ALiVE.OS · ALiVE 3 Development
Set AI accuracy, reactions and courage per faction, and let soldiers take cover and fire back on their own.
Overhaul complete · 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
Military AI (called Military AI Skill in Eden before 2 November 2026) lets a mission maker set how good the AI in a mission is at fighting, per faction, instead of accepting Arma's one-size-fits-all difficulty. Place the module once, assign factions to a Recruit, Regular, Veteran or Expert tier (or hand-tune every value for a faction under Custom Skill Values), and every unit belonging to that faction gets those accuracy, reaction, spotting, courage and reload characteristics for the rest of the mission. If no faction is assigned to any tier and none is set to Custom, the module changes nobody's skill. Its Soldier Behaviour switch, off by default, also has the soldiers of spawned ALiVE groups take cover and fire back on their own when they're shot at. Missions saved with the old module load unchanged, since only its name in Eden changed.
This is what gives a mission its sense of "these guys are green militia" versus "these guys are elite operators" without a mission maker having to script setSkill calls by hand.
Capabilities
Assign whole factions to one of four fixed skill tiers, from poorly-trained militia up to elite special forces, without touching individual numbers.
A single list now handles all four tiers plus custom, with a cycle button to switch which tier's ticks are showing, replacing the old wall of separate boxes.
Set exact accuracy, reaction, spotting, courage and reload values per faction when a mission needs something the four presets don't cover.
Type in faction class names by hand for factions (including mod content) that don't show up in the automatic list.
With Soldier Behaviour on, a soldier under fire picks the best cover within 25 m on the far side from the shooter: walls, rocks, trees and buildings on the map, plus sandbags and walls the mission places. Behind low cover he hides, then rises to fire over it for 2 to 5 seconds. At a corner, a tree or the end of a wall he steps about 2 m out to fire, then back. Garrisoned men never leave their post: they duck below a window sill if that hides them, then stand to fire. Recruits go to ground sooner and stay down longer; experts hold out.
How to use it
Settings
These settings decide how well the AI of each faction fights: how accurately they shoot, how quickly they spot you, how brave they are and how well their leaders command. You tick factions into one of four fixed skill levels or into a Custom level, and the Custom Skill Values section sets the numbers that Custom level uses.
Recruit gives the lowest aim accuracy and courage of the presets and the highest chance of running away.
Expert gives the best aim, spotting, courage and reload speed of the presets, and they rarely run.
The Custom tier uses the numbers in the Custom Skill Values section, so you can pair good marksmanship with low morale.
The module writes the faction list for each tier and every skill it sets to the log file.
Choices: Yes / No
Writes the skill tiers, the Custom values and a line for every soldier whose skill is set to the log file. It doesn't change how the AI behaves.
Picks which factions get which skill level: Recruit, Regular, Veteran and Expert use fixed values, and Custom uses the numbers in the section below. If a faction is ticked under more than one tier, the later tier in that order wins, with Custom last. The button above the list switches between the five tiers; the ticks you see belong to the tier shown. Faction class names that aren't in the list can be typed into the Override Entries box, separated by commas, and they're added to the tier shown when you close the dialog.
AffectsIf you leave every tier empty, Custom included, the module changes nobody's skill, so tick the factions you want set.
TryTick a faction under Veteran for a noticeably sharper enemy without going all the way to Expert.
No longer shown in the editor, as it never made any difference to a soldier's skills. A mission's saved value still loads.
No longer shown in the editor, as it never made any difference to a soldier's skills. A mission's saved value still loads.
How accurately Custom-tier soldiers shoot, from 0 to 1. Lower numbers mean more shots go wide.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
Try0.05 is what the Regular preset uses, so anything much above that makes a Custom faction noticeably deadlier.
How much Custom-tier soldiers' aim wobbles, from 0 to 1. Higher means more sway.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
How quickly Custom-tier soldiers bring their weapon onto a target and track it, from 0 to 1.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
How far away Custom-tier soldiers can spot targets, from 0 to 1. Higher means they notice you from further off.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
How quickly Custom-tier soldiers recognise and react to something they've spotted, from 0 to 1. Lower means slower reactions.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
How willing Custom-tier soldiers are to push on under fire, from 0 to 1.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions; works together with Cowardice.
How likely Custom-tier soldiers are to break and run when things go badly, from 0 to 1. 0 means they never flee; higher numbers make them run sooner.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
Try0.7 gives a faction that falls apart once it takes losses.
How quickly Custom-tier soldiers reload, from 0 to 1. Higher means faster.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
How well Custom-tier group leaders run their squad, from 0 to 1. All four presets use 1.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
An overall skill value for Custom-tier soldiers, from 0 to 1, that the game weighs into their other skills.
AffectsOnly used by factions ticked under Custom in Skill Tier Factions.
TryLower it to 0.2 to weaken a Custom faction across the board without touching the other values.
At the moment it makes no difference: the value is passed to the game, but Arma 3 ignores the endurance skill.
Choices: No / Yes
Soldiers in spawned ALiVE groups take cover and fire back on their own when shot at, then hand back to their group's orders. It never takes over the group leader, soldiers in vehicles, or a group a player is in.
AffectsHow long a soldier stays down and how often he looks out follows his faction's skill tier above: a recruit waits 6 seconds before his first look, then 10 to 14 between looks; an expert 2, then 3 to 6; a faction in no tier 3, then 6 to 10.
Choices: 16 / 32 / 48 / 64
How many soldiers each machine (the server, each headless client) looks after at once. More costs more frame time.
AffectsShows only with Soldier Behaviour on.
Choices: 1 minute / 2 minutes / 3 minutes / 5 minutes
The longest a soldier keeps reacting on his own before he hands back to his group's orders.
AffectsShows only with Soldier Behaviour on.
Overhaul
Status
The ten-attribute layout (per-tier list plus manual field, times five tiers) has been replaced by one picker with a tier-cycle button and proper multi-select.
A tooltip hint explains the multi-select controls directly where mission makers configure factions.
The unused Endurance field is now clearly marked as having no effect in Arma 3.
Tier names, tooltips and the new hint text are translated into several additional languages.
Choosing Yes now writes the tiers, Custom values and each soldier's skill to the log.
A module created by script uses the editor's Custom Skill Value defaults instead of 0.
They had no effect on a soldier's skills, so the editor no longer shows them.
Bushes count as cover. The group leader keeps walking while his men hold cover. Now and then a soldier stops where nothing hides him and lies prone in the open.
Testing
Place a Military AI module in Eden, open its attributes, and try the consolidated faction picker: cycle between Recruit, Regular, Veteran, Expert and Custom, tick several factions in one tier using Ctrl+click and Shift+click, then switch tiers and confirm the previous tier's ticks are still remembered. Check that the multi-select hint text is visible in the tooltip and reads correctly if you switch the game language. Confirm the Endurance field under Custom Skill Values is labelled as unused, and that Minimum and Maximum Ability aren't shown. Place a module with no faction ticked and check that nobody's skill changes. Set Enable Debug to Yes and look for the tier lists and a "Skill set on" line per soldier in the log. In a test mission, assign one faction to Recruit and another to Expert, run the mission, and watch for a noticeable difference in how each side shoots and reacts (a fully-manned firefight is the easiest way to feel the difference). If something behaves oddly, note which faction, which tier or custom values were set, and include the mission's game log (RPT) if possible.
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