ALiVE.OS · ALiVE 3 Development
A crewed truck, armoured car or APC players order from the Combat Support tablet: pick up, move, patrol a road, or go home, checking the road for IEDs and mines on the way.
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
The Ground Transport module adds a crewed ground vehicle to Player Combat Support. It sits beside Transport, CAS and Artillery on the same tablet: pick it, pick an order, click the map and confirm. It's placed where the vehicle should start and synced to the Player Combat Support module, which creates the vehicle and its crew at mission start.
While it drives on an order, the crew watches the road 20 to 70 m ahead for IEDs from the Military IED Threat module and for mines anyone but its own side has laid. It stops for what it finds and tries to make it safe; the module's Disarm Chance decides whether that works, and a failed attempt sets the device off at the vehicle. An armed vehicle fires back, under the tablet's rules of engagement.
Capabilities
Sync a land vehicle you placed to this module and it becomes the ground transport where it stands, so the vehicle you chose is used instead of the Vehicle and Vehicle (Class Name) settings. Static weapons are not counted. Only the first synced vehicle is used, and the server log names any other vehicle synced to the module that was left out. With nothing synced, the module builds the vehicle at its own position, as before. A lost one is rebuilt where you placed it, a deck or roof included.
Pickup drives to the marked point and waits for you to board until the next order. Move drives there and waits. Both follow the road, then leave it for a spot up to 150 m away if the ground between has no water or steep slope. Road patrol drives back and forth between point A and point B until it's given another order. The Return to base button sends it home. A new order replaces the one under way at once. Speed (Slow, Normal, Fast) is set on the same page.
Riding in a ground transport, or looking at one within 50 m, you get Talk To Driver. It opens the tablet on the Ground page with that vehicle already picked. It shows only while the driver is alive.
The Ground page has an Escort box listing the armed ground transports on your side that are standing by. Pick one, give the order, and it drives 40 m behind, staying with the transport between legs and firing on enemies it sees. It goes home when the transport heads home or is lost, or if you give the escort an order of its own.
The crew stops for an IED or a mine on the road ahead, works on it for a few seconds and rolls against the Disarm Chance. Success removes it; failure sets it off at the vehicle. Mines laid by the vehicle's own side are left alone.
An armed vehicle's gunners engage enemies they can see while the driver keeps going. The tablet's rules of engagement switch between Fire At Will and Hold Fire. They hold fire while the crew works on a device.
Shot-out wheels or an empty tank leave it waiting as Immobile instead of written off, and a road patrol carries on once it can move. With Military Logistics a supply truck services it where it stands, or at base while it waits. A destroyed one is replaced at base after its Respawn Time, up to its Respawn Limit; leave those empty on the Ground Transport module to use the Combat Support module's Respawn Time and Ground Transport Respawn Limit.
How to use it
Settings
These settings choose the vehicle, its road check and whether it's kept resupplied. The module only works synced to a Player Combat Support module, which reads them at mission start and creates the vehicle. Keep Order Markers is on the Combat Support module.
Presets that use this module: Ground convoy: transport, escort and recruits. Place one in the editor to see it set up.
It stops for nearly everything on the road and makes almost all of it safe, so convoys can follow it.
An armed vehicle's gunner returns fire while the driver keeps going; switch the tablet's ROE to Hold Fire to keep it quiet. Once it's standing by, pick it in another transport's Escort box to send it along as a guard.
More than half of what it finds goes off at the vehicle, so players will want to clear the road themselves.
When it runs low or can't move, a Military Logistics supply truck comes to it, if a Military Logistics module serves its side.
The vehicle's name on the tablet and over the radio.
AffectsShown in capitals. Orders come from the tablet only.
See it inGround convoy: transport, escort and recruits (MULE ONE), Ground convoy: transport, escort and recruits (MULE TWO)
The truck, armoured car or APC that's created, from a list of land vehicles that carry passengers across every loaded faction.
AffectsAlso decides the side it serves, unless you place your own vehicle with a crew on the module.
See it inGround convoy: transport, escort and recruits (B_Truck_01_covered_F), Ground convoy: transport, escort and recruits (B_MRAP_01_hmg_F)
A class name used instead of the list choice.
AffectsFor vehicles the list doesn't show. A civilian vehicle is crewed as EAST, so pick a military one.
Code run on the vehicle when it's created, with this the vehicle.
AffectsRuns again on each replacement.
How many seconds pass after this vehicle is lost before a replacement is built at its base.
AffectsLeave it empty, or enter 0, to use the Respawn Time on the Player Combat Support module (600 seconds, 10 minutes, unless changed). Any other number is used for this vehicle alone.
TryType 120 to get a replacement 2 minutes after a loss.
How many times this vehicle is replaced once it is lost. The count is kept for this vehicle alone.
AffectsLeave it empty to share the Ground Transport Respawn Limit on the Player Combat Support module (3 unless changed; empty there means no limit). 0 means this vehicle is never replaced, and once the count runs out it stays lost.
TryType 1 to allow a single replacement.
While it drives on an order, the crew watches the road 20 to 70 m ahead and stops for an IED or a mine.
AffectsIEDs from the Military IED Threat module, and mines laid by anyone but the vehicle's own side.
The chance, 0 to 100, that the crew makes a found device safe.
AffectsA failed roll sets the device off at the front of the vehicle.
See it inGround convoy: transport, escort and recruits (70), Ground convoy: transport, escort and recruits (70)
Military Logistics sends a supply truck to refuel, rearm and repair it.
AffectsAt base while it waits for orders, or where it stands when it can't move. Needs a Military Logistics module serving its side.
See it inGround convoy: transport, escort and recruits (1), Ground convoy: transport, escort and recruits (1)
Where the supply truck comes from.
AffectsDynamic sends it from a nearby friendly objective instead.
Highlights
Status
Pickup, Move, Road patrol between two map points, and Return to base, with speed and rules of engagement.
IEDs and other sides' mines found on the road ahead; the Disarm Chance decides, and a failure sets the device off at the vehicle.
Immobile instead of lost; serviced by Military Logistics in the field or at base; respawned within a limit.
A ground transport can have an armed ground escort, opens the tablet from Talk To Driver, and drives to spots off the road.
Testing
Place a Player Combat Support module and a Ground Transport module, sync them, and pick a vehicle (an armed one to see it fire back). In game open the Combat Support tablet, pick GROUND, the vehicle and an order, click the map and confirm. For a road patrol, use Set point A and Set point B. To see the road check, place a mine or an IED town on a road it will drive, and try Disarm Chance 100 and 0. Report anything the vehicle does that its order didn't ask for, and the RPT lines that start with 'ALiVE Combat Support - ground transport'. Leave an armed ground vehicle standing by, then give another ground transport an order with it chosen in the Escort box and check it trails 40 m behind. Click a spot about 100 m off the road for Move and check the vehicle leaves the road for the last stretch. Get in or stand next to it and use Talk To Driver.
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