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ALiVE.OS · ALiVE 3 Development

Player Logistics (Settings)

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.

On this page

Overview

What Player Logistics (Settings) does

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

What it handles

TOGGLES

Per-feature on/off switches

Separate settings disable carrying, towing, lifting, loading/unloading, and persistence independently, or disable the whole logistics system with one setting.

BLACKLIST

Exclude classes from logistics

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.

CARRY WHITELIST

Allow extra classes to be carried

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.

DEBUG

Debug logging

A yes/no switch that logs what happens to each saved object when a save loads: recreated, matched to one already there, or removed.

EDEN EDITS

Move a saved object in Eden and the move sticks

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

Getting started

  1. Place the Player Logistics (Settings) moduleDrop one Player Logistics (Settings) module anywhere in the editor. It applies mission-wide, so it doesn't need syncing to any player or group.
  2. Leave feature toggles at default to test full logisticsWith every Disable setting on No and Player Actions at Start on its default (On without ACE), join as a player without ACE loaded. The scroll-wheel actions should be there without turning them on in Player Options. Check you can carry loose objects, tow vehicles, sling-load with a helicopter, and load or unload cargo.
  3. Flip individual toggles to confirm each feature can be switched offSet Disable Carry, Disable Towing, Disable Lifting, or Disable Load/Unload to Yes one at a time and confirm the matching scroll-wheel action disappears in game, then set Disable Logistics to Yes and confirm all logistics actions are removed at once.
  4. Test the Blacklist settingAdd a class name to the Blacklist field (separate several with commas) and confirm objects of that class can no longer be carried, towed, lifted or loaded, even with the other toggles left on.
  5. Test the Carry Whitelist settingAdd a class name that is not normally carryable to the Carry Whitelist field and confirm a player can now pick it up and load it into a vehicle.
  6. Sync a specific object to exclude it individuallySync one placed object directly to the module and confirm that object alone is excluded from logistics interactions, while other objects of the same class still work.

Settings

Every setting, and what it does

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.

Quick setups

No ALiVE logistics at all

  • Disable Logistics: Yes

The logistics system never starts, so none of its actions, menus or saving exist in the mission.

Players carry and load crates, but can't move vehicles

  • Disable Towing: Yes
  • Disable Lifting: Yes

The tow and helicopter lift actions are removed while carry and load stay.

Stop players dragging certain objects around

  • Blacklist: Land_Cargo20_military_green_F

Anything of a listed type, or anything based on it, can't be carried, loaded, towed or lifted.

Let players carry and load an object ALiVE normally ignores

  • Carry Whitelist: the object's class name

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.

Make players switch the logistics actions on themselves

  • Player Actions at Start: Off (turned on in Player Options)

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.

General

1 setting
Enable DebugDefault: No

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.

Features

7 settings

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.

Disable CarryDefault: No

Choices: Yes / No

Yes removes the carry and drop actions from players' action menus.

Disable TowingDefault: No

Choices: Yes / No

Yes removes the tow and untow actions, so players can't hook cars or boats behind a truck.

Disable LiftingDefault: No

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.

Player Actions at StartDefault: On without ACE

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.

Filters

2 settings
BlacklistDefault: (empty)

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.

Carry WhitelistDefault: (empty)

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

What changed

  • Players get the actions when they joinCarry, load, tow and lift no longer have to be switched on in Player Options, and they come back after a respawn. The new Player Actions at Start setting offers Off, On without ACE (the default, since ACE has its own carry and cargo) or On.
  • ACE trenches are savedWith ACE loaded, a trench dug all the way with the entrenching tool is saved with its position and facing and put back after a load. One removed with the shovel is dropped, and a half-dug trench isn't kept. Needs Disable Persistence at No and the ALiVE Data module.
  • ACE fuel trucks keep their fuelA half-emptied ACE fuel truck used to come back full after a reload. Its remaining litres, and an ammo truck's supply points, are now saved once ACE has started counting them.
  • Boats and flagged objects come back rightA boat placed in Eden and moved by a player is put back where it was left instead of a second one appearing, and one destroyed in a session stays gone. An object a mission keeps out of Player Logistics now stays where the mission puts it on reload.
  • No second lift for a loaded helicopterA helicopter already carrying a sling load is no longer offered Lift object for the vehicle hanging on its own ropes.
  • Carry Whitelist and a debug switchCarry Whitelist adds extra object classes to the carry and load system. Enable Debug now writes one log line per saved object as a save loads (recreated, matched or removed).

Status

Where it stands

Delivered

Eden settings audit complete

All toggles, the blacklist, and the new carry whitelist are laid out clearly with working tooltips and descriptions.

Dead setting removed

The non-functional 3D toggle no longer appears, avoiding confusion during mission setup.

Carry whitelist shipped

Mission makers can now extend which object classes are carryable and loadable without editing mission scripts.

Translations complete

The module's settings and descriptions are fully localised.

Actions on at join

Player Actions at Start gives players the logistics actions on joining and after respawn.

Saving improvements

ACE trenches and ACE fuel truck contents are saved, and boats are put back where players left them.

Testing

How you can help

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

Updates to this page

  • 2026-11-03
    An admin can start the Player Logistics save over without touching the AI Commanders: Clear Saved Vehicles and Buildings Only, under Persistent Data in the admin menu. Objects stay in the game until the mission restarts, and nothing more is saved for them until then.
  • 2026-11-03
    Moving a saved vehicle or object in Eden between sessions no longer leaves two of it: the Eden edit wins. A save made before this can still double one once.
  • 2026-11-01
    In Eden the logistics options and filters hide while logistics is disabled.
  • 2026-10-22
    Loading a save no longer stops with "Undefined variable _object" when something stowed in a vehicle or crate was destroyed in an earlier session; that item is skipped and the rest is restored.
  • 2026-10-17
    Vehicles bought at a Recruitment point are now kept by a persistent save, with who bought them and what they cost, so they can still be dismissed for a refund after a reload. They used to vanish on every reload.
  • 2026-10-13
    Players get the carry, load, tow and lift actions when they join, and back after a respawn. New setting Player Actions at Start; On without ACE by default.
  • 2026-10-10
    An ACE fuel truck keeps the fuel it has left across a save.
  • 2026-10-03
    With ACE loaded, a trench dug all the way with the entrenching tool is now saved by Player Logistics and comes back after a load. One removed with the shovel is dropped from the save.
  • 2026-09-30
    A helicopter already carrying a load on its sling ropes is no longer offered Lift object. It used to be offered the vehicle hanging on its own ropes.
  • 2026-09-28
    Enable Debug now switches on a log line for each saved object as a save loads: recreated, matched to one already there, or removed. The Data module's Enable Debug does too.
  • 2026-09-27
    A boat placed in the mission and moved by a player is now put back where it was left after a reload, rather than a second one appearing, and one destroyed in a session stays gone. An object a mission keeps out of Player Logistics now stays where the mission puts it.
  • 2026-09-25
    Blacklist and Carry Whitelist now have tooltips that match what they do.
  • 2026-08-18
    A new per-object setting stops a saved object being moved onto a nearby one of the same type when the mission loads. Objects carrying it are put back where they were placed; anything without it loads exactly as before.
  • 2026-08-06
    Page corrected: player logistics is on by default in any ALiVE mission. The module you can place is optional and is only used to switch features off.
  • 2026-07-27
    Overhaul briefing first published.