ALiVE.OS · ALiVE 3 Development
Want ALiVE 3 to support a map? Index it online from its Workshop link, or yourself in game, and send it in.
New · in testing
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
If a terrain isn't on the compatibility list, there are two ways to index it and get it added to a future ALiVE 3 build. The quickest is the online indexer: give it the terrain's Workshop link, our server builds the index with every building's positions measured, and you send it in from there. The other is the in-game Map Indexer below, for a map that isn't on the Workshop or when you'd rather check every category yourself. Either way, indexing scans the terrain once and builds the data ALiVE relies on: where the buildings are, what kind each one is, and where military and civilian objectives should sit.
The online indexer is Index a Terrain. It does the whole job on our server from the terrain's Workshop link and you send the result in from that page, so you won't need anything below. The rest of this page is for the in-game indexer.
Before you start
Only for indexing in game. Index a Terrain needs none of this: it works from the terrain's Workshop link.
@CBA_A3 and a copy of ALiVE in a folder named exactly @ALiVE (capitals included) inside your Arma 3 folder. The indexer can't work from the Workshop copy, which lives somewhere else. ALiVEClient_x64.dll and alive_object_blacklist.txt come with ALiVE and must sit at the top of that folder.-mod=@ALiVE;@CBA_A3;@YourMap -filePatching.C:\Program Files (x86)\Mikero\DePboTools\bin, making the folder if it isn't there (back up your own DePbo64.dll first if you have Mikero's tools in it), and unblock them (right-click, Properties). The indexer looks for DeWrp in exactly that folder. If you use the Windows 10 setting instead (see below), add the folder to your Windows PATH and restart Steam.Documents\Arma 3 folder.%LOCALAPPDATA%\Arma 3 shows how far the indexer has got.Indexing
These are the in-game indexer's steps. With Index a Terrain you skip all of them: give it the Workshop link and send the result in from that page.
In the editor on your terrain, place a player unit and the ALiVE Map Indexer module. Set Object Categorization to Yes for a new map; No is only for a map that already has a static data file, such as one you're indexing again. Set Map PBO file path to the terrain's PBO relative to your Arma 3 folder, with its extension, for example @mapname\addons\mapname.pbo; the example text in the box always fails. Leave Custom Map Bounds at 0 unless the objectives come out wrong (see the last step). Leave Operating System on Windows 7 whatever Windows you run: it's the setting that opens a command window you can watch. Changing it is the fix if Arma crashes as the scan starts. Save the mission as index.
On the same module, set Composition Environment to whichever of Urban, Woodland, Desert, Jungle, Pacific or Bocage suits the terrain. This decides which set of ALiVE compositions gets used for camps, checkpoints and installations, and it is written into your index when the scan starts, so it has to be right before you run it rather than after. It defaults to Urban, which means a woodland or desert map left untouched will index quite happily and then place town-style compositions in the middle of a forest. If you are unsure, pick the one that matches how the terrain mostly looks on the map. For any Vietnam or Indochina map pick Jungle: with SOG Prairie Fire and ALiVE's optional SOG compositions loaded it uses those, and without them the Pacific compositions, so it works whether or not players run SOG.
Launch the mission, open the map and zoom out until the whole terrain shows, then open the ALiVE menu and choose Map Indexer. A command window opens while DeWrp reads the terrain; if none opens and the RPT says ERROR with deWrp, DeWrp isn't in the folder above. When it asks you to press any key, press the Up arrow, not Space or Esc.
Each kind of object on the map is shown in turn, with a count of how many are left and its model name at the bottom of the screen. Tick every category that applies (they're explained below), then press Click for Next Object. A tick on an indented option only adds the object to that option's list, so tick the line above it too: Allow ambient vehicles goes with Military Buildings (General).
After the last object the indexer stops so you can correct mistakes in <mapname>_staticData.sqf, in @ALiVE\indexing\<mapname>\x\alive\addons\main\static. Check every array ends in ]; (the blacklist is the one that tends not to, after a lot of blacklisting) and that the ALiVE_mapCompositionType line names the environment you picked. Then press any key to carry on.
Analysis and clustering can take up to half an hour on a large map. Arma will look frozen and must stay the active window, so don't close it; the RPT shows it's still working. If it stays on Generating Sector Data, unzip the indexing scripts, copy their x folder into your index mission's folder (Documents\Arma 3\missions\index.<mapname>) and run it again.
Your index is in @ALiVE\indexing\<mapname>\x. That x folder is what you test and submit.
Start a new mission on your terrain with a player unit, ALiVE (Required), the ALiVE Virtual AI System (debug on, Synchronisation Options set to Virtualize all editor placed units except synced units) and Military Placement (Mil. Obj.) and Military Placement (Civ. Obj.), both with debug on. Save it, copy the x folder into its folder, next to mission.sqm, and play: it should load without errors, with units spawning in sensible places.
Delete everything in @ALiVE\indexing\<mapname>\x except your static data file. In that file, change the number on the ALIVE_mapBounds line to the map's size rounded up to the nearest 1000 (5120 becomes 6000), set Custom Map Bounds on the module to the same, set Object Categorization to No and index again. When you're done, turn your antivirus back on if you switched it off.
Categorising
ALiVE has to know which map objects are military and which are civilian before it can find the clusters that become objectives, and the same lists decide where ambient vehicles, supplies, HQs and civilians go and which buildings player tasks and insurgents pick. Map makers don't all use objects the same way (a hangar is often part of a civilian factory), so a person has to judge each one.
The online indexer on Index a Terrain does this for you. From index v3.1 it also measures every building's positions in game, so a prop the AI can't stand in stays out of the military and civilian lists, and trenches, bunkers and towers are picked out as fieldworks. In the in-game indexer, tick every category that applies; each tick adds the object to one list in the static data file, shown in brackets. The Fieldworks tick is the exception: tick it on its own, so a bunker isn't also turned into an ordinary military objective.
ALIVE_Indexing_Blacklist)ALIVE_militaryBuildingTypes)ALIVE_militaryParkingBuildingTypes)ALIVE_militarySupplyBuildingTypes)ALIVE_militaryHQBuildingTypes)ALIVE_militaryFieldworkBuildingTypes)ALIVE_airBuildingTypes)ALIVE_militaryAirBuildingTypes)ALIVE_civilianAirBuildingTypes)ALIVE_heliBuildingTypes)ALIVE_militaryHeliBuildingTypes)ALIVE_civilianHeliBuildingTypes)ALIVE_civilianSettlementBuildingTypes)ALIVE_civilianHQBuildingTypes)ALIVE_civilianPopulationBuildingTypes)ALIVE_civilianPowerBuildingTypes, ALIVE_civilianCommsBuildingTypes, ALIVE_civilianMarineBuildingTypes, ALIVE_civilianRailBuildingTypes, ALIVE_civilianFuelBuildingTypes, ALIVE_civilianConstructionBuildingTypes)You can correct the lists by hand in the static data file. An entry only has to be part of the model name: mil_house covers mil_house_1, mil_house_2a and so on.
What to submit
Zip (or 7z) the whole x folder from @ALiVE\indexing\<mapname>\x. That folder holds your <mapname>_staticData.sqf and the rest of the generated index. Attach that single archive below (up to 60 MB).
Submit
After you submit
Submissions are reviewed before anything goes into a build. If yours checks out, the terrain is added to a future ALiVE 3 development build and appears on the Terrain Compatibility list. Credit goes to the handle you give above; if you leave that blank we will ask you what to use rather than publish the name you entered. We may get in touch using your name or comments if we have a question about the index. We keep the details you enter with your submission, along with a hashed marker (not your address) used only to help curb abuse.
Accepted
31 community terrains reached ALiVE 3 through this page.
Changelog