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ALiVE.OS · ALiVE 3 Development

Military AI

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.

On this page

Overview

What Military AI does

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

What it handles

TIER PRESETS

Recruit / Regular / Veteran / Expert presets

Assign whole factions to one of four fixed skill tiers, from poorly-trained militia up to elite special forces, without touching individual numbers.

MULTI-SELECT PICKER

One consolidated faction picker

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.

CUSTOM VALUES

Full manual control

Set exact accuracy, reaction, spotting, courage and reload values per faction when a mission needs something the four presets don't cover.

OVERRIDE ENTRIES

Free-text faction entry

Type in faction class names by hand for factions (including mod content) that don't show up in the automatic list.

SOLDIER BEHAVIOUR

Soldiers take cover and fire back on their own

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

Getting started

  1. Place the Military AI moduleDrag the Military AI Skill module into Eden. It doesn't need syncing to anything; it applies mission-wide once placed.
  2. Pick a skill tier for each factionIn the module's attributes, use the Skill Tier Factions picker under Skill Presets by Faction. Cycle the tier button through Recruit, Regular, Veteran and Expert, then tick the factions for each tier (Ctrl+click and Shift+click select several at once).
  3. Set up a custom tier if neededFor a faction that needs exact values, put it under Custom in the picker, then set the numbers under Custom Skill Values (Aim Accuracy, Aim Shake, Aim Speed, Spot Distance, Spot Time, Courage, Cowardice, Reload, Commanding, General). Endurance has no effect in Arma 3 and is marked unused.
  4. Turn on Enable Debug for a log entrySet Enable Debug to Yes to have the module log which factions went to which tier, the Custom values, and a line for each soldier whose skill is set.
  5. Run the mission and compare factions in a firefightPut one AI faction on Recruit and another on Expert, start the mission and watch them fight. The Expert faction should shoot more accurately, react faster and hold its ground; the Recruit faction should miss more and flee sooner.
  6. Turn on Soldier Behaviour if you want itSet Soldier Behaviour to Yes. It works on ALiVE's own soldiers on foot in spawned groups, never the group leader, on whichever machine owns the group: the server or a headless client. Each soldier hands back to his group's orders after a spell of quiet (15 seconds for experts, 20 for factions in no tier, 30 for recruits), when the group gets new orders, when a player joins the group, when the group moves to another machine, or after Max Time In A Fight.

Settings

Every setting, and what it does

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.

Quick setups

A sloppy, easily broken militia

  • Skill Tier Factions: tick the militia faction under Recruit

Recruit gives the lowest aim accuracy and courage of the presets and the highest chance of running away.

A hard-hitting elite enemy

  • Skill Tier Factions: tick the faction under Expert

Expert gives the best aim, spotting, courage and reload speed of the presets, and they rarely run.

Fine-tuned AI that shoots straight but breaks under pressure

  • Skill Tier Factions: tick the faction under Custom
  • Aim Accuracy: 0.6
  • Courage: 0.2
  • Cowardice: 0.7

The Custom tier uses the numbers in the Custom Skill Values section, so you can pair good marksmanship with low morale.

Check which factions got which skill

  • Enable Debug: Yes

The module writes the faction list for each tier and every skill it sets to the log file.

General

1 setting
Enable DebugDefault: No

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.

Skill Presets By Faction

1 setting
Skill Tier FactionsDefault: (empty)

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.

Custom Skill Values

7 settings

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.

Aim AccuracyDefault: 0.3

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.

Aim ShakeDefault: 0.9

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.

Aim SpeedDefault: 0.3

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.

Spot DistanceDefault: 0.9

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.

Spot TimeDefault: 0.5

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.

Custom Morale and Command

6 settings
CourageDefault: 0.7

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.

CowardiceDefault: 0.3

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.

ReloadDefault: 0.3

How quickly Custom-tier soldiers reload, from 0 to 1. Higher means faster.

AffectsOnly used by factions ticked under Custom in Skill Tier Factions.

CommandingDefault: 1

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.

GeneralDefault: 0.5

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.

Endurance (unused)Default: 0.3

At the moment it makes no difference: the value is passed to the game, but Arma 3 ignores the endurance skill.

Soldier Behaviour

3 settings

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.

Max Time In A FightDefault: 3 minutes

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

What changed

  • Military AI, with Soldier BehaviourThe module is now called Military AI in Eden and has a Soldier Behaviour section, off by default. With it on, soldiers in spawned ALiVE groups take cover and fire back on their own when shot at: over low walls, round corners and trees, and out of windows when garrisoned, at a pace set by their skill tier.
  • Enable Debug worksChoosing Yes used to do nothing, with no sign of why. It now writes the faction list for each tier, the Custom values and a line for every soldier whose skill gets set to the log.
  • A unit that matched one skill still gets the restA soldier who already matched one of his tier's aiming skills was skipped, so he kept his old skills. Now he's only skipped when all three aiming skills already match.
  • Script-made modules use the editor's Custom valuesA Military AI module created by script rather than placed in Eden used to fall back to 0 for every Custom Skill Value, so custom-skilled AI were as poor as they could be. Each value now falls back to its editor default.
  • An empty module says it changes nothingWith no faction ticked in any tier, Custom included, Military AI sets nobody's skill. The Skill Tier Factions tooltip now says so.
  • Minimum and Maximum Ability are hiddenThey never made any difference to a soldier's skills, so they're no longer shown under Custom Skill Values. A mission's saved values still load.
  • One picker for every tierSkill Tier Factions replaces the old per-tier list boxes. Cycle the tier button, tick factions (Ctrl+click and Shift+click select several), and switch tiers without losing ticks. Missions saved with the old list boxes still load.

Status

Where it stands

Delivered

Consolidated multi-select faction picker

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.

In-editor guidance

A tooltip hint explains the multi-select controls directly where mission makers configure factions.

Honest labelling of a dead setting

The unused Endurance field is now clearly marked as having no effect in Arma 3.

Wider translation coverage

Tier names, tooltips and the new hint text are translated into several additional languages.

Enable Debug fixed

Choosing Yes now writes the tiers, Custom values and each soldier's skill to the log.

Custom values fixed for script-made modules

A module created by script uses the editor's Custom Skill Value defaults instead of 0.

Min and Max Ability hidden

They had no effect on a soldier's skills, so the editor no longer shows them.

In progress

Soldier Behaviour: known limits

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

How you can help

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

Updates to this page

  • 2026-11-02
    With Soldier Behaviour on, soldiers in cover look over walls, round corners and out of windows to shoot back, and garrisoned men keep their post.
  • 2026-11-02
    Soldiers handed back by Soldier Behaviour no longer stay kneeling or hold their group up.
  • 2026-11-02
    Soldier Behaviour carries on when groups move to a headless client.
  • 2026-11-02
    Soldier Behaviour follows the skill tier: recruits go to ground sooner and stay down longer, experts hold out and look out sooner.
  • 2026-11-02
    With Soldier Behaviour on, soldiers under heavy fire get behind something solid, kneel, and rise to shoot back.
  • 2026-11-02
    With Soldier Behaviour on, soldiers feel the fire aimed at them: rounds passing close or hitting nearby raise their alarm, explosives most, rifles least.
  • 2026-11-02
    The AI Skill module is now called Military AI in Eden, with a new Soldier Behaviour switch (off by default). Saved missions load unchanged.
  • 2026-11-01
    In Eden the custom skill values only show when a faction is set to use them.
  • 2026-10-27
    In Eden this module's settings now sit under shorter headers, at most 8 settings in a group, and the Settings section here follows the same headers. Every setting keeps its name and default, so saved missions load as before.
  • 2026-10-03
    An AI Skill module made by script now uses the editor's custom skill values instead of 0 for each.
  • 2026-09-28
    Minimum and Maximum Ability are no longer shown under Custom Skill Values, as they made no difference to a soldier's skills. A unit that happens to match one of its tier's skills now gets the rest of them too.
  • 2026-09-18
    The Enable Debug option works. Choosing Yes did nothing at all, with no sign of why. The skill values the module works out for each faction now appear in the log.
  • 2026-07-27
    Overhaul briefing first published.