ALiVE.OS · ALiVE 3 Development
Gives commanders a tablet for battlefield intel and hands-on control of friendly groups.
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
This module hands players a command tablet split into two screens: an intelligence view and an operations view. The intel view shows commander objectives, unit marking data, and (if enabled) an imagery camera a player can pan, zoom, and switch between normal, night vision, and thermal to inspect the battlefield from above. The operations view lists AI groups under the player's side or faction, shows them on a map, and lets a player take direct command of one, either by joining it in person or spectating it, plan and issue movement waypoints for it, and lock a group so the AI Commander stops giving it orders while the player is using it. The tablet interfaces are now scaled to a fixed shape that no longer stretches on ultrawide screens, and joining a group opens a unit picker so a player can choose exactly which soldier or vehicle seat to drop into.
The intel view also opens the Commander's Picture: what your side's AI Commander has found out about the objectives it's about to attack, what you've heard on the radio and how your own air requests are going. If the mission allows it, the same page lets players hurry an attack, call an airstrike, and pause, resume or change the stance of the commander itself.
Capabilities
The intel screen lets a player pick between commander objectives and unit marking data for their side, faction, or the whole battlefield, depending on how the mission is set up. If imagery is turned on for the mission, a third option puts up an overhead camera the player can aim at any point on the map and view in normal, night vision, or thermal.
Press Commander on the Intel page, or pick Commander's Picture in the C2ISTAR menu, right after Intel. The Commander tab lists the objectives your side's AI Commander is finding out about, with how sure it is ("sure 25%", then "sure 100% (enough)") or whether it's "going in", has "taken" it or has "let go". It needs a commander with Find Out Before Attacking on, and Commander's Picture on the C2ISTAR module not Off (Read only by default).
Pick an objective and the map goes there. A line says where the air, ground and player recon have got to and how many enemy groups were seen, and how long ago. The groups show on the map only when the commander's Intel Markers are on; otherwise you get the counts. Once an objective is taken, the line says what happened to the groups seen there: destroyed, last seen falling back, or not accounted for. The page refreshes every 30 s.
The Radio tab lists what you've heard on the radio since you joined, newest first. The Air tab shows the air reports and, under "Your air requests:", your newest 8 requests to the air commander and where each stands: being planned, waiting for an aircraft, under way, aircraft on the way, aircraft heading home or over. Pick one that's still open and press Cancel. Only the player who asked can cancel it.
With Commander's Picture at Read and orders, players the C2ISTAR Ops limit admits get buttons for a picked objective. While the commander is still finding out, Go now sends the attack in with what it knows, and Look again has it find out for up to 10 more minutes (twice per objective), asking for another air recce if the last one is over. Strike, while it's finding out or going in, asks for close air support on the latest enemy vehicle seen there. Each objective takes one order a minute, and each player one every two minutes.
With no objective picked, Commander > opens AI Commander settings: each commander on your side, whether it's running, paused or holding until Go, its stance, Intel Wait and how sure it must be. Pause, Resume, +5 min / -5 min and +10% / -10% need Commander's Picture at Read and orders and are for admins unless Commander Controls says otherwise. Set stance also works whenever the C2ISTAR menu's OPCOM Stance would: Player OPCOM Stance Control on and a C2ISTAR access item or ALiVE tablet carried. A read-only page says which setting stops the change. While a commander set to Hold Until Go is waiting, an admin gets Start the war on the Commander tab.
The Commander tab's status line says what each commander on your side is doing, whether it finds out first or not: "Holding after taking Agia Marina: no new attack for up to 10 min, or until its tasks are done.", "Preparing to assault Kamino: 2 tasks asked for, 5 min until it goes ahead." or, for an Assault (waves) commander, "Assault: wave 1 is on grid 040030, the next in 10 min." With Military Logistics it adds the force pool, such as "Force pool: 700, with 10 more every 15 min from held objectives." On the settings page, Send now sends an Assault commander's next wave as soon as there are groups free.
The operations screen lists eligible AI groups on the map, with any you've locked pulled into a battle group at the top. Pick a group by double-clicking it on the map, join it in person (teleporting to it) or spectate it remotely, then lock it so the AI Commander stops ordering it while you use it. Objectives you set on the tablet for an insurgency commander get insurgents sent to them too.
Joining a group opens a unit picker that lists every soldier in it, marks the group leader, and shows vehicle seats (driver, commander, gunner, turret, passenger) so a player can drop into a specific role rather than a random slot. Taking over works on dedicated servers, survives the player being killed and respawning, and hands the AI unit back cleanly when the player cancels.
The command tablet, and the other ALiVE tablets alongside it, now use a fixed aspect ratio centred on screen instead of stretching across the full width, so text and controls stay inside their panels on ultrawide monitors.
Once a group is selected, a player can lay down waypoints on the map with a chosen type, speed, formation, and behaviour, then push the plan to the group. A group that is still virtual (not yet spawned) only offers Move and Cycle; the full set (move, attack/search and destroy, cycle, load, land - engines off, land - engines on, transport unload) becomes available once the group's profile is active.
Mission makers can restrict who a player's intel and operations screens can see and touch: their own side, their own faction, or everyone on the map.
The tablet's main map now shows real satellite terrain (fading in as you zoom) instead of a washed-out plain background, and includes a Terrain button to switch between the satellite view and the plain schematic map.
Set an objective for the AI Commander from the Operations tablet, or with a map marker whose text starts "obj take" or "obj hold" (delete the marker to cancel it). "obj recon", "obj sad" and "obj ambush" send a group to scout the place, search and destroy there, or lie in wait there for ten minutes; the tablet has buttons for these too. On by default: Allow Player Objectives. The wait between objectives and the number allowed at once are Player Objective Cooldown (s) and Max Player Objectives on the C2ISTAR module (300 seconds and 3 by default). Insurgency commanders take these objectives too.
How to use it
LaserDesignator), or an ALiVE_Tablet, which always grants access. Without one, no Commander Actions entry appears.obj take or obj hold (delete it to cancel). obj recon, obj sad and obj ambush markers, or the matching buttons on the left, send a group to scout, search and destroy, or lie in wait.Recent work
Status
Both the intelligence screen (objectives, unit marking, optional imagery camera) and the operations screen (group listing, join, spectate, lock, waypoint planning) are functional.
The main tablet map now shows proper satellite terrain with a working terrain toggle button, so map markers and objectives are visible.
Take, Hold, Recon, Search and Destroy and Ambush orders for the AI Commander, from the Operations tablet or by map marker.
Back steps back a page, and on the first page opens the C2ISTAR menu.
Commander, Radio and Air tabs on the Intel tablet, with Go now, Look again and Strike orders, Cancel for your own air requests, the AI Commander settings page (pause, stance, Intel Wait, how sure, Send now), and Start the war on the Commander tab.
The operations screen has a 'View units' option under a selected group's extra actions that is wired up but currently does nothing when clicked.
Testing
Place the Player Command/Control (C2ISTAR) module in Eden (linked to a side or faction as needed), and give the playable unit an item from its Access Item Categories setting (Laser Designators by default) or an ALiVE_Tablet. Enter the mission as a player on that side, press the ALiVE menu key and pick Commander Actions, then open the command tablet and check both screens: confirm the intel screen shows objectives and unit marking data (and imagery, if enabled) for the correct scope, and confirm the operations screen lists the expected AI groups, lets you select one, join or spectate it, plan a waypoint route, and lock it. Also click the Terrain button on the tablet map and confirm it switches cleanly between the satellite and schematic views without breaking map clicks. Then set a commander objective with an "obj take" marker and with the Recon Position, Search and Destroy and Ambush Position buttons, and confirm the commander sends a group. On the first page of each tablet, Back should open the C2ISTAR menu. Then, with an AI Commander that has Find Out Before Attacking on, open the Commander's Picture from the C2ISTAR menu and from Intel > Commander. Check the rows move from sure N% to going in and taken, that groups seen show on the map only with the commander's Intel Markers on, and that Radio and Air fill up. With Read and orders, try Go now, Look again (a third time on one objective is refused) and Strike once a vehicle has been seen. Ask for close air support, find it on the Air tab and Cancel it. As an admin, press Commander >, pause and resume the commander and change its stance; as a player who isn't an admin the page should be read only. With Hold Until Go on the AI Commander, nothing should move until an admin presses Start the war.
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