ALiVE.OS · ALiVE 3 Development
Builds the object and objective data new maps need before other ALiVE modules can use them.
In development · 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
Map Indexer is a one-time setup tool, not something used during normal missions. It is placed as an Eden module - only one can exist per mission, since a second module is ignored - and its job is to build the underlying map data that every other ALiVE module depends on: where the buildings are, what kind of building each one is, and where military and civilian objective areas should go.
Mission makers only need this when preparing a brand new map for ALiVE that has not been indexed before. Once triggered from the in-game ALiVE menu, it scans the terrain, walks the mission maker through categorizing unfamiliar objects if needed, and then automatically works out sector and objective clusters for both military and civilian activity. It needs DeWrp to read the terrain, and a copy of ALiVE in a folder named exactly @ALiVE inside the Arma 3 folder, with the ALiVEClient_x64.dll that comes with ALiVE at the top of it. For a terrain on the Steam Workshop, the Index a Terrain page in the Platform section does the whole job on ALiVE's indexing server instead, with nothing to set up.
This is a developer-facing utility more than a player feature. Most people playing or building missions on already-supported maps will never need to run it.
In short, if a map already has ALiVE support, this module has no effect on gameplay. It only matters the first time someone brings a new, unsupported map into ALiVE.
Capabilities
Scans every object placed on a map (buildings, roads, terrain features) and sorts them into categories such as military buildings, civilian housing, power and comms infrastructure, ports, rail, and fuel sites. This is the raw data every other ALiVE module reads to know where things are on a given map.
After the object scan, it automatically builds sector data and then generates military and civilian objective clusters, merging them together into the final dataset other ALiVE modules use to place tasks, spawn forces and pick locations.
For a brand new map with no existing ALiVE data, it walks the mission maker through categorizing each unique object type one at a time using an in-game picker, since the module cannot guess what a building represents without help. It can also mark trenches and bunkers as fieldworks, and fills in objects the shipped indexes already agree on.
Includes settings for pointing at a custom map PBO path, overriding the map boundary size for non-standard terrains, and choosing an operating system option to work around indexing crashes.
How to use it
Addons\map_Stratis.pbo). It goes straight to ALiVEClient, so the default placeholder path fails the scan, even on a standard map. Pick the map's Composition Environment, and set Custom MapBound only for a non-standard terrain size.@ALiVE inside your Arma 3 folder, not from the Workshop copy, with ALiVEClient_x64.dll and alive_object_blacklist.txt at the top of it. It also needs DeWrp to read the terrain, and BattlEye off for the run. The Submit a Terrain page covers each of these.Settings
These settings tell the Map Indexer which map file to index and how to treat the objects it finds. It's a tool for adding ALiVE support to a new map and relies on the ALiVE plugin to do the indexing itself. Indexing doesn't start on its own: you start it from the ALiVE menu once you're in the mission as a player, and the object categorisation and exported map data are only produced when the plugin finds no static data for the map already.
You won't be asked to categorise each unique object on the map; the indexer uses its built-in default categories instead. Either way the step only runs when the map has no static data yet.
Objects every shipped index agrees on are filled in for you; you only categorise the ones they don't. On Malden, Altis, Tanoa, Chernarus and Takistan that's 97 to 100% of the categorised objects done for you.
This switches the plugin to its other compatibility mode, which the tooltip suggests trying after a crash.
The desert composition set is written into the exported map data, so ALiVE places desert-style compositions there without you editing the file afterwards. This only happens when the indexer builds fresh static data; if the map already has some, that step is skipped and nothing is written.
Choices: Yes / No
Yes means you'll be asked to categorise each unique object on the map when the indexer builds the map's static data. No skips that and uses a built-in default set matched on common building names. Either way this step only runs when the plugin finds no existing static data for the map.
Choices: Yes / No
Only matters when Object Categorization is Yes. Yes fills in, and skips, every object the shipped terrain indexes all categorise the same way (5,490 models, most of the houses and clutter on the common maps), so you're only asked about the rest. The RPT says how many were filled in. No asks you about every object.
The path and file name of the map's PBO, relative to your Arma 3 folder. It's handed to the plugin as typed, with no check, so replace the example text with your map's real path.
A map size in metres to use instead of the map's own size. Leave it at 0 to use the map's own size; any other value should cover the whole map, rounded up to the nearest 1000. It sizes the sector grid the indexer builds on every run, but it's only written into the exported map data when the indexer builds fresh static data, so a map that already has static data keeps the size already saved there.
TrySet 16000 for a map whose playable area runs to about 15.3 km but reports a smaller size.
Choices: Windows 7 / Windows 10
How the indexer starts DeWrp, the tool that reads the terrain. Windows 7 runs it in a command window from C:\Program Files (x86)\Mikero\DePboTools\bin, so that folder has to exist with DeWrp in it, whatever your PATH says. Windows 10 starts it with no window and finds it through your Windows PATH, which Arma only picks up once Steam has been restarted. If Arma crashes as the scan starts, try the other choice.
Choices: Urban / Woodland / Desert / Jungle / Pacific / Bocage
The kind of terrain this map is, which decides the set of ALiVE compositions used on it. It's written into the exported map data when the indexer builds fresh static data, so you don't need to add it by hand after indexing. If the map already has static data that step is skipped and nothing is written, though the choice still steers composition picks during the indexing run.
Recent work
Status
Placing the module and triggering it from the ALiVE menu runs through the full pipeline: object scan, categorization prompts when needed, sector generation, and military plus civilian cluster generation, with on-screen progress messages at each stage. In game it pauses twice for a key press: once the static data is ready, and again at the end.
Custom map options let you point the indexer at a specific map PBO file and override the map boundary size. The Operating System and Object Categorization settings now take effect as well; both were being discarded before anything read them, so every run behaved as though the defaults had been left alone.
With nobody connected, it skips the wait for a player and both key presses. The object categories then have to be in the map's static data file already, because only a player can categorise objects in game; without that file the run stops and says so in the RPT.
The Index a Terrain page in the Platform section takes a terrain's Steam Workshop link and runs the whole job on ALiVE's indexing server: download, object scan, sorting the objects, sectors and objectives. You follow each step on the page, check every object's categories at the end and send the result in for review.
The analysis runs in about half the time it did. Placing a second Map Indexer now shows a warning and the second module does nothing, instead of the two quietly fighting over settings.
Testing
This is only relevant when testing a map that has not been indexed for ALiVE before. Place the Map Indexer module in Eden, start the mission, open the ALiVE menu in-game and choose Map Indexer. Watch for the on-screen progress messages (starting index, categorizing objects if prompted, generating sector and cluster data, completion message) and check the RPT log if it stops partway through or reports a problem. If the map is already indexed, running this module has nothing to check, it is not part of normal mission testing.
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