ALiVE.OS · ALiVE 3 Development
Configures how players carry, tow, lift, load and persist objects across the mission.
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
Player Logistics governs the everyday scroll-wheel actions that let players interact with the world: picking up and carrying loose objects, towing vehicles, sling-loading with a helicopter, and loading or unloading cargo into vehicles. Carrying, towing, lifting and loading all start by themselves in any mission that has the ALiVE (Required) module, with every feature already switched on, so there's nothing to place to enable them. Players get the scroll-wheel actions as soon as they join, and again after a respawn, unless ACE is loaded, since ACE has its own carry and cargo. Players can still turn them on or off from the ALiVE menu, under Player Options, with Enable Logistics Actions. An optional Player Logistics (Settings) module can be placed if you want to switch some of them off again for the whole mission, without having to touch individual units or vehicles. It also controls whether logistics state (objects that were moved, dropped, or repositioned) is remembered between sessions, provided the ALiVE Data module is also in the mission; without it, nothing persists regardless of this setting.
Two filter lists give fine control over what the system touches: a blacklist that excludes specific object classes from every logistics interaction, and a carry whitelist that extends the carry and load feature to object classes that are not carryable by default. Syncing individual placed objects to the module also excludes just those objects, regardless of class. A third, per-object control exists too: an object can set ALiVE_sys_logistics_NOREMAP to true from its init field so it is always recreated from the save instead of being matched onto a nearby object of the same class.
Capabilities
Separate settings disable carrying, towing, lifting, loading/unloading, and persistence independently, or disable the whole logistics system with one setting.
A comma-separated list of class names that can never be carried, towed, lifted, or loaded, no matter what a mission maker syncs to the module.
A comma-separated list of additional class names that become carryable and loadable beyond the built-in carry list, which already covers ammo boxes and static weapons. Use it for object types that aren't on that list.
A yes/no switch that logs what happens to each saved object when a save loads: recreated, matched to one already there, or removed.
Objects placed in Eden are saved with a mark. Move one in Eden between sessions and the next load drops its old saved copy instead of making it again beside the moved one, so the Eden edit wins. Vehicles made during play come back from the save as before. A save made before 3 November 2026 has no marks yet, so one Eden move against it can still leave two of a vehicle, once. Clear Saved Vehicles and Buildings Only, under Persistent Data in the admin menu, starts the Player Logistics save over and keeps the AI Commanders' setup.
How to use it
Settings
ALiVE's player logistics (carrying, loading, towing and sling-lifting objects) is on in every mission by default, and this module is how you change it. Use it to switch the whole system off, turn off single actions, stop logistics objects being saved, or change which object types players can handle.
The logistics system never starts, so none of its actions, menus or saving exist in the mission.
The tow and helicopter lift actions are removed while carry and load stay.
Anything of a listed type, or anything based on it, can't be carried, loaded, towed or lifted.
Listed types join the built-in carry list, and anything carryable can also be loaded into vehicles. Ammo boxes, static weapons and most small props are already on that list, so this is for object types that aren't; if a player can't pick something up, its class belongs here.
Players start without the carry, load, tow and lift actions and turn them on with Enable Logistics Actions in the ALiVE menu, under Player Options.
Choices: Yes / No
Yes writes a line to the server's log for each saved object as a save loads: recreated, matched to one already there, or removed because it was destroyed. The Data module's Enable Debug turns the same lines on.
Choices: Yes / No
Yes switches off the whole logistics system for the mission: no carry, load, tow or lift actions, no logistics menu and no saving of logistics objects. It overrides everything else in this module.
Choices: Yes / No
Yes removes the carry and drop actions from players' action menus.
Choices: Yes / No
Yes removes the tow and untow actions, so players can't hook cars or boats behind a truck.
Choices: Yes / No
Yes removes the lift and release actions, so helicopters can't sling-lift cars, trucks or boats.
Choices: Yes / No
Yes removes the actions for loading objects into vehicles and unloading them.
Choices: Off (turned on in Player Options), On without ACE, On
Whether players get the logistics scroll actions (carry, load, tow, lift) as soon as they join, and back after every respawn.
AffectsOn without ACE leaves them off when ACE is loaded, as ACE has its own carry and cargo. Players can still turn them off in Player Options.
Choices: Yes / No
Yes stops logistics objects being saved and being restored: nothing players moved is written to the save, and nothing from an earlier save is put back, so objects start where the mission put them.
AffectsOnly has any effect when the ALiVE Data module is placed and working.
A comma separated list of class names that can't be carried, loaded, towed or lifted. Anything based on a listed class is blocked too.
TryEnter StaticWeapon to stop players carrying or loading any static weapon, or a single vehicle class to keep that one off the tow hook and the sling.
A comma separated list of extra class names players can carry, on top of the built-in list. Anything you add here can also be loaded into vehicles, but it doesn't make anything towable or liftable.
Overhaul
Status
All toggles, the blacklist, and the new carry whitelist are laid out clearly with working tooltips and descriptions.
The non-functional 3D toggle no longer appears, avoiding confusion during mission setup.
Mission makers can now extend which object classes are carryable and loadable without editing mission scripts.
The module's settings and descriptions are fully localised.
Player Actions at Start gives players the logistics actions on joining and after respawn.
ACE trenches and ACE fuel truck contents are saved, and boats are put back where players left them.
Testing
When testing, place the Player Logistics (Settings) module and try each toggle in turn: confirm that disabling carry, towing, lifting, or loading actually removes the matching scroll-wheel action from the player, and that the master "Disable Logistics" setting overrides everything else. Test the blacklist by adding a class name and confirming objects of that type can no longer be interacted with, and test the new Carry Whitelist by adding a class that is not normally carryable and confirming it can then be picked up and loaded. Also check that syncing an individual object to the module excludes just that object. If something behaves unexpectedly, note what setting was active, what object or class was involved, and any relevant log output. Also check Player Actions at Start: with On without ACE and no ACE loaded, the actions should be there on joining and again after a respawn.
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