission's Data, or rename the mission file.
  • Unit-style missions: set Persist By to Slot on Player Options. Whoever takes a slot gets its saved kit and place, so name the playable units in Eden (Variable Name); an unnamed slot is saved by player.
  • Keep the mission's file name and map: the save belongs to them. Editing the mission in Eden keeps the campaign, but new placement modules add no troops until you start a fresh save.
  • Where the fight is: move or resize ENEMY_AREA.

11 modules · 29 settings chosen · brings 1 area · written on Malden, lands back in place there

Special operations: a small team against a held town

by ALiVE

A small NATO team at an outpost east of Kavala, where you drop the preset. CSAT holds Kavala, Aggelochori and Neri, with garrisons in the houses for close-quarters fighting. There's no NATO commander: C2ISTAR hands your team one task at a time from the small-team jobs only (assassination, sabotage, demolition, rescue, wiretap, clearing infantry and raids), and beaten enemy soldiers can surrender and be questioned for intel. Place yourself and your players as NATO at the outpost. On another map, move CSAT_AREA over a town.

CSAT_AREAKavalaAggelochoriNeriPanochori56781234500 m

1Military AI CommanderCSAT · Occupation

holds
2Military PlacementMil. Obj. · CSAT · in CSAT_AREA
3Military PlacementCiv. Obj. · CSAT · in CSAT_AREA

4Military Close Quarters Battle

synced
2Military PlacementMil. Obj. · CSAT · in CSAT_AREA
3Military PlacementCiv. Obj. · CSAT · in CSAT_AREA

No sync lines

  • 5ALiVE (Required)
  • 6ALiVE Virtual AI System
  • 7Military PlacementCust. Obj. · NATO
  • 8Player Command/Control (C2ISTAR)
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • Your team: a small NATO outpost east of Kavala on Altis, where you drop the preset, with 2 infantry groups and 1 motorised group. There's no NATO commander: the war is yours.
  • The enemy: CSAT's Military AI Commander, on Occupation, holds Kavala, Aggelochori and Neri inside CSAT_AREA, with 4 military sites and 4 towns.
  • House to house: a Close Quarters Battle module synced to both of CSAT's placement modules garrisons the buildings inside their objectives, with Probability 0.05.
  • Your tasks: C2ISTAR hands NATO one task at a time from the small-team jobs only: Assassination, Sabotage, Destroy Building, Rescue, Wiretap, Destroy Infantry and raids on a town. AI Surrender Chance is 25%, so beaten soldiers can give up and be questioned for intel with Talk to soldier.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

Within a minute of joining, the team has its first task. In a test with one player at the outpost, it was a sabotage job near a quarry. Kavala's houses stay empty until you get close, then fill: in that test, 28 CQB groups were in town a minute after the player reached its eastern edge, and the player didn't last long alone.

What to change first
  • Your side: place yourself and your players as NATO at the outpost.
  • How hard the town is: Probability on the CQB module. 0.05 here; 0.25 put 134 groups into Kavala, far too many for a small team.
  • Which jobs you get: Override Auto-Generated Tasks on C2ISTAR.
  • On another map: move CSAT_AREA over a town and keep the outpost a kilometre or two outside it.

8 modules · 23 settings chosen · brings 1 area · written on Altis, lands back in place there

Ground convoy: transport, escort and recruits

by ALiVE

NATO fights north from Camp Tempest, where you drop the preset, towards CSAT's ground round Camp Rogain. Your players have two crewed vehicles on the Combat Support tablet, a HEMTT truck to carry them and an armed Hunter to escort it, and both check the road ahead for IEDs. Agia Marina, on the road north, is seeded with IEDs. Players can recruit soldiers and a Hunter from NATO's force pool. Sync the Recruitment module to a flagpole or crate at the camp before you play: a preset can't carry objects. The vehicles appear exactly where their modules sit, so on another map move those two modules to open, flat ground beside a road.

ENEMY_AREAIED_AREAAgia MarinaStratis Air BaseAir Station Mike-26Kamino Firing Range9101246781112531 km

1Military AI CommanderNATO · Invasion

holds
2Military PlacementCust. Obj. · NATO
attacks
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA
supplied by
4Military Logistics

5Military AI CommanderCSAT · Occupation

holds
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA

6Player Combat Support

on call
7Ground transportHEMTT Transport
8Ground transportHunter HMG

No sync lines

  • 9ALiVE (Required)
  • 10ALiVE Virtual AI System
  • 11Recruitment
  • 12Military IED Threat
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • Your base: Camp Tempest in the south of Stratis, where you drop the preset. A Military Placement (Cust. Obj.) puts 8 infantry, 3 motorised and 1 mechanised NATO group there. There's no Field HQ, because the camp is already built.
  • Two vehicles on call: Player Combat Support with two Ground Transport modules, a HEMTT truck (MULE ONE) to carry your squad and an armed Hunter HMG (MULE TWO) to escort it. Both watch the road ahead for IEDs and mines, with a 70% chance to make each one safe, and Military Logistics keeps them fuelled, armed and repaired.
  • Recruits: a Recruitment module that takes from NATO's force pool, 1 for each soldier and 5 for an unarmed Hunter, one per player. It needs a flagpole or crate synced to it in Eden before it does anything.
  • IEDs: the Military IED Threat module seeds Agia Marina, the town the road north runs through (IED_AREA), at Medium. AI Units Trigger IEDs is on, so your drivers and NATO's AI bring the town's IEDs out and can set them off, just as players do.
  • The fight: NATO's Military AI Commander, on Invasion, attacks CSAT's objectives two at a time. CSAT's commander, on Occupation, holds them inside ENEMY_AREA, round Camp Rogain in the north-east. Military Logistics is synced to NATO's commander, which gives Recruitment its force pool.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
  • Route Memory on Low: ground groups remember where their side lost men or vehicles and go round those places for a while, and convoys spread across the roads.
What you'll see

Both vehicles stand ready at the camp from the start, crewed and on the Combat Support tablet under GROUND. In a run on a test server with one player at the camp, MULE ONE was sent to the far side of Agia Marina, 2.9 km away by road. As it came within reach, about 7 minutes in, ALiVE put 2 IEDs in Agia Marina and 2 in each of two places nearby. The crew stopped 176 m short of the town, made the one on its road safe on the 70% roll and drove on, arriving at 8 minutes without a scratch. Over 12 minutes NATO's AI attacked 2 objectives at once and CSAT went from 22 groups to 17.

What to change first
  • Before you play: sync the Recruitment module to a flagpole, crate or officer at the camp (right-click the module, Connect, Sync to). A preset can only carry modules, and Recruitment does nothing without an object to recruit at.
  • Your side: place yourself and your players as NATO at Camp Tempest. Open the ALiVE menu with the Application key next to right Ctrl, or through ACE self-interaction, open the Combat Support tablet and pick GROUND.
  • On another map: move the two Ground Transport modules to open, flat ground beside a road. Each vehicle appears exactly where its module sits.
  • How risky the road is: Disarm Chance on each Ground Transport module (70 here; 100 makes every find safe, 0 sets every find off), and IED Threat on the IED module.
  • What recruits cost: Unit Cost and Vehicle Cost on the Recruitment module. 0 makes them free and leaves the force pool alone.
  • Where the fight is: move or resize ENEMY_AREA, and move IED_AREA over the towns you'll drive through.
  • Route Memory on the Virtual AI System: Low here. High varies routes more and steers further round dangerous ground; Off routes exactly as before. It needs Pathfinding on.

12 modules · 34 settings chosen · brings 2 areas · written on Stratis, lands back in place there

Combined arms assault: guns, armour and infantry

by ALiVE

NATO attacks CSAT-held ground the way a real force would, with everything arriving at once. NATO's commander, set to Invasion, starts from a forward base where you drop the preset, with infantry, trucks, IFVs, tanks and a battery of guns. Its attacks arrive together, and it calls its guns down on an objective's defenders before it sends the assault in. CSAT's commander, set to Occupation, holds the military objectives inside the ENEMY_AREA marker with its own guns, answers back, and sends patrols out between its objectives. Place yourself and your players as NATO at the base. The area comes with the preset, so it works on any map: move it over a base or airfield to choose what is being fought for.

ENEMY_AREANeochoriLakkaPoliakkoKatalakiStavrosAlikamposOrino781245361 km

1Military AI CommanderNATO · Invasion

holds
2Military PlacementCust. Obj. · NATO
attacks
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA
synced
4Military AI Commander Artillery

5Military AI CommanderCSAT · Occupation

holds
3Military PlacementMil. Obj. · CSAT · in ENEMY_AREA
synced
6Military AI Commander Artillery

No sync lines

  • 7ALiVE (Required)
  • 8ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed set to Regular.
  • NATO: a Military AI Commander set to Invasion, with Attacks Arrive Together and Preparation Fire both on. Its Military Placement (Cust. Obj.) is the forward base where you drop the preset: 14 infantry, 6 motorised, 5 mechanised and 3 armoured groups, 2 artillery sections and a Field HQ. A Military AI Commander Artillery module is synced to the commander, so its guns answer calls for fire.
  • CSAT: a Military AI Commander set to Occupation, with Security Patrols on Some. Its Military Placement (Mil. Obj.) holds the military objectives inside ENEMY_AREA, about 2.7 km north of the base, with a Company (100) force and Place artillery units on. CSAT has its own Military AI Commander Artillery module synced to its commander.
  • CSAT's placement is synced to both commanders, which is how NATO knows what to attack.
What you'll see

NATO's attack is slow on purpose: groups that would arrive early wait, for up to about 10 minutes, so they go in together. The first shells land after 10 to 12 minutes, and the first Preparation Fire call came 12 to 19 minutes in, with NATO's guns shelling an objective just before the assault. Each side's guns answer the other's. CSAT sends its first Security Patrols out at about 10 minutes, 3 to 4 groups at a time. In one run on Altis NATO started with 53 profiles against CSAT's 47 and was ahead 31 to 23 after 24 minutes. Malden is harder for NATO: 25 against 48 after 24 minutes in one run.

What to change first
  • Your side: place yourself, and anyone playing with you, as NATO at the base where you drop the preset.
  • The ground: drag or resize ENEMY_AREA over the base or airfield you want NATO to take. CSAT only holds the military objectives inside it, and 3 to 6 of them is a good number.
  • The base: if the ground is cluttered the Field HQ may not appear (it didn't on Malden or Stratis at the tested spots). Drag the NATO base a little onto open ground, or turn Field HQ off on its Military Placement.
  • The guns: keep each side's Military AI Commander Artillery module near its own base so its batteries are in range. For a barrage that never lets up, raise Fire mission intensity on the module, and switch Debug on to see in the RPT why a call for fire was refused.
  • The pace: the assault waits for its slowest group, so give it 15 to 20 minutes before the first big fight. Turn off Attacks Arrive Together on NATO's commander if you want everything to set off at once.
  • The balance: change NATO's group counts on its base, or the Force Size on CSAT's placement. If NATO is being ground down, lower Max. simultan attacks on its commander so it concentrates on fewer objectives.

8 modules · 20 settings chosen · brings 1 area · written on Altis, lands back in place there

Hunt the recruiters: NATO against FIA

by ALiVE

FIA insurgents hold the towns inside FIA_AREA, about 2 km north of where you drop the preset, and every one of their recruitment HQs has a recruiter in it with two guards, who walks the town looking for recruits while you are near. Kill a recruiter and his town skips its next recruitment; leave him and it recruits faster. FIA sends suicide bombers at players it spots, and IEDs wait in the towns. NATO works out of a small base at the drop point, with a prison marker (prison_base) where captured insurgents can be questioned for more. Place yourself and your players as NATO at the base. The areas come with the preset, so it works on any map with towns: drag FIA_AREA over the towns you want to clear.

FIA_AREAprison_basePoliakkoTherisaKatalakiAlikamposTopolia567812349101 km

1Military AI CommanderFIA · Asymmetric

insurgency in
2Military PlacementCiv. Obj. · FIA · in FIA_AREA
starting IEDs
3Military IED Threat
sites guarded by
4Military Close Quarters Battle

No sync lines

  • 5ALiVE (Required)
  • 6ALiVE Virtual AI System
  • 7Military PlacementCust. Obj. · NATO
  • 8Player Command/Control (C2ISTAR)
  • 9Civilian Placement
  • 10Civilian Population
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • FIA: a Military AI Commander on Asymmetric with Recruiters on. Each Recruitment HQ gets a recruiter with 2 guards (Recruiter Guards), who walks the town between its buildings (Recruiter Walks The Town) while a player is within 800 m. Recruiter Boost is More, so while his recruiter is alive an HQ recruits faster and with a better chance. Recruit attempt limit is -1 and Asymmetric force cap is 30.
  • The towns: a Military Placement (Civ. Obj.) puts a Company (100) of light infantry in every village inside FIA_AREA, 2.2 km north of where you drop the preset. Asym Installation Overrides start it with 3 recruitment HQs, a weapons depot, an IED factory and 2 IED areas.
  • Bombs: a Military IED Threat module synced to the FIA commander, with Starting IED Threat on Low and Suicide Bomber Threat on Medium. Insurgents Send Bombers is Yes, so an FIA group that spots you 150 to 800 m away may send a suicide bomber at you. A CQB module, also synced to FIA, guards the HQs. Both are kept to FIA_AREA.
  • Civilians: Civilian Placement and Civilian Population in the same villages. BLUFOR Hostility is on Medium and Insurgent Factions is set to FIA, so questioning civilians turns up FIA's installations.
  • NATO: a small base where you drop the preset, a Military Placement (Cust. Obj.) with 4 infantry and 2 motorised groups and a Field HQ. There's no NATO commander: you and your players are the force.
  • Tasks and prisoners: Player Command/Control (C2ISTAR) hands NATO players tasks on a steady cadence (Auto Task BLU on Constant). AI Surrender Chance is 40%, so a beaten FIA group's survivors give up, and Field Questioning Lies is 30%, so a prisoner questioned in the field may send you the wrong way.
  • The prison: an area called prison_base, a 50 m square 55 m from the drop point. Any prisoner questioned inside it always tells the truth, gives up more, and what he gives up becomes a task.
  • ALiVE Required and the Virtual AI System, with Virtual Combat Speed on Regular.
What you'll see

With nobody playing, FIA holds 9 objectives around Zaros and the hills by Xirolimni Dam, with 3 recruitment HQs, a weapons depot, an IED factory and 2 IED areas, and has 3 suicide bombers out within 5 minutes. Come within 800 m of an HQ and its recruiter turns up with 2 guards and walks the town, usually within 3 minutes. Kill him, or corner him so he gives himself up, and that town skips its next recruit. A prisoner questioned inside prison_base marks insurgent positions and raises a task to destroy one of their installations. Expect a suicide bomber to be sent after you within about 7 minutes. On Stratis no Field HQ is built, so place one yourself.

What to change first
  • Your side: place yourself and your players as NATO at the base. Nothing else is needed for the prison, but a prisoner has to be taken first: set AI Surrender Chance, or walk up to a recruiter who has lost his guards and he gives himself up.
  • The towns: drag or resize FIA_AREA over the villages you want to clear. FIA, the civilians, the IEDs and CQB all stay inside it. Drag prison_base too if you want the prison elsewhere; its name has to start with prison.
  • The prison: prison_base shows on the map as a blue square, so players can find it. Questioned anywhere else, a prisoner may lie, as often as Field Questioning Lies says.
  • How hard the recruiters are to reach: Recruiter Guards, Recruiter Walks The Town and Recruiter Boost on the FIA commander. Recruitments Skipped is how many of the town's recruiting attempts are lost when you kill or capture his recruiter.
  • A task to kill the recruiter: Recruiter HVT Task Chance is 0 here. Raise it and a new HQ gives NATO an Assassination task, and while that task is open the HQ's own walking recruiter isn't put out.
  • Bombs: Suicide Bomber Threat and Starting IED Threat on the IED module. Because it's synced to the commander it uses Starting IED Threat, and the ordinary IED Threat is ignored.
  • How fast FIA grows: Recruit cycle min and max on the FIA commander, 30 to 60 minutes between tries, and Asymmetric force cap. Dismantling a Recruitment HQ is what stops that town recruiting, not killing the recruiter.

10 modules · 35 settings chosen · brings 2 areas · written on Altis, lands back in place there

Forward bases: build and hold FOBs

by ALiVE

NATO holds the airfield where you drop the preset; CSAT holds the middle and east of the island. Your players push out by deploying their own forward operating bases: drop a FOB kit, build fortifications, supply points, static weapons and later vehicles from the FOB's supply, upgrade it to tier 3 for a garrison and a respawn point, and keep it supplied by Military Logistics trucks or crates. CSAT's commander goes after a FOB once its men find it, and can take one that is left undefended. Sync any object at the airfield, a crate or a flagpole, to the Player FOBs module before you play: that object is the Field HQ where players get FOB kits and supply crates, and a preset can't carry objects.

ENEMY_AREAAgia MarinaAir Station Mike-2667123845500 m

1Military AI CommanderNATO · Occupation

holds
2Military PlacementCust. Obj. · NATO
supplied by
3Military Logistics

4Military AI CommanderCSAT · Occupation

holds
5Military PlacementMil. Obj. · CSAT · in ENEMY_AREA

No sync lines

  • 6ALiVE (Required)
  • 7ALiVE Virtual AI System
  • 8Player FOBs
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.

8 modules · 14 settings chosen · brings 1 area · written on Stratis, lands back in place there

One area: NATO holds an area you mark

by ALiVE

A NATO commander that fights inside one TAOR marker instead of across the whole island. The marker is part of the preset, so it arrives where you drop the preset and at the size it was saved with. Drag it or resize it before you start and the commander takes its objectives from the new boundary.

BLUFOR_TAORAgia MarinaGirnaStratis Air BaseCamp MaxwellAir Station Mike-26Kamino Firing RangeCamp TempestCamp Rogain34121 km

1Military AI CommanderNATO · Occupation

holds
2Military PlacementMil. Obj. · NATO · in BLUFOR_TAOR

No sync lines

  • 3ALiVE (Required)
  • 4ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Shown placed near Air Station Mike-26 on Stratis; it goes wherever you place it. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.

4 modules · 4 settings chosen · brings 1 area · written on Stratis

Whole island: NATO takes and holds an island

by ALiVE

A NATO commander that takes and holds the whole island, its forces spread across the military objectives the map index turns up. Somewhere to start from: drop in your own playable units, or swap NATO for a faction that suits a different map.

Agia MarinaGirnaStratis Air BaseCamp MaxwellKamino Firing RangeCamp TempestCamp Rogain34122 km

1Military AI CommanderNATO · Occupation

holds
2Military PlacementMil. Obj. · NATO · whole map

No sync lines

  • 3ALiVE (Required)
  • 4ALiVE Virtual AI System
What you’ll see in the editor once it’s placed, drawn to scale. Shown on Stratis: it holds the whole map wherever you place it. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.

4 modules · 3 settings chosen · written on Stratis

Game modes

Outbreak: zombies hold an area

Game mode: OutbreakSets the Game Mode on ALiVE Required, and needs that mode's own mods.

by ALiVE

The Outbreak game mode with WebKnight's zombies: a zombie commander holding one area, its hordes spread over the military objectives and the towns inside it, at war with every side, and hunting the townspeople, who get up as zombies when bitten to death. Needs WebKnight's Zombies and Creatures and Improved Melee System loaded. Place yourself as NATO nearby and fight your way in. The area comes with the preset wherever you put it, so it works on any map.

ZOMBIE_AREAAgia MarinaStratis Air BaseKamino Firing RangeCamp Rogain45123671 km

1Military AI CommanderZombies · Occupation

fights over
2Military PlacementMil. Obj. · WBK_AI_ZHAMBIES · in ZOMBIE_AREA
3Military PlacementCiv. Obj. · WBK_AI_ZHAMBIES · in ZOMBIE_AREA

No sync lines

  • 4ALiVE (Required)
  • 5ALiVE Virtual AI System
  • 6Civilian Placement
  • 7Civilian Population
What you’ll see in the editor once it’s placed, drawn to scale. Each module is on its own spot; where several share one they are spread just enough to see, with a thin line back to the spot, and numbered to match the list under the map. A blue line is a sync; the list says what’s synced to what. A commander only fights over objectives from the placement modules synced to it.
What it sets up
  • ALiVE Required set to the Outbreak game mode, with Zombie Side on OPFOR, so the zombies are at war with every side but civilians.
  • The Virtual AI System with Zombie Factions set to WebKnight's WBK_AI_ZHAMBIES, so zombie groups fight the way zombies do while they're virtual, and the people they kill get up as zombies.
  • One Military AI Commander for the zombies, set to Occupation, with two placement modules synced to it on the ZOMBIE_AREA marker: a Military Placement (Mil. Obj.) puts a Company (100) of zombie groups on the military objectives, and a Military Placement (Civ. Obj.) puts another Company on the towns.
  • Civilian Placement and Civilian Population on the same area, so the towns have townspeople for the zombies to hunt.
What you'll see

Zombie hordes holding the military objectives and the towns inside the area, each group led by a sprinter so it moves at a run rather than a shuffle. Only groups within 1.5 km of a player exist as real zombies; the rest roam as virtual groups until you get close. Up close they go for soldiers first, then hunt the townspeople within the Virtual AI System's Zombie Hunt Range. Anyone they kill gets up again as a zombie in their own clothes, up to the Zombie Infection Cap (40 by default).

What to change first
  • Load WebKnight's Zombies and Creatures with Improved Melee System, or the DEV zombies with IMS: DEV, here and on the server. Without them the mission says which one is missing and ends itself.
  • Your own side: place yourself, and anyone playing with you, as NATO near the area. This preset has no friendly commander.
  • The area: drag or resize ZOMBIE_AREA. The placement module only uses objectives inside it.
  • The size of the outbreak: Force Size on the two placement modules. Company (100) each suits one area; try a Battalion for a bigger one.

7 modules · 14 settings chosen · brings 1 area · written on Stratis, lands back in place there

Make your own

Save your own setup as a preset

  1. Set your scenario up

    Place the ALiVE modules and set them how you want them. Draw any areas your commanders work in and give them names, the same as always. Where you put the modules is kept too, so a Custom Objective or a Fixed Placement travels with the ground you chose for it. So is the spot the whole setup sits on: placed on the same map again, it goes straight back there.

  2. Press one button

    Open the preset window and press Save it as a preset, under the list. That is the whole job: the scenario you have open goes into your own presets, named after the map and the date, with your profile name as the author. It is kept in your profile, so it is there the next time you open the editor.

  3. Give it a name worth reading

    Select it in the list and fill in the Title, Author and Description boxes on the right, then press Save title/description. Worth doing before it goes anywhere: the title is what somebody sees in their own list, and the description is the only thing telling them what they are about to place. The description box takes several lines, so there is room to say what the setup does and not only what it is called.

  4. Pass it on

    Copy to clipboard puts it on your clipboard as one line, ready to paste into a message. Submit online opens the submit page in your browser, with the preset on your clipboard ready to paste in.

Only part of the scenario worth sending? Click one of your modules to select it, right click, then ALiVE and Share as Preset. That entry only appears while a module is selected, which is the one thing here that catches people out. You get a list of every module and every area, all ticked, and you untick what should not travel. ALiVE Required and the Virtual AI System always go, because a preset without them places cleanly and then does nothing at all.

The top row is Keep the layout, where the modules sit, and it is about the whole preset rather than any one module. Leave it ticked and the arrangement you built travels with it. Untick it and whoever places your preset gets a tidy grid instead, which matters because several ALiVE modules read their own position and act on it.

Built one that gives people a good game out of the box? Send it in and it can ship inside ALiVE, so it turns up in everybody's editor with nothing to download.

Changelog

Updates to this page

  • 2026-10-29
    New preset: Outbreak: zombies hold an area, a zombie commander holding one area with hordes on its military objectives and in its towns, and townspeople who get up as zombies when bitten. Needs WebKnight's zombies. It sits under OPFOR in Eden.
  • 2026-10-28
    A preset with a Faction Compiler now brings the template squads synced to its categories: each man's class, place, facing and rank, leader first, so the compiled faction has its groups. A scenario can take a second compiled faction by preset. Squads with vehicles are left out and counted, and kit isn't carried.
  • 2026-10-19
    Objects pasted from a preset that land in a building, rock, wall, tree, water or on ground steeper than about 25 degrees move to the nearest clear spot within 60 m, and the message after pasting says which moved and how far. Boats need water instead.
  • 2026-10-19
    Eden's presets window lists ALiVE's presets in the same order as this page and the Mission Builder, starting with First steps, and its heading says how many there are. Opened from the menu it starts at the top; Back to your presets still returns to the one you were on.
  • 2026-10-19
    The ALiVE menu at the top of Eden has Online Mission Builder... under Load Preset. It opens the Mission Builder on this site, where you build a mission on the map and copy it as a preset to load back in Eden.
  • 2026-10-18
    A preset now carries the objects its modules work from: Field HQs for Player FOBs, rally points, recruitment points, the multispawn vehicle and anything kept out of player logistics. Each goes back where it stood, facing the same way and synced to its module; an object synced to two of them comes back once with both sync lines, and placing the same preset twice doesn't double them.
  • 2026-10-18
    Two new starter presets: Combined arms assault and Hunt the recruiters. Insurgency now has recruiters walking their towns, Ground convoy uses Route Memory on Low, and Combat support's battery can be moved.
  • 2026-10-18
    Hearts and minds and Persistent campaign give Humanitarian Hostility Chance and the auto-save interval as numbers, the way those settings now expect.
  • 2026-10-15
    Eden's top ALiVE menu now has Preset Library, Share Preset, Load Preset from Clipboard, Apply Picked Garrison List and Apply Picked Blacklist, under Index this terrain. The preset list no longer pops up each preset's description as a full-screen tooltip.
  • 2026-10-12
    New starter preset, Forward bases: players build and hold FOBs with the Player FOBs module.
  • 2026-10-12
    The first two built-in presets are renamed to match the rest: One area (NATO holds an area you mark) and Whole island (NATO takes and holds an island).
  • 2026-10-12
    Two new starter presets complete the set: Persistent campaign (Malden), a conventional war with saving set up in full, and Special operations (Altis), a small NATO team against CSAT in Kavala with CQB garrisons, small-team tasks and enemy soldiers who can surrender.
  • 2026-10-12
    New starter preset, Ground convoy: two crewed vehicles on the Combat Support tablet (a HEMTT truck and a Hunter HMG escort) that check the road for IEDs, Recruitment costing NATO's force pool, and IEDs in Agia Marina on the road north from Camp Tempest. Sync Recruitment to a flagpole or crate before playing.
  • 2026-09-27
    The Insurgency and Hearts and minds presets no longer sync their Military IED Threat module to the insurgent commander. That sync did nothing, since a synced IED module only uses Starting IED Threat and both leave it at None; FIA's IED areas and factories only need the module to be in the mission.
  • 2026-09-27
    New built-in preset, Combat support: NATO players on the Stratis Air Base get CAS, transport and artillery on call, supplies to order, and reinforcement convoys for their AI commander. Anyone with a radio can call support.
  • 2026-09-26
    New built-in preset, Air war: NATO flies from the Altis main airport, CSAT from the sea to the north-east, and they fight over the sea between. Both sides had patrols up within 3 minutes.
  • 2026-09-26
    New built-in preset, Hearts and minds: NATO players win over the towns with Hearts and Minds tasks from C2ISTAR, civilians to talk to and aid, and a light FIA insurgency. Works on any map with towns.
  • 2026-09-26
    The Insurgency preset's Recruit attempt limit and Asymmetric force cap now arrive as numbers when it's placed from the preset list or the clipboard.
  • 2026-09-26
    New built-in preset, Insurgency: FIA hold the towns 3 km north of NATO's forward base, with IEDs, civilians and recruitment HQs that keep recruiting while they stand. Works on any map with towns.
  • 2026-09-26
    New built-in preset, Three-way war: NATO, CSAT and AAF each hold an area and fight each other for the rest. Needs a map the size of Altis or Malden, and Independents Allegiance set to enemy of both.
  • 2026-09-26
    New built-in preset, Defensive: NATO holds an area you drop over a base or airfield while CSAT invades from a base 3.4 km north. Works on any map.
  • 2026-09-26
    New built-in preset, Offensive: NATO attacks from a forward base and takes the ground CSAT holds, 3 objectives at a time with 8 groups to each. Works on any map.
  • 2026-09-24
    New built-in preset, First steps: the smallest ALiVE that works, one CSAT commander holding an area you attack as NATO. Works on any map.
  • 2026-09-24
    A preset you save now goes back to the same spot when you place it on the same map, with no click. Presets saved before today still ask for a click.
  • 2026-09-24
    Placing a preset leaves its areas selected along with its modules, so one drag moves the lot.
  • 2026-09-21
    A preset now names the mods you're missing. Whoever made it writes the name you'd recognise, the Steam id and whether it's an official Creator DLC into the preset itself.
  • 2026-09-21
    Mods required shows a missing mod under its real name with a working Workshop button, and the message when a preset loads names the mod rather than an addon nobody can search for.
  • 2026-09-21
    Presets carrying a mod record are nine parts and version 3; a plain one is still seven parts and version 1, so nothing older stopped reading.
  • 2026-09-21
    Worth testing: share a preset from a scenario using RHS or ACE factions, unload one of those mods, then read the same preset back and check the name and the link are still right.
  • 2026-09-21
    Pick a preset and the window now tells you which mods it needs. Mods required opens the full list, one row per mod, anything missing in red at the top, with the modules and factions that want it underneath.
  • 2026-09-21
    Each row has a button straight through to the mod's Workshop page; official Creator DLC get their store page instead.
  • 2026-09-21
    The old count was wrong: RHS USAF alone comes as a dozen separate addons, so a preset needing six mods reported sixteen.
  • 2026-09-21
    It's worked out from the preset itself, so it answers for one somebody pasted into Discord as well as one you made. A mod you don't have loaded still shows under its recorded name, with a working link out to its Workshop or store page.
  • 2026-09-21
    A preset now remembers where its modules sat, so a Custom Objective or Fixed Placement lands where you put it. Keeping the layout is the default and can be turned off. A preset also carries a title, author and date.
  • 2026-09-20
    Page first published. Presets are a new way to start a mission: one line of text holds a whole ALiVE setup and builds the modules, settings and links in one go. They carry no map coordinates, so any of them work on any map.
  • 2026-09-20
    You now choose what a preset takes: a row per ALiVE module and a row per area, ticked one by one, when you share one.
  • 2026-09-20
    The same list appears when you place a preset, so you can take part of somebody else's rather than all of it.
  • 2026-09-20
    Presets carry map areas now, so a TAOR travels with the setup that points at it. Areas land where you click and keep their sizes and spacing; a name already taken comes in under a new one with the settings corrected.
  • 2026-09-20
    ALiVE Required and the Virtual AI System always travel, because a preset without them places cleanly and then does nothing.