ALiVE.OS · ALiVE 3 Development
The player-facing tablet for calling in CAS, artillery, air and ground transport on demand.
In development · 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
Combat Support is the umbrella module that gives players a way to call in help from the ground. Place the Combat Support module in Eden and sync it to one or more of the Player Combat Support (CAS), (Transport), (Ground Transport) and (Artillery) modules, and a player carrying the right equipment gets a tablet menu for requesting close air support, artillery fire missions, a helicopter pickup, insertion, paradrop or medevac, or a ground vehicle to drive them. It's opened from the ALiVE menu key, at the top level when no C2ISTAR module is present or under Commander Actions when one is, or from the ACE self-interaction menu. It also drives the "Talk To Pilot" and "Talk To Driver" actions, which open the tablet already pointed at a nearby transport helicopter or ground transport.
Access is gated by equipment: the module's Access Item Categories setting lists what a player must be carrying (Laser Designators by default) to see the tablet, and a Custom Access Items field lets a mission maker add extra classnames (for a modded command tablet or campaign-specific radio) that don't fit a stock category. A Support Access setting decides whether every tablet holder can call support or only a single designated operator per side, with the operator slot automatically passing to another player if the current holder leaves. Destroyed CAS, transport and artillery assets can be automatically replaced after a delay, with a separate reuse limit for each support type.
How it works
Pick a support vehicle in the transport panel's Escort box and it goes with the transport, weapons free, until the transport heads home.
Capabilities
The tablet only appears for players carrying an item from a ticked Access Item Category (for example Laser Designators) or a classname listed in Custom Access Items. The Combat Support Tablet item always works, whatever is ticked. Categories from mods that aren't loaded drop off the list automatically.
Support Access can restrict calling in support to one operator per side (the default), automatically handing the role to another player on that side if the current operator disconnects, or opened up so every tablet holder can call support.
By default players can call on the supports of any side friendly to theirs as well as their own. Set Share With Friendly Sides to No and each side's transport, CAS, artillery and ground support stay with its own players, so two allied sides each run their own.
Players call in a CAS aircraft and give it Attack, Search and Destroy or Loiter, with a radius, rules of engagement and, for Attack and Search and Destroy, a weapon (Attack can leave it on Automatic, where the pilot picks and switches as ammo runs out). Loiter takes a duration of 10, 20 or 30 minutes or Indefinite, and on Fire At Will it covers the area instead of only watching. CAS assets fly home when low on ammo, fuel or health. With Use Military Logistics Simulation on the CAS module (off by default, needs a Military Logistics module) a resupply truck rearms and refuels them on the ground; without it the aircraft is restored automatically after about 15 minutes and put back in the air over its base.
Players call for indirect fire, pick the ordnance including white phosphorus, and see the battery's rounds and status. With the module's Allow Repositioning on, a battery that can move gets Relocate Battery while idle: click the map and press it, and a self-propelled gun drives there or a mortar team packs up, carries its tubes and sets up again. That spot becomes its home.
With Commander artillery on call set to Mortars only or All, the tablet's Artillery list gets a Commander's guns row. Pick HE, smoke or illumination and a round count, then click a grid; Confirm comes on when a ready commander battery on your side reaches it. The HQ answers by radio. Needs a Military AI Commander Artillery module on your side.
The 3CB M270 rocket launcher now fires for Combat Support. If its crew ignores the order, its rockets are launched for it by script, and on later missions it fires at once. A battery that can't fire now says so on the radio instead of calling splash for rounds that never left.
Tasks include pickup, land, land with engine off, move, circle, insertion, paradrop, slingload, unhook and medevac. On a medevac the helicopter lands at the marked spot, you load your wounded with Load Wounded and send it off with Clear To Leave, and it treats them at base and flies them back. Only helicopters with passenger seats get medevac. Door gunners on armed transports fire back at enemies they can see while the pilot keeps flying; switching the tablet's rules of engagement to Hold Fire stops them. You can type a grid instead of clicking the map.
The Transport and Ground Transport pages have an Escort box listing the side's support vehicles that are standing by: attack helicopters and armed transport helicopters for air, armed ground transports for ground. Pick one, give the transport its order, and the escort goes with it, weapons free. An air escort flies 150 m behind and circles overhead while the transport hovers or lands, and never lands itself. A ground escort drives 40 m behind. It goes home when the transport does, if the transport is lost, or if you give the escort an order of its own.
With a Player Combat Support (Ground Transport) module synced, the tablet gets a Ground page. Orders are Pickup, Move, Road patrol between two points and Return to base, with a speed and rules of engagement. The crew checks the road ahead for IEDs and mines. Pickup and Move can leave the road for a spot up to 150 m off it. Talk To Driver opens the tablet on the vehicle you are riding in or looking at.
Separate respawn-limit settings for CAS, transport and artillery cap how many times each category's destroyed assets are replaced, with a respawn delay (in seconds) before a replacement arrives, which each CAS, Transport, Artillery or Ground Transport module can override with its own time and limit for its asset; setting a limit to zero disables replacement for that type.
Instead of letting the support modules spawn their own, you can sync a vehicle you placed in the editor straight to Combat Support and nominate what it does. It keeps your class, your position and your group name as its callsign. You can also sync a placed aircraft, vehicle or gun to its own CAS, Transport, Ground Transport or Artillery module, and that becomes the asset where it stands.
Combat Support's radio messages follow each player's Task and radio updates choice in Addon Options: subtitles (the default), hints from HQ, or chat lines in side chat. As subtitles or hints, lines that arrive together queue up, each on screen for 4 to 10 seconds.
Each of your side's support units shows on every map and on the tablet's as an ALiVE unit pin with its callsign: a helicopter or plane for transport and CAS, the artillery pin for batteries, and the motorised or armour pin for ground support. Pins follow their unit and go when it's destroyed.
How to use it
this setVariable ["CS_TYPE", "transport"];. Aircraft take cas, transport or hybrid (both); a gun must be arty. Optional: CS_CALLSIGN, CS_HEIGHT, CS_CODE, plus CS_CONTAINERS and CS_SLINGLOADING for transports. Or skip the variable and sync it to its own support module.Settings
These settings decide who can call in CAS, transport and artillery, and what they need to carry to do it. They also control how often destroyed support assets are replaced and whether requests come with radio chatter.
Presets that use this module: Combat support: CAS, transport and artillery on call, Ground convoy: transport, escort and recruits. Place one in the editor to see it set up.
Anyone carrying an access item gets the support menu instead of a single operator per side.
Once a CAS or transport aircraft is destroyed it's gone for the rest of the mission.
Destroyed assets come back about a minute later, and artillery can be replaced 10 times in total.
Support requests still work but without the spoken radio messages.
The tablet's Artillery list gets a Commander's guns row. It needs a Military AI Commander Artillery module on the players' side; Mortars only keeps it to the commander's mortar teams.
Choices: No / Yes
Writes extra diagnostic lines to the server log about CAS attacks, guided deliveries, aircraft returning to base and the land-to-rearm cycle. Players won't see any difference in game.
TrySet to Yes only while you're chasing a problem with support aircraft, then turn it off again.
The kinds of equipment that unlock Combat Support. A player carrying any item from any ticked category, in their assigned items, inventory or as their backpack, can open the support menu. The Combat Support Tablet item always unlocks it, whatever's ticked here.
AffectsIf the C2ISTAR module is in the mission, support is reached through its tablet instead and this menu entry stays switched off.
See it inCombat support: CAS, transport and artillery on call (LaserDesignators,Radios), Ground convoy: transport, escort and recruits (LaserDesignators,Radios)
Extra item classnames, separated by commas, that also unlock Combat Support on top of the categories above. Matching ignores capital letters, and a partial classname matches any item that contains it.
TryType "MyMod_CommandTablet" to let anyone carrying that tablet call support.
Choices: All players / First player only
With First player only, each side has one support operator; if that player leaves, the role passes to another player automatically. All players lets everyone who carries an access item call support.
AffectsPlayers still need an access item either way.
See it inCombat support: CAS, transport and artillery on call (0), Ground convoy: transport, escort and recruits (0)
Choices: A number of seconds, typed in
How many seconds after a CAS, transport, artillery or ground transport asset is destroyed before its replacement appears. Each of the CAS, Transport, Artillery and Ground Transport modules also has its own Respawn Time, and an asset that sets one uses it instead of this value. Aircraft take a few seconds longer than the time chosen, artillery about five.
AffectsReplacement only happens while the matching respawn limit below is above 0.
How many times destroyed CAS aircraft can be replaced in total. It's one shared count for all CAS assets, not per aircraft, and 0 means no replacements.
AffectsLeave the box empty for no limit. The CAS module can set its own Respawn Limit for its aircraft, counted for that aircraft alone; left empty, it shares this one.
TrySet to 1 so the players get one spare jet for the whole mission.
How many times destroyed transport aircraft can be replaced in total, shared across all transport assets. 0 means no replacements.
AffectsLeave the box empty for no limit.
How many times a destroyed ground transport can be replaced in total, shared across all ground transports. 0 means no replacements.
AffectsLeave the box empty for no limit. A vehicle that can't move, or is out of fuel, waits for repair and doesn't count as lost.
How many times destroyed artillery batteries can be replaced in total, shared across all artillery assets. 0 means no replacements.
AffectsLeave the box empty for no limit.
Choices: Yes / No
Plays spoken radio messages when support is requested and carried out by CAS, transport and artillery.
AffectsReplacement assets pick up the same setting when they respawn.
A transport's destination, and both ends of a ground transport's road patrol, stay on the ordering player's map while the order runs.
AffectsThey go when the order is done or replaced, or the vehicle is lost. Only the player who gave the order sees them.
Choices: Off / Mortars only / All
Adds a Commander's guns row to the tablet's Artillery list so players can call the AI Commander's own batteries at a grid. Mortars only offers its mortar teams; All offers every battery, rockets included, though an Insurgency commander still answers with mortars only. Pick HE, smoke or illumination and a round count, then click a grid. Confirm only comes on when a ready battery on your side reaches it.
AffectsNeeds a Military AI Commander Artillery module on the caller's side, and only the side's Combat Support operator can call. The commander's cooldown, ammunition and friendly check still apply, and each call spends its rounds. Rate of fire and dispersion are the commander's (Rapid only, no dispersion slider), and SITREP, Move and Base are off on that row.
TrySet it to All, sync a Military AI Commander Artillery module to your commander, then pick Commander's guns in the tablet's Artillery list, choose a round and click a grid one of its batteries reaches.
Recent work
Status
Players with a qualifying item can call in and direct close air support, artillery fire missions, air transport and ground transport from a single tablet menu.
A crewed ground vehicle can be ordered from the tablet, either kind of transport can take an escort, and players can call the AI Commander's own batteries at a grid.
Mission makers control which items grant access, whether one operator or all players can call support, and how many times destroyed assets get replaced.
CAS aircraft return to base to be rearmed and refuelled (by a resupply truck when Use Military Logistics Simulation is on for the asset, otherwise automatically after about 15 minutes), and destroyed assets are replaced on a timer up to a configurable limit per support type.
The tablet's map display, wording and layout are still receiving small fixes and readability passes as testers report issues.
Access and operator-slot behaviour on dedicated servers has been an active area of recent fixes and may still surface edge cases with unusual mod combinations or item setups.
Testing
Place a Combat Support module and sync it to SUP CAS, SUP Transport and/or SUP Artillery modules, then check that a player carrying a qualifying item (default: a laser designator) sees the tablet menu, and one without a qualifying item does not. With the default Support Access of First player only, only the one operator per side sees the menu even if other players carry an item, and that slot goes to the first player on the side whether or not they carry one, so set Support Access to All players for this check or test with the operator. Try the Custom Access Items field with a classname that is not in any stock category and confirm it grants access on its own. Test both Support Access modes: with "First player only" set, confirm only the current operator can dispatch requests, and that the slot passes to another player if the operator disconnects; with "All players" set, confirm every tablet holder can call support. Call in CAS, artillery and a transport pickup in the same session on a dedicated server (not just a hosted or local test) to confirm all three respond and the access setting is honoured. Destroy a CAS aircraft, a transport aircraft and an artillery piece in turn, and confirm each is replaced after the configured respawn time up to its configured limit, and that setting a limit to zero stops replacement. Use "Talk To Pilot" on a nearby transport aircraft to arrange a pickup, and try requesting a pickup by typing an 8-digit grid coordinate (for example 04604900) instead of clicking the map. Watch the RPT for script errors when opening the tablet, especially via the ACE self-interaction menu and immediately after joining in progress. For transport insertion, set a height well away from the default, mark a point at least two kilometres out, and confirm the helicopter arrives at that height and stays there for the whole hover rather than climbing back up. Try the low end of the slider, and a point on sloping ground, where the height is measured from the ground beneath the aircraft rather than from the spot you marked. To try the commander's guns, set Commander artillery on call to All, sync a Military AI Commander Artillery module to the commander on your side, pick Commander's guns in the Artillery list, and click a grid in range of one of its batteries. Confirm should stay off for a grid none of them reaches, and a grid with friendlies near it should be refused by radio before any rounds are spent. To try an escort, leave an attack helicopter or armed ground vehicle standing by, open the transport's page, pick it in the Escort box and give the transport a move order; the escort should trail it and come home when the transport does. For a ground transport, give a Move order to a spot 100 m off the road and check it leaves the road for the last stretch. Pick a battery that can move, click the map and press Relocate Battery.
Spotted a problem? Please report it on the ALiVE issue tracker on GitHub, with the map, rough location and what the units were doing so it can be reproduced.
Changelog