ALiVE.OS · ALiVE 3 Development
Players deploy their own forward operating bases, build them up from supply, and have to hold them: enemy commanders hunt them and can take them.
New in 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
Player FOBs lets players set up their own forward bases. A player standing by a FOB kit deploys a FOB: a headquarters building goes up, the side's AI Commanders take it on as an objective and send men to hold it, and the side's players see it on the map. Inside its build range the FOB's supply pays for fortifications, supply points, static weapons, cars and trucks, and with a Build List Preset that allows them, armour, boats, helicopters and planes, all priced from the game's own config so mod content is included.
A FOB has to be kept. Enemy commanders, insurgents included, go after one once their men find it; enemy soldiers left unopposed inside its capture radius take it over, supply and all. A destroyed headquarters must be repaired in time or the FOB is lost. Supply comes from crates, from Military Logistics trucks when it runs low, or from the force pool, and everything is saved with the mission.
Player FOBs
A FOB starts as a kit, grows with the supply you bring it, and has to be held: enemy commanders hunt it once their men find it. Packed up, it gives its kit back.
Aircraft
A tier 3 FOB can build aircraft. A helicopter goes on a helipad, a plane on an airfield's taxiway or parking area, and each one comes back on its own spot.
Arsenal
A FOB can build an Arsenal that offers the infantry gear of every loaded mod. Nothing is paid on the way in: when you close it, whatever you took is charged to the FOB's supply.
What's on offer. Every gun and launcher (each once, in its plain version) with the magazines it takes, plus attachments, uniforms, vests, headgear, night vision, binoculars, designators, medical kit, tools, radios, facewear and backpacks that carry gear (not prefilled ones, and not a static weapon's or drone's bag). ACE and KAT medical items are in it when those mods are loaded. Grenades, mines and charges are only offered with Arsenal Grenades and Explosives set to Yes.
Prices. Before the Cost Multiplier: pistol 5 to 12, rifle 15 to 40, machine gun 40 to 70, sniper rifle 60 to 90, grenade launcher 35, shotgun 20, AT launcher 60 to 125, AA launcher 90 to 125. A full magazine is 1 to 3, a rocket, grenade or charge 5 to 25. Vests and headgear are 3 to 25 by their armour, backpacks 2 to 20 by what they hold, night vision 25, thermal night vision 60. For guns, launchers and magazines, the harder the round hits, the higher the price within its range.
Your lists decide it. The same lists that set the build menu set the Arsenal's gear: Never Build takes an item out, Also Build adds one the Arsenal left out, and Build Only These naming any gear means the Arsenal offers that gear, each gun with its magazines, plus any gear in Also Build. Never Build beats both. A price set as Class=N in Build Only These, or as a cost in CfgALiVEFOBBuildables, is used as it is, without the Cost Multiplier. Gear in a list never shows up in the build menu, so gear ticked on the Build List page goes to the Arsenal.
Worth knowing. If you come away with something this Arsenal doesn't offer, your kit is put back to how it was when you opened it.
Permissions
Player FOBs, Logistics hubs and Rally Points decide who may take things down, collect or rename with the same five rows. Tick any mix: a player that any ticked row lets in can act. Admins always can.
Worth knowing. Names of FOBs, hubs and rally points are tidied the same way: up to 32 characters, without &, <, > or control characters, and a hub's name also loses quotes and apostrophes. An enemy taking a hub down is a separate setting, Enemy Can Dismantle.
Capabilities
Deploy FOB, within 8 m of a FOB kit for your side, shows the headquarters as a green or red preview you can place anywhere within 40 m of the kit. Turn it with Rotate, and with several Headquarters Buildings ticked, swap the building with Next Headquarters. Then choose Deploy FOB Here. It's refused in water, on ground steeper than about 15 degrees, too near another FOB, or when your side already has as many FOBs as it may: a fixed number, or one that grows with the objectives your side holds.
Within 25 m of your side's FOB, Manage FOB opens a window like the Build Menu, showing the FOB's state, tier and supply live. Buttons: Rename (up to 32 characters; & < > and control characters are dropped; the map marker, rally point and respawn point follow), Build Menu, Upgrade (shows the next tier's price), Repair and Dismantle (press twice within 10 seconds; with a FOB Dismantle Time set, a bar then runs and the FOB stays up until it's full). With FOB types in the mission, Change Type turns the FOB into another type without taking it down, for the new type's cost. Rename and Dismantle are greyed out with a tooltip for players the Who Can Dismantle setting excludes.
With FOB Deploy Time (s) or FOB Dismantle Time (s) above 0, or a buildTime on an item in CfgALiVEFOBBuildables, the player kneels to work and a bar near the bottom of the screen counts down the seconds left, with or without ACE. Stop The Timer If decides whether moving, or moving and coming under fire, stops it. Esc, dying, being knocked down, and getting into or out of a vehicle always do; with Never the player is kept on the spot. Nothing is spent and nothing comes down until the bar is full. The server checks the request before the bar starts and again when it's full.
By default anyone on the side can dismantle a FOB, recycle at it or rename it. Who Can Dismantle narrows that to any mix of group leaders, the player who deployed it, players carrying an access item, and a list of player IDs, unit classes and slot variable names. Admins always can; with nothing ticked only admins can. A logged-in admin can change it in game, for every FOB at once, from the FOB window's Permissions button or FOB Permissions in the ALiVE admin menu. That window shows all five rows and the names list. With Persistent on the change is kept over a restart, until an admin presses Use module settings.
Fortifications, supply points, static weapons and vehicles, cheapest first, with a search box and a preview that turns green where it can go. The tier drop-down opens on Available (what this FOB can build now); items above its tier are greyed. Examples: sandbag wall 7, small bunker 28, cargo post 75, HMG 69, Hunter 150 (a tank such as the Slammer, 600, needs Armoured Base or Everything). Recycle gives half back; a vehicle collected at a Logistics Hub gives 1 point back to the force pool instead, recycled within 100 m of your side's hub. The default list is Standard FOB: Infantry, so field works, supplies, static weapons up to tier 2, cars and trucks, troops and gear, with no armour, boats or aircraft. Build List Preset swaps it for Outpost, Fortified Base, Infantry, Mechanised, Armoured Base, Airfield, Logistics Hub or Everything; Outpost, Infantry, Mechanised and Airfield keep only field works 3 m high or lower. Firing range targets are never offered. A CfgALiVEFOBBuildables block can set an item's build time beside its price (class Land_HBarrier_5_F { cost = 12; buildTime = 45; };); the Build Menu shows it, and the price is paid when the bar is full. Troops come at once. Static weapons and vehicles need the Virtual AI System module.
The Build Menu's Troops tab raises men for the FOB, paid from its supply: a single soldier from tier 1, a group from tier 2. Each man costs the Soldier Cost (50) times the Cost Multiplier, so a squad of 8 costs 400. In Force pool mode a soldier or a group costs 1 from its faction's pool. A Build List Preset of Outpost or Logistics Hub hides the default groups. Otherwise, by default, the tab offers the infantry groups of the factions your side's commanders field; single soldiers and other groups are added with Build Only These or Also Build. Raised troops hold the FOB like its garrison, are never sent elsewhere, and are lost with it when it's dismantled, salvaged or taken. Troops Per Tier caps them (8, 16 and 24 men by default) and the window shows how many the FOB holds. Group Manager won't take a raised soldier into a group. After a reload they go back on guard, and any that are gone are made again for free. Needs the Virtual AI System.
With Arsenal on, a FOB from tier 2 can build an Arsenal (60 supply) from the Build Menu's supply items. Open Arsenal, within 8 m of it, or FOB Arsenal at the headquarters, shows the infantry gear of every loaded mod, ACE's arsenal when ACE is loaded. What you take out is paid for from the FOB's supply when you close it: a pistol costs 5 to 12, a rifle 15 to 40, an AT launcher 60 to 125, a vest or helmet by its armour, a magazine by its rounds. Gear handed back earns nothing. If the FOB can't pay it all, it pays what it has and you keep the gear.
Each tier holds more supply and unlocks more to build: towers, machine guns and grenade launchers at tier 2, heavy weapons, vehicles and aircraft at tier 3, where the Build List Preset allows them (the default Standard FOB stops at tier 2 static weapons, cars and trucks). Tier 2 adds a garrison (needs the Virtual AI System), and a tier 2 or 3 FOB reports enemy groups it sees to its side's AI Commander. From the tier set in Respawn Point (default 3) it is a respawn point, and a garrisoned tier 3 FOB is a supply source for Military Logistics.
In FOB supply mode each FOB has its own supply, topped up by crates from a Field HQ (any object synced to the module) and by Military Logistics trucks when it runs low. In force pool mode it spends the faction's pool instead.
Enemy commanders get a FOB as an objective once their men come within the Discovery Radius or shoot at its headquarters (or at once, or never). Enemy soldiers alone inside the capture radius take it after the Capture Time; any defender there stops the count. The radio warns its side.
A destroyed headquarters gives its side the Repair Time to repair it with Repair in the Manage FOB window, a quarter cheaper with an engineer present; otherwise the FOB and everything built there is lost. While it waits, the FOB shows on its side's map with the minutes left to repair it, or "repair under way" while an engineer is there.
FOBs, their supply, what's built, garrisons and timers are saved with ALiVE Data, or in the server's profile without it, and come back exactly where they stood.
Sync a FOB Types module to Player FOBs and a kit can become a fire base, a patrol base or any type you set up. Each type has its own headquarters buildings, extras and removals on the build list, who may deploy it, a limit per side, a cost, a map marker and a name prefix (FB Alpha). Next FOB Type steps through them while placing. A type can also set its own respawn tier, starting supply and supply per minute; anything it leaves out, and the rest of supply, tiers and garrison, stays this module's settings.
A vehicle collected at a Logistics Hub can be recycled within 100 m of one of your side's hubs, once everyone is out, giving its point back to the force pool. Hub crates can be cleared but give nothing back.
A Zeus can also deploy a FOB with no kit or cost, or take one down, with the Create FOB and Remove FOB modules; see Zeus Modules.
How to use it
76561198000000000, B_officer_F, jtac. Players carrying an access item is a row too. Admins can always do it, and can change the setting in game with the Permissions button in the FOB window; with Persistent on, their change is kept over a restart until they press Use module settings.Settings
One Player FOBs module serves every side. These settings decide how many FOBs a side may have, how supply works, what tiers cost, how the enemy finds and takes a FOB, and how often it's saved.
Presets that use this module: Forward bases: build and hold FOBs. Place one in the editor to see it set up.
Building spends the faction's force pool, which Military Logistics keeps, so FOBs compete with the AI for the same resources.
Enemy commanders never go after FOBs; only enemy soldiers that happen by can still take one.
Each side may have two FOBs whatever it holds.
Those two are never offered. For whole lists and your own prices, use the Build List page and paste the result into description.ext.
A player alone in a group can't dismantle, recycle at or rename a FOB; admins still can.
When a player deploys a FOB, Next Headquarters cycles through the ticked buildings and the preview shows the one that will go up.
A kit can become either; Next FOB Type steps between them while placing, and each has its own build list, limit and cost.
Once a FOB reaches tier 2 it can build an Arsenal, and every item a player takes from it comes out of that FOB's supply.
Players build field works and supplies only: no troops, vehicles or heavy weapons. Also Build puts back anything you want on top.
The player kneels at work while a bar counts down. Walking off stops it, and nothing is spent or taken down until the bar is full.
Writes what the FOBs are doing to the RPT log.
Where players find the FOB actions: the scroll wheel, the ACE interaction menu (a Player FOBs entry in the self menu; Recycle and the Field HQ requests on the objects), or both. Auto uses ACE when ACE is loaded and the scroll wheel when it isn't. A player's own Interaction menu choice in Addon Options (ALiVE, Game) overrides the module's.
How far from a FOB's headquarters players can build. Also the size of the objective the FOB becomes.
Choices: 0 to 600 seconds
How long it takes to put a FOB up after Deploy FOB Here, from 0 to 600 seconds. 0 puts it up at once. While it runs the player kneels to work and a bar shows the seconds left, with or without ACE. Stop The Timer If decides what stops it early, and Esc always does. Nothing is spent until the bar is full.
AffectsThe server checks the deploy before the bar starts, so a refusal comes at once, and again when it's full: it goes ahead only when the time has really passed and the player is still within 3 m of where he began.
Choices: 0 to 600 seconds
How long it takes to take a FOB down, from 0 to 600 seconds, after the second Dismantle press in the Manage FOB window. 0 takes it down at once. The player kneels and a bar shows the time left, as for the deploy time, and the FOB stays up until it's full.
Choices: Never, The player moves, The player moves or comes under fire
What stops a deploy or dismantle time before it's up. The player moves: stepping away from where he knelt. The player moves or comes under fire: that, or being hit, or enemy fire landing close. Never: the player is kept on the spot until it's done. Esc, dying, being knocked down, and getting into or out of a vehicle always stop it, and the player is told why. Has no effect while both times are 0.
A new FOB can't be deployed closer than this to another FOB, of any side.
The building each side's FOB starts with: lose it and the FOB is damaged until it's repaired. Side picks BLUFOR, OPFOR or Independent; Show lists military structures or every building. Tick several and players choose one with Next Headquarters when they deploy a FOB; a class typed below the list is added to the ticked ones.
Choices: Anyone on the side, Group leaders, The player who deployed it, Players carrying an access item, Players on the list (tick any number)
Who on a FOB's side may dismantle it, recycle what was built there and rename it. Tick any mix; any one lets a player in: Anyone on the side (makes the others irrelevant); Group leaders (of a group with another player); The player who deployed it (by player ID, so it survives reconnects; older saves and captured FOBs let in group leaders instead); Players carrying an access item (carried: one of the items set on Player Combat Logistics, or an ALiVE tablet; standing at a command post doesn't count); Players on the list. Admins always can, so with nothing ticked only admins can. An admin's change in the Permissions window applies to every FOB and, with Persistent on, is kept over a restart until an admin presses Use module settings.
For Players on the list: player IDs (the 17-digit Steam ID), unit classes and slot variable names (the Variable Name given to a playable unit in Eden), separated by commas, for example 76561198000000000, B_officer_F, jtac. A unit class lets in every player in a slot of that class. A variable name lets in whoever takes that one slot.
Dynamic: each side starts with Starting FOBs and earns one more for every Objectives Per FOB it holds, up to Most FOBs. Fixed: each side can have Fixed Limit FOBs.
How many FOBs each side can have when FOB Limit is Fixed, from 1 to 12.
With a dynamic limit, how many FOBs a side can have before it holds any ground.
With a dynamic limit, a side earns one more FOB for each this many objectives it holds. FOBs themselves don't count.
With a dynamic limit, the most FOBs a side can ever have.
What building and repairs are paid from. FOB supply: each FOB has its own supply count, topped up by Military Logistics. Force pool: the side's force pool, shared with the AI Commander and Recruitment. Supply crates: each FOB's count only rises when players unload supply crates at it.
What a FOB kit from a Field HQ costs the faction's force pool, in Force Pool mode only; free otherwise. Sync any object to the module to make it a Field HQ.
The supply a new FOB starts with (FOB supply and supply crates). A FOB type can set its own (FOB Types).
Supply each FOB gains every minute on its own, with FOB supply. 0 for none. A FOB type can set its own (FOB Types).
The most supply a FOB of this tier can hold.
The most supply a FOB of this tier can hold.
The most supply a FOB of this tier can hold.
In FOB Supply mode, a FOB below this share of its supply limit asks its side's Military Logistics for a supply truck, at most every 10 minutes. The truck brings a Supply Crate's worth. 0 turns it off. Needs a Military Logistics module for that side.
Choices: class names
The object a FOB kit is, in place of the ALiVE kit box. One class name for every side, or per side as WEST=ClassA, EAST=ClassB, GUER=ClassC. Empty keeps the ALiVE kit, and a class the game doesn't have falls back to it with a line in the RPT.
AffectsThe kit left when a FOB is dismantled and the one a Field HQ hands out. Players can't build it from the Build List.
TryWEST=Land_PaperBox_closed_F for a plainer kit, or a WW2 crate for a 1944 mission.
Choices: class names
The object a FOB supply crate is, in place of the ALiVE crate. One class name for every side, or per side as WEST=ClassA, EAST=ClassB, GUER=ClassC. Empty keeps the ALiVE crate.
How much supply a crate from a Field HQ holds. In Force Pool mode the faction's pool pays this for the crate.
Supply to upgrade a FOB to this tier. Tier 2 can hold more supply and builds towers, machine guns and grenade launchers; tier 3 holds the most, can be a respawn point and builds what the Build List Preset allows at that tier: mortars and AT and AA launchers with Fortified Base, Armoured Base or Everything, helicopters (on a helipad) and planes (at an airfield) with Airfield or Everything.
Supply to upgrade a FOB to this tier. Tier 2 can hold more supply and builds towers, machine guns and grenade launchers; tier 3 holds the most, can be a respawn point and builds what the Build List Preset allows at that tier: mortars and AT and AA launchers with Fortified Base, Armoured Base or Everything, helicopters (on a helipad) and planes (at an airfield) with Airfield or Everything.
A tier 2 or 3 FOB keeps a garrison of one infantry group of its faction, which holds the FOB and is never sent elsewhere. Each new garrison costs this much of the FOB's supply; when the last of it is killed, the next one is paid for again.
The infantry group that garrisons each side's FOB from tier 2. Side picks BLUFOR, OPFOR or Independent; Show lists that side's groups or every side's. The first row, a random group of the FOB's faction, is the default.
What one soldier raised from the Build Menu's Troops tab costs in FOB supply, before the Cost Multiplier. A group costs this for each of its men, so a squad of 8 costs 400 at the default. Build Only These can set a price with =, such as BUS_InfSquad=400. In Force pool mode a soldier or a group costs 1 from its faction's pool, as a Combat Logistics requisition does.
How many soldiers players can raise at a FOB from the Build Menu's Troops tab, for each tier: at 8, a tier 1 FOB holds 8, tier 2 holds 16 and tier 3 holds 24. Single soldiers can be raised from tier 1, groups from tier 2. Raised troops hold the FOB, never leave it, and are lost with it. 0 turns the Troops tab off.
Choices: Off, or from tier 1, 2 or 3
From which tier a FOB is a respawn point for its side, while its headquarters stands. Needs a respawn type in the mission that offers respawn positions. A FOB type can set its own tier (FOB Types).
AffectsA mission saved when this was Yes reads as tier 3.
Lets players build an Arsenal at a FOB from tier 2, for 60 supply before the Cost Multiplier. It offers the infantry gear of every loaded mod, and what a player takes is charged to the FOB's supply when they close it; gear handed back earns nothing. Build Only These, Never Build and a CfgALiVEFOBBuildables block can limit the gear and set its prices, as they do for the Build Menu.
Adds grenades, mines and explosive charges to the FOB Arsenal. Left off, it offers none.
Whether enemy AI Commanders go after FOBs. Contact: once their men have found it (came within the Discovery Radius or shot at its headquarters). Immediate: from the moment it is deployed. Off: never. Insurgent commanders go after a FOB too; a strong garrison draws attacks rather than an assault.
With Contact targeting, enemy men inside this many metres of a FOB give it away to their side's commanders.
How close, in metres, the enemy has to come before the FOB's side hears on the radio that it's under threat.
Enemy soldiers inside this many metres, with none of the FOB's side, start taking the FOB. Enemy players alone don't take it.
Seconds the enemy has to hold the FOB, unopposed, before it becomes theirs. Any defender in the capture radius starts the count again.
Seconds a FOB with a destroyed headquarters has before it's lost for good, unless repaired. The count stops while an engineer of its side is within 25 m. While it runs, the FOB shows on its side's map with the minutes left.
Supply to repair a destroyed headquarters at tier 1; one and a half times at tier 2, twice at tier 3. A quarter off with an engineer present.
Saves the FOBs, what's built at them and their supply with the mission, and puts them back when it's loaded. Needs an ALiVE Data module; without one they're kept in the server's profile instead. A dismantled FOB's kit and leftover supply crate are saved too. Clear Current Mission's Data and Wipe ALL ALiVE Data remove the saved FOBs. With it on, rally points squad leaders and Zeus put down, Logistics Hubs a Zeus made, and an admin's Who can manage change for rally points are kept over a restart too, even without ALiVE Data.
After a change, the FOBs are saved at most this often. An autosave or SERVER SAVE AND EXIT saves them straight away.
Nothing to fill in. Click it and the FOB Types editor opens in your browser, where you lay out each type and copy the finished text into Types, just below.
One type per line, key=value pairs separated by semicolons: id, name, prefix, marker, hubs, build (+class adds, -class removes), who (SIDE, LEADER, LIST), list, cost, cap, respawn (its respawn tier, 1 to 3, or 0 for none), supply (what a new one starts with), trickle (supply per minute), preset (its own Build List Preset, by name: FOB_STANDARD, ALL, OUTPOST, FORTIFIED, INFANTRY, LOGISTICS or any list in CfgALiVELists), catalogue (a named list from description.ext whose Only, Never and Also apply at this type) and role (not used yet). Respawn, supply, trickle and preset left out use the Player FOBs settings. An added class no FOB could build before is kept for the types that add it. The FOB Types editor writes it for you. A typo in who falls back to anyone on the side, and every problem is reported in the RPT.
Yes and a kit can still become the plain FOB, with the usual build list and no type limit, alongside the types. No and players must pick a type.
Recent work
Status
A full build economy priced from config, with tiers, garrison and respawn.
Crates, Military Logistics trucks or the force pool.
Found, attacked and taken by enemy commanders, insurgents included.
With ALiVE Data or the server profile.
An ALiVE FOB Kit and an ALiVE FOB Supply Crate on the Player Resupply tablet, delivered by Military Logistics.
Build Only These, Never Build and Also Build on the module, or a CfgALiVEFOBBuildables block made on the Build List page.
Manage FOB shows state, tier and supply, and renames, upgrades, repairs and dismantles; the Build Menu has a tier filter.
A Who Can Dismantle setting with a player list, checked on the server, changeable in game by admins, and kept over a restart with Persistent on.
Several buildings per side can be ticked, and players choose one with Next Headquarters.
Kit Object and Supply Crate Object, for every side or one per side.
A FOB Types module: per-type headquarters, build list, who may deploy, limit, cost, marker and name.
Gear from every loaded mod, charged to the FOB's supply per item when the arsenal closes.
Ready-made build lists for the module and each FOB type, and a FOB that changes type from Manage FOB.
FOB Deploy Time (s), FOB Dismantle Time (s) and Stop The Timer If: the player kneels while a bar counts down.
Testing
Sync a crate to the Player FOBs module, get a FOB kit from it with Request FOB Kit, carry it a few hundred metres out and choose Deploy FOB. Build a few items from the Build Menu and watch the supply drop; upgrade to tier 2 from Manage FOB and look for the garrison, then rename the FOB there and check the map marker and respawn list. Try the Build Menu's tier drop-down. Let enemy soldiers reach the FOB with nobody of yours there and watch the capture count on the radio. Set Debug to Yes to see what the module does in the RPT. Try Who Can Dismantle: tick only Group leaders, then check that a player alone in a group sees Rename and Dismantle greyed out and no Recycle, while the leader of a two-player group doesn't. As an admin, open Permissions in the FOB window and change it. Tick two headquarters buildings for your side and check Next Headquarters swaps the preview before you deploy. Dismantle a FOB, restart the mission and confirm the kit and crate come back. Press Check The Lists in Eden with a mistyped class in Never Build: it should name it in red. Destroy a FOB's headquarters and check your side's map shows it as down with the minutes left to repair, reading repair under way while an engineer stands at it.
Set FOB Deploy Time (s) to 6 and FOB Dismantle Time (s) to 5. Deploying should kneel you and show a bar; walk 5 m away and it should stop with "Stopped, because you moved." and nothing spent, and Esc should stop it too. Set Stop The Timer If to Never and you should be put back where you started. As an admin, change Who Can Dismantle in Permissions, restart the mission with Persistent on and check it's kept; Use module settings should put the module's own setting back.
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