ALiVE.OS · ALiVE 3 Development
Build the lists ALiVE asks you to type by looking at things in the world instead of hunting for classnames.
New in ALiVE 3 · in testing
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
Several ALiVE settings want a list of classnames: which buildings a garrison should fill and which positions inside them, which buildings a garrison must never use, which vehicles or units should never be spawned, which groups to blacklist. Writing those by hand means alt-tabbing to a config viewer, copying exact spellings, and counting building positions you cannot see. The Class Picker replaces that with looking at the thing you mean. Preview your mission and start the picker from the ALiVE menu, and every building near you is labelled with its class. Press Home to take the one under your crosshair, or Delete to blacklist it so no garrison ever puts men in it. Inside a building, every place a soldier can stand is numbered on screen, and End takes the one you are looking at.
Sync it to the placement modules it is picking for and it closes the loop by itself. Those modules' areas decide which buildings are worth labelling, so you only see what could actually be garrisoned. When you come back to the editor, what you picked is written straight into their Preferred Garrison Buildings setting and anything you blacklisted into their Garrison Building Blacklist, and Ctrl+Z takes it back if you change your mind. Next time you preview, it reads both settings back in, so buildings you already chose or blacklisted come up already marked and you adjust the lists rather than rebuilding them. It works only when previewing from the editor, so it is safe to leave placed in a mission you release.
Capabilities
Every building, vehicle or unit of the chosen kind within range carries its classname above it, in the exact spelling the config declares. Home takes what you are looking at and takes it back again if you change your mind. What you hold is listed on screen as you go.
Look at a building and every place a soldier can stand inside it is numbered. End takes the number you are looking at, and the order you take them in is the order they get filled. There is also an entry to take every position in a building at once, or give them all back.
Press Delete on anything you're looking at to send its class to the Garrison Building Blacklist instead of the preferred list, even a prop that isn't a proper building. Soldiers and vehicles are refused. Latrines, showers, sheds and props with no inside (fuel bladders, camo nets) go on it, and no synced garrison uses that class again. Blacklisted buildings are drawn in their own colour and written to the blacklist setting.
Sync the picker to the placement modules it's picking for and only buildings inside their areas are labelled, since those modules could never garrison anything outside. Buildings with nowhere to stand inside are left out too while the blacklist is empty. Once anything is on the blacklist they're labelled as well, so you can find and exclude them with Delete, but Home still won't take them.
Coming back to the editor writes the list into the synced modules' Preferred Garrison Buildings for you. The editor's own undo takes it back. You can also right click any placement module and apply the list to that one instead, and if you used Copy for a setting the list is on the clipboard too, should you rather paste it somewhere yourself.
On the next preview it loads whatever the synced modules already hold, so buildings you chose before come up already selected with their positions marked. You adjust an existing list instead of starting again, and writing back replaces rather than duplicates.
Set it to collect vehicles or units instead of buildings and the same picking builds the blacklists that go in a mission's init.sqf. Looking at a soldier also picks up the group he was spawned from, which no world object otherwise represents. The copy menu names the setting each list is for rather than the format it is in.
How to use it
init.sqf.Settings
The Class Picker is an editor helper: while you preview the mission from Eden, it labels buildings, vehicles or soldiers around you so you can collect classnames and garrison positions by looking at them. These settings choose what gets labelled, how far out, how the labels look and what happens to your picks when you return to the editor.
Only the building under your crosshair gets its standing positions numbered, so look at a building, then at the number you want, and take it.
Land vehicles, aircraft and boats around you are labelled. Position numbers only ever appear on buildings, so there's nothing to turn off. Copy the list for the vehicle blacklist from the ALiVE menu and paste it into init.sqf; it isn't written into a module when you return to the editor.
When the preview ends you're told what was collected and the synced modules are left alone until you apply it yourself.
Bigger text is easier to read against a bright sky, and a smaller range labels fewer buildings at once.
Choices: Buildings / Vehicles / Units
What gets labelled and collected: buildings (for garrison positions and building lists), vehicles (land vehicles, aircraft and boats) or soldiers. Aiming at a soldier that ALiVE spawned also collects the group he came from, for the group blacklist.
AffectsThe picker only runs while you preview from the editor, never in a played or hosted mission.
How far around you, in metres, things get labelled. A blank box, 0 or a negative number falls back to 75.
AffectsWhen the picker is synced to placement modules, only things inside those modules' areas are labelled, whatever kind you're collecting and however close anything else is.
TryKeep it at 75 in a dense town and walk to the next street rather than raising it, since a big range is expensive to draw.
Choices: Yes / No
Numbers the standing positions inside the building you're looking at, so you can choose a position by aiming at its number.
TrySet it to No when you only want classnames.
Choices: Yes / No
Whether labelling starts the moment the preview begins. On No, nothing is drawn until you start it from the ALiVE menu.
Choices: Apply to synced modules / Remind me / Do nothing
What happens to your picks when the preview ends: write them straight into the synced placement modules, just tell you what was collected, or do nothing.
AffectsThis only covers garrison positions and the garrison building blacklist. Vehicle, unit and group lists are copied to the clipboard for init.sqf and are never written into a module. Whichever you choose, you can still apply picks by hand: select a placement module, right-click it and use the ALiVE entries, and Ctrl+Z undoes an apply.
How big the classname labels are drawn. A blank box, 0 or a negative number falls back to 0.042.
Try0.06 if the names are hard to read against a bright sky.
How big the position numbers are drawn. A blank box, 0 or a negative number falls back to 0.06.
The font the labels are drawn in. A blank box goes back to PuristaBold; any Arma font name works, but a misspelt one isn't checked and the labels may not draw as you expect.
Highlights
Status
Classname labels, the two picking keys, and the running list of what is held all work. Looking at an ALiVE-spawned soldier recovers his group's CfgGroups class. A group id belonging to a compiled custom faction is refused with a reason, since it names nothing in the config and could not be blacklisted.
Numbered positions, taking one or all of them, and writing the finished list into synced placement modules on return to the editor. Verified on Stratis: a list of three classes already in the field was read back, a fourth building added, and four written, with the new position merged into an existing entry rather than duplicating it.
Every operation except the two picking keys is on the ALiVE menu, so the debug console is not needed. Entries say which way they would toggle: take what you are looking at, or remove it.
Delete collects buildings and props to keep garrisons out of. They're written into the synced modules' Garrison Building Blacklist on return, and read back on the next preview.
The garrison lists are written into the module for you. The others are not. Vehicle and group blacklists are globals a mission sets in its init.sqf, with no editor field anywhere to write them into, so those go by clipboard and are pasted by hand. The unit list is the odd one out: CQB does have a field for it, its Blacklist Units field, which takes individual unit classnames, not group classnames. The picker does not write there yet, but what it copies for the Unit blacklist can be pasted into that field as it is, because the module strips the brackets and quotes off before reading the names.
Testing
Sync a Class Picker to a military placement module that has a TAOR and preview, then open the ALiVE menu, choose Class Picker and Start picking, since Start on preview is No by default and nothing is drawn until you ask. Confirm only buildings inside the TAOR are labelled, and that a building with no interior positions, such as Land_dp_smallFactory_F, cannot be taken. While nothing is on the blacklist it shouldn't be labelled either; once the module's Garrison Building Blacklist holds anything, or you've pressed Delete on something, it will be. Take a couple of buildings and some positions inside them, press Delete on a latrine or shed to blacklist it. Escape back to the editor and confirm the module's Preferred Garrison Buildings now holds what you picked and its Garrison Building Blacklist holds what you excluded, then press Ctrl+Z and confirm it comes back out. Preview again and confirm the buildings you chose come up already selected, add one more, return, and confirm the field holds every class exactly once rather than listing any of them twice. Run the mission properly and confirm the garrisons fill the positions you chose, in the order you chose them. Then check the safety cases: host the same mission rather than previewing it and confirm the picker does nothing at all and never takes the Home or End keys, and place two pickers wired to modules of different sides and confirm only the one matching the side you are playing starts up.
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