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ALiVE.OS · ALiVE 3 Development

Class Picker

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.

On this page

Overview

What Class Picker does

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

What it handles

Pick by looking

Classnames drawn on the world

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.

Garrison positions

Numbered standing positions

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.

Blacklist

Buildings no garrison may use

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.

Scoped by sync

Only what the synced modules cover

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.

Write back

Into the module, not the clipboard

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.

Round trip

Reads back what is already set

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.

Other lists

Vehicles, units and groups

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

Getting started

  1. Place the module and sync itDrag Class Picker into the editor and sync it to the placement modules it's picking for. The sync lines decide what it offers, what it writes to and which buildings it labels.
  2. Preview the missionStart on preview is No by default, so nothing is drawn until you ask. Open the ALiVE menu, choose Class Picker, then Start picking. Buildings of the chosen kind inside the synced modules' areas get labels, and anything those modules already hold comes up selected.
  3. Take the buildings you wantPut the crosshair on a building and press Home; press it again to give it back. Press Delete instead to keep garrisons out of it. A building with nowhere to stand inside can't be taken.
  4. Take the positions inside themLook at a building and its standing positions are numbered. Press End to take the one you're looking at. The order you take them in is the order they get filled. The ALiVE menu also has an entry to take every position in a building at once.
  5. Copy a list only if you need it elsewhereGarrison picks and exclusions are written into the synced placement modules when you return, so you don't need to copy them. Open the ALiVE menu, choose Class Picker, then Copy for a setting, when you want a list on the clipboard instead, for example the vehicle, unit or group blacklists that go in init.sqf.
  6. Return to the editorPress Escape. With On returning to the editor on Apply to synced modules, your garrison positions go into Preferred Garrison Buildings and your exclusions into Garrison Building Blacklist on the synced placement modules, and a notification says what went where. Ctrl+Z takes it back. You can also right click a placement module and choose ALiVE, then Apply Picked Garrison List (or Apply Picked Blacklist), to apply it to that one instead.
  7. Start from the Khe Sanh Valley exampleOpen the ALiVE Khe Sanh Valley scenario in the editor. A Class Picker is placed, and a Military Placement module holds a preferred-positions list (a bunker tower and trench firing points) plus a blacklist keeping signal towers, showers and latrines out. Another holds a list for the hex pillbox bunkers.

Settings

Every setting, and what it does

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.

Quick setups

Pick garrison positions inside buildings

  • Collect: Buildings
  • Show position numbers: Yes
  • Start on preview: Yes

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.

Build a vehicle blacklist

  • Collect: Vehicles

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.

Review picks before they're written into modules

  • On returning to the editor: Remind me

When the preview ends you're told what was collected and the synced modules are left alone until you apply it yourself.

Labels that are easier to read in a busy town

  • Classname size: 0.06
  • Range (m): 50

Bigger text is easier to read against a bright sky, and a smaller range labels fewer buildings at once.

General

5 settings
CollectDefault: Buildings

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.

Range (m)Default: 75

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.

Start on previewDefault: No

Choices: Yes / No

Whether labelling starts the moment the preview begins. On No, nothing is drawn until you start it from the ALiVE menu.

On returning to the editorDefault: Apply to synced modules

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.

Labels

3 settings
Classname sizeDefault: 0.042

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.

Label fontDefault: PuristaBold

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

What it brings

  • No more hunting for classnamesThe setting that started this asks for building classes and the position numbers inside them. Both were previously found by alt-tabbing to a config viewer and running a line of script in the debug console to list numbers you then had to match to places in the building by trial and error.
  • Position numbers you can seeStanding positions are drawn in place inside the building, so choosing which of them get manned is a matter of looking at them. Positions that read as the map origin are left out, since the seating code refuses to use them anyway.
  • Keep garrisons out of buildingsPress Delete on a building, or any prop, and its class goes to the Garrison Building Blacklist of the synced placement modules when you return to the editor. It has its own list, separate from your Home picks, and it accepts buildings with nowhere to stand inside, which are the ones worth excluding.
  • Adjust a list instead of rebuilding itOn the next preview the picker reads back the Preferred Garrison Buildings and Garrison Building Blacklist of the synced modules, so what you chose before comes up already marked and writing back replaces the old list rather than adding to it.
  • The sync line does the thinkingWhat the picker is wired to decides which settings it offers to fill, which modules it writes to, and which buildings are worth labelling. There is no side or target setting to keep in step with the wiring, because the wiring is the setting.
  • Safe to leave in a released missionIt runs only when previewing from the editor. Hosted and dedicated sessions ignore it entirely, so players never get the picking keys, and its settings and sync lines are still there the next time you want to change what gets garrisoned.

Status

Where it stands

Delivered

Picking buildings, vehicles, units and groups

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.

Garrison positions and the write back

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.

The ALiVE menu

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.

Garrison building blacklist

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.

Planned

Vehicle, unit and group lists still go by clipboard

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

How you can help

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

Updates to this page

  • 2026-10-19
    Typed number settings now show their unit in the label, for example Range (m).
  • 2026-09-25
    Range's tooltip now says that when the picker is synced to placement modules, only things inside their TAOR markers are labelled.
  • 2026-09-04
    The Khe Sanh Valley scenario now ships with a Class Picker already placed, so there's a worked example to open. Its Military Placement module carries lists built with it: hex pillbox bunkers as preferred garrison positions, signal towers, showers and latrines kept out.
  • 2026-09-04
    Delete now works on props that aren't houses. Aiming at a fuel bladder, camo net or sandbag wall used to do nothing at all. Aiming at a soldier or vehicle still refuses, and now says why.
  • 2026-09-02
    The Class Picker can now collect buildings to blacklist against garrisons. Look at one and press Delete: it turns red, the monitor lists it, and coming back to the editor writes it into every synced module's Garrison Building Blacklist.
  • 2026-09-02
    The right click menu carries the same option, and ALiVE, Apply Picked Blacklist writes the collected list in by hand if you need it.
  • 2026-09-02
    Delete keeps its own list, separate from the Home picks, so a session that collects both writes each to its own setting. Unlike Home, Delete accepts a building with nowhere to stand inside it. Props with no positions are the ones worth excluding.
  • 2026-09-02
    Start on preview is now off by default, so the labels appear when you ask for them from the ALiVE menu.
  • 2026-09-01
    New module. Sync the Class Picker to the placement modules it picks for: it labels only their areas, offers only the settings they use, and writes the finished list into them when you return to the editor.