ALiVE.OS · ALiVE 3 Development
Build custom factions and orders of battle directly in the editor, then export them as ready-to-use config code.
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
The ORBAT Creator opens an in-editor tool for building custom factions from scratch. A mission maker can pull in units and vehicles from any installed mod or base game content, group them into squads and formations, and organize the result into a complete faction. Once happy with the result, the tool exports everything as config code that can be dropped straight into an addon, so the custom faction can be reused in future missions and recognized by other ALiVE modules. It can either work over a plain grey background for focused editing, or use the actual map and module location so unit placement can be judged in context.
Capabilities
Start a brand new faction, edit an existing one, or duplicate one as a starting point. Factions carry a side (BLUFOR, OPFOR, Independent, or Civilian), a display name, flag, and icon, and can pull in any faction already known to ALiVE.
Create individual soldiers or vehicles for a faction, editing their loadout, face, voice, and insignia through an arsenal-style screen, and adjusting other unit properties before adding them to the roster.
Combine created units into groups covering the full range of unit categories, including infantry, special forces, motorized, mechanized, armored, artillery, naval, and air, so a faction's order of battle matches how it will actually fight.
Export a faction's config, its crates, its images, selected or all units, selected or all groups, or the entire package in one go. Output can be copied straight to the clipboard or written out to a file, ready to drop into an addon.
Choose whether the editor runs on a plain grey background or uses the current map, add an addon prefix for exported classes (for example when building alongside another mod), and optionally copy parent classes instead of existing ones for advanced setups. Disable Unit Randomization decides whether exported infantry inherit the gear randomization of the unit they were built from, and is on by default.
How to use it
Settings
These settings shape the ORBAT Creator's editing space and what it exports when you build your own factions and units. The module is an authoring tool that runs on your own machine and does nothing on a dedicated server.
The editor then uses the current map at the module's position.
Loadouts open in ACE Arsenal. The editor won't let you pick it unless ACE is loaded, and if a mission saved with it is later run without ACE the creator falls back to Virtual Arsenal and tells you so.
Exported units turn off the game's automatic gear randomisation, so your chosen loadout isn't swapped on spawn. This is already the default, so you only need to check nobody's switched it to No.
Choices: Yes / No
Yes puts you in a plain grey editing space high above the map. No uses the actual map at the module's position as the backdrop.
Text added to the front of the class names the creator makes for your factions, units and groups, such as CUP. It's baked in as the names are generated, so it's already in the class names you see in the creator before you export. Leave it blank for no prefix.
TryType your mod's short tag, for example MYMOD, so exported classes don't clash with other addons.
Choices: Yes / No
Yes bases a copied faction's units on the parent class of the existing units rather than on the existing units. No (the default) bases them on the existing units. Only worth changing for advanced setups.
Choices: Yes / No
Yes stops preview and exported units from having their gear randomised by the game when they spawn, so they keep the loadout you set.
Choices: Virtual Arsenal / ACE Arsenal
Which arsenal opens when you edit a unit's loadout. In the editor the ACE Arsenal choice is greyed out and can't be picked unless ACE is loaded. If a mission saved with ACE Arsenal is later run without ACE, the creator falls back to Virtual Arsenal and shows a message saying so.
AffectsACE Arsenal needs the ACE mod loaded.
Recent work
Status
Mission makers can build a faction end to end: create or copy a faction, add custom units and vehicles, and organize them into groups by category.
Finished factions, crates, images, units, and groups can be exported to the clipboard or to a file for reuse in an addon.
Background style, addon prefix, and parent-class copying can all be configured before building a faction.
Recent work has gone on fixing bugs found in real use, such as ranks, Copy Parent Classes not working and renames leaving units orphaned. This polish continues as more factions get built and tested.
Testing
Testers should place the ORBAT Creator module in the editor, open it, and try building a small custom faction: create a faction, add a couple of custom units with different loadouts, faces, and voices, group them together, and then export the result. Worth checking that voice, face, rank and other identity choices are still set correctly when reopening a unit, that renaming a unit does not break units built from it, and that exporting more than one custom faction that shares base units does not cause loading problems. If you have a faction exported earlier this year, spawn it and check the ranks are right.
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