ALiVE.OS · ALiVE 3 Development
How ALiVE runs a whole battlefield in the background and brings units into play near you, rebuilt for smoother performance and faster spawning.
Recently rebuilt
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
ALiVE runs most of a mission's units as lightweight background 'profiles' rather than full AI, so an entire map's worth of forces can move, fight and hold ground at once without grinding the mission to a halt. When a player gets close, the relevant profiles are spawned into real, playable units; when everyone moves away again, they hand back to the background. This is the engine that lets ALiVE simulate large, persistent battles.
The part that decides which units to bring into play, and when, was rebuilt recently. Instead of one routine handling everything, spawning is now split into independent 'activators' that each lay claim to the units they care about, with a central coordinator managing them and the spawner simply carrying out the spawn and despawn. What you see in game should behave the same as before, but the foundation is cleaner and the performance is better.
How it works
Most of an ALiVE war is virtual: groups are kept as data, moving and fighting on paper. Only groups near a player become real soldiers, and they turn back into data once nobody is near.
Worth knowing. The Active Limiter is one pool for every side, not per faction. And a group only turns back into data at 1800 m, not 1500 m, so walking in and out of the radius doesn't make groups flicker.
Capabilities
Most units run as lightweight background profiles, so large forces operate across the entire map without the frame cost of full AI everywhere.
Profiles near a player are brought into the world as real units, then hand back to the background once players move away.
Spawning is now driven by independent activators that each claim the units they want kept live, coordinated centrally, which makes the system far easier to extend.
The rebuilt pipeline is lighter on frame rate and brings units into play more promptly than before.
Virtualised units can carry through saving and loading a mission, so a battle in progress is still there after a reload: groups carry on along their saved route, vehicles keep their fuel, damage and ammo, and aircraft remember what's on their pylons. This needs the Persistent setting turned on (off by default) and the ALiVE Data module set up to save.
The modular design is what made the longer-range Air Combat Spawn possible, and it leaves room for more spawn modes to be added alongside it later.
An optional second spawn mode built for pilots. With it on, while a player is in a plane or helicopter, any aircraft that is genuinely airborne stays real no matter how far away it is (friendly or enemy), anti air vehicles stay real everywhere so they can threaten you at range, and ground traffic comes into play in a wide circle around your aircraft rather than at the usual walking distance. Off by default. A KILLBOX map marker can also keep the AI in an area spawned for aircraft to attack, once Kill Box Markers is ticked.
While an AI Commander's aircraft is in the air, the enemy's anti-air vehicles within Air Defence Radius (4000 m by default) of it are spawned with their crews and shoot at it, with no player nearby. Only the anti-air is spawned, and it goes back to virtual about a minute and a half after the aircraft has gone. On by default (Air Defence Spawning).
Virtual groups route around terrain, water and dense areas, and boats follow rivers as well as open sea. With Route Memory turned on (Low or High, off by default), routes on foot and by land vehicle also steer round places their side has lost men or vehicles or come under attack, for a few hours.
The Active Limiter caps how many groups are live at once. A group that doesn't fit stays virtual and spawns when a slot frees up, nearest a player first. Nothing is deleted.
A Zeus can hand live AI groups over to the background system in the middle of a mission, straight from the Zeus module list, as long as the Virtual AI System module is already in the mission. ALiVE's other Zeus modules, for tasks, air strikes, reinforcements, IEDs, civilians, hubs, FOBs and rally points, are on Zeus Modules.
Units you want left as full AI can be kept out of virtualisation, either by syncing them to the module in Eden with Synchronisation Options set to "Virtualize all editor placed units except synced units", or by marking them from a script.
How to use it
ALIVE_profileIgnore to true on the group and every virtualisation skips it, mission start and Zeus included, so setting it in init.sqf works. ALiVE marks its own combat support vehicles and house garrisons the same way.Settings
These settings decide when ALiVE's virtual AI turns into real, spawned soldiers and vehicles, how far from players that happens and how many groups can be live at once. They also control how virtual groups move and fight while nobody's near, how long spawned AI hangs around after players leave or die, and whether virtual AI is saved to the database.
Presets that use this module: Air war: NATO and CSAT fight for the sky, Combat support: CAS, transport and artillery on call, Combined arms assault: guns, armour and infantry, Defensive: CSAT invades, NATO holds, First steps: one enemy commander, Forward bases: build and hold FOBs, Ground convoy: transport, escort and recruits, Hearts and minds: NATO wins over the towns, Hunt the recruiters: NATO against FIA, Insurgency: FIA against NATO, One area: NATO holds an area you mark, Whole island: NATO takes and holds an island, Offensive: NATO attacks CSAT-held ground, Outbreak: zombies hold an area, Persistent campaign: a war that carries on where you saved, Special operations: a small team against a held town, Three-way war: NATO, CSAT and AAF. Place one in the editor to see it set up.
Fewer live groups, a tighter spawn bubble and a coarser pathfinding grid all cut the work the server does every second.
While a player is in an aircraft, every aircraft already flying and every anti-air vehicle that can fire is spawned wherever it is, and a player flying a plane spawns AI within 3000 m, so pilots have threats and targets.
Only players, UAVs a player has connected a terminal to, and anything the mission adds as a spawn source wake the AI, so moving the Zeus camera around leaves it virtual.
AI near where a player died stays spawned for 5 minutes, so the fight is still there when the squad comes back.
Admins and Zeus see every virtual group on the map while regular players see nothing.
Choices: Yes / No
Logs extra detail to the server log and, in singleplayer or on a listen server, puts a marker on the map for every AI group (side colour, spawned groups solid, virtual ones faded) whenever the host opens the map. On a dedicated server no markers appear; use Debug Virtualised Profiles for that.
AffectsSeparate from Debug Virtualised Profiles; with both on, a host sees two overlapping sets of markers.
TrySet Yes when testing a mission on your own, then back to No before anyone else plays it.
Choices: Yes / No
Shows map markers for every virtual and spawned AI group, refreshed every 5 seconds, but only to logged-in admins and Zeus. Regular players see nothing, and it costs nothing when it's off.
AffectsTurn Enable Debug off if you only want this admin-only view.
TrySet Yes on a live server so an admin can watch the AI without spoiling it for players.
Choices: No / Yes
Saves the virtual AI to the ALiVE database and loads it back when the mission restarts, so groups keep their positions and losses between sessions, and vehicles keep their fuel, damage and ammo.
AffectsNeeds ALiVE's database persistence set up for the mission to have anywhere to save to.
See it inPersistent campaign: a war that carries on where you saved (true)
Choices: Only virtualize synced units / Virtualize all editor placed units except synced units
Decides which of your own editor-placed units ALiVE turns into virtual AI at mission start. Either the groups of the units you sync to this module, with the vehicles they sit in, so syncing one soldier takes their whole squad, or every placed group and vehicle except the ones you sync.
TryPick the second option and sync the editor groups you want left as normal AI, a scripted base garrison for instance; every other placed group goes virtual. A group holding a player's slot is never made virtual at mission start either way, except with Enable AI off: the slot stays empty until its player joins, so leave the players' squads unsynced on the first option and sync them on the second.
The most AI groups that can be spawned at once. It counts groups, not individual soldiers; once the cap's reached, further groups stay virtual until a slot frees up, with the ones nearest players spawning first.
AffectsWorks with the spawn radii and Smooth Spawn, which decide which groups want to spawn and how quickly they appear.
TryLower it to around 80 if the server frame rate drops in big firefights.
Choices: Yes / No
When on, an active Zeus counts like a player for spawning, so virtual groups near the Zeus spawn in. When off, groups near the Zeus but far from any player stay virtual.
AffectsOnly affects normal proximity spawning; Air Combat Spawn reacts to players in aircraft, never to Zeus.
TrySet No if your Zeus flies the camera around a lot and you don't want AI waking up all over the map.
Virtual AI spawns into the world when it's within range of a player, and the range can differ depending on what the player's in. It's always on and the box can't be unticked.
AffectsThe five radius settings below set how far that range reaches.
How close, in metres, a player on foot or in a ground vehicle has to be before virtual AI spawns in.
AffectsAlso sets the UAV radius when Spawn UAV Radius is left at -1.
TryDrop it to 1000 on a busy server, or raise it to 2000 if players are using long-range optics and seeing empty ground.
The spawn range used instead of Spawn Radius while a player is in a helicopter. Setting 0 effectively stops helicopters spawning anything.
TryRaise it to 2500 so door gunners and helicopter pilots see enemies before they're right on top of them.
The spawn range used while a player is in a plane. At the default of 0, players flying planes don't spawn any AI.
TrySet it to 3000 if players fly close air support and need targets on the ground.
How far from a player on foot vehicles, and the groups riding in or crewing them, spawn. Infantry still spawns at Spawn Radius.
AffectsSet it above Spawn Radius so vehicles are seen driving in rather than appearing with their crews climbing aboard. Blank, or no higher than Spawn Radius, spawns vehicles at Spawn Radius as before. It only applies to players on foot: a player in a car or truck uses Spawn Radius for vehicles too, a player in a helicopter or plane uses that aircraft's spawn radius, and a drone operator uses the UAV radius.
TryWith Spawn Radius 1500, try 3000.
Choices: Ticked / Unticked
Lets players keep an area's AI spawned for aircraft to hit. A map marker whose text starts with KILLBOX keeps everything around it spawned while it's there and a player is within 10 km of it. KILLBOX 2000 or KILLBOX 2km sets the radius (at most 5 km); without a number it uses Spawn Radius. The radius comes from the text, not the marker's shape. Delete the marker to end it.
AffectsEvery group inside a box is spawned, so a big one costs as much as a player standing there with that spawn radius. A marker from any side counts.
TryTick it for a mission with player pilots, then mark a target area KILLBOX 1500 before take-off.
The spawn range around a UAV a player has connected to with a UAV terminal. Leave it at -1 to use Spawn Radius plus 800 m, or set 0 to effectively stop UAVs spawning anything.
AffectsAt -1 it follows whatever you set for Spawn Radius.
While a player is in a plane or helicopter, every aircraft of any side that is already flying, plus every anti-air vehicle that can fire, is spawned wherever it is on the map. Once the player's aircraft is airborne, vehicles around it spawn out to the two radii below.
AffectsWorks alongside normal proximity spawning rather than replacing it; the two radius settings below only apply when this is ticked.
TryTick it for missions built around jets or attack helicopters so pilots always have threats and targets.
How far around an airborne, player-flown plane vehicles of any side spawn, with their crews. Infantry on foot aren't covered by this; they only spawn inside the normal Spawn Planes Radius. Set 0 to turn it off.
AffectsOnly used when Air Combat Spawn is ticked.
How far around an airborne, player-flown helicopter vehicles of any side spawn, with their crews. Infantry on foot aren't covered by this; they only spawn inside the normal Spawn Heli Radius. Set 0 to turn it off.
AffectsOnly used when Air Combat Spawn is ticked.
While an AI Commander's aircraft is in the air, the enemy's anti-air vehicles near it are spawned with their crews so they can shoot at it, with no player needed nearby, as the Active Limiter allows. Only the anti-air is spawned, and it goes back to virtual a minute and a half after the aircraft has gone. Without this, anti-air nobody is near stays virtual and can't touch a flying aircraft.
AffectsSeparate from Air Combat Spawn, which reacts to player-flown aircraft. The radius below only applies when this is ticked.
TrySend a commander's jet over an enemy anti-air site with no player nearby and watch it get shot at.
Choices: 0 or more
How close, in metres, an enemy anti-air vehicle has to be to an AI Commander's aircraft in the air to be spawned. Set 0 to disable.
AffectsOnly used when Air Defence Spawning is ticked.
The pause, in seconds, between each soldier appearing when a group spawns, so a big spawn doesn't cause a stutter. Type a plain number with a full stop, like 0.3; anything else is ignored with a warning in the server log and 0.3 is used instead.
AffectsAlso sets how often ALiVE checks for the next group to spawn, which never goes faster than every 0.05 seconds even at 0.
TryRaise it to 0.5 if players notice frame drops when large groups appear.
Choices: A number of seconds
How long a newly spawned AI vehicle can't be damaged, so it can settle on the ground without exploding on a rock or wall. If it has taken more than 10 percent damage or is under the ground when the time's up, it's frozen and removed 5 minutes later.
AffectsHigher values are safer for vehicles but mean freshly spawned enemy vehicles shrug off hits for longer.
TryDrop it to 10 seconds if players complain that enemy armour ignores their first shots.
How long an AI vehicle stays spawned after the last player gets out of it, so it doesn't vanish under players who borrowed it. While a player is actually inside, it never despawns.
TryRaise it to 600 if players often park captured vehicles and walk off to clear a town.
How long AI near where a player died stays spawned, even if that player respawns far away, so the rest of the firefight can play out.
AffectsPost-Death Radius sets which AI counts as near.
TrySet 300 if your respawn is far from the action and the squad usually heads straight back.
How close to a player's death AI groups have to be to get the Post-Death Grace linger.
AffectsOnly matters together with Post-Death Grace. It's also how close an enemy has to be for Mid-Combat Extension to keep a group spawned.
Keeps AI that's lingering after a player death spawned for this many more seconds while it's still fighting, and again while the fight goes on, up to five extensions in all.
AffectsA group counts as still fighting while its leader is in Combat or Stealth and a living enemy is within Post-Death Radius, whether or not it has seen that enemy. Crews fighting from vehicles count too. Set 0 to turn it off.
Choices: Fastest (2.00) / Faster (1.75) / Fast (1.50) / Quick (1.25) / Regular (1.00) / Slow (0.75) / Slower (0.50) / Slowest (0.25)
How fast virtual AI moves across the map while no player is near. 0.50 means half its normal speed.
AffectsChanges how quickly the AI commanders' groups reach objectives and reinforce, so the front line moves faster or slower.
TryPick Slow (0.75) on a small map so enemy groups don't arrive before players are ready.
Choices: Fastest (1.75) / Faster (1.50) / Fast (1.25) / Quick (1.00) / Regular (0.75) / Slow (0.50) / Slower (0.35) / Slowest (0.10)
How quickly fights between virtual groups are decided. Higher values mean each side takes losses faster, so battles away from players end sooner.
TryPick Slower (0.35) if you want off-screen battles to drag on long enough for players to join in.
See it inAir war: NATO and CSAT fight for the sky (Regular (0.75)), Combat support: CAS, transport and artillery on call (Regular (0.75)), Combined arms assault: guns, armour and infantry (Regular (0.75)), Defensive: CSAT invades, NATO holds (Regular (0.75)), Forward bases: build and hold FOBs (Regular (0.75)), Ground convoy: transport, escort and recruits (Regular (0.75)), Hearts and minds: NATO wins over the towns (Regular (0.75)), Hunt the recruiters: NATO against FIA (Regular (0.75)), Insurgency: FIA against NATO (Regular (0.75)), Offensive: NATO attacks CSAT-held ground (Regular (0.75)), Persistent campaign: a war that carries on where you saved (Regular (0.75)), Special operations: a small team against a held town (Regular (0.75)), Three-way war: NATO, CSAT and AAF (Regular (0.75))
How close, in metres, virtual groups have to be to each other before they start fighting.
TryRaise it to 400 on open desert maps where real firefights start at longer range.
Choices: No / Yes
Virtual groups route around terrain, water and dense areas to reach where they're going. Set No and they travel in straight lines instead.
AffectsThe grid size and the two draw settings below only do anything when this is Yes.
TrySet No if you run into problems with virtual movement and want the old straight-line behaviour.
Choices: Auto (size to map - recommended) / Auto - High detail / Auto - Balanced / Auto - Performance
How fine the pathfinding grid is. Every choice sizes the grid to the map automatically; High detail gives more accurate routes and Performance saves server load.
AffectsAuto uses the Balanced setting for the map's size.
TryPick Auto - Performance on a large map if the server's struggling.
Choices: Off / Low / High
Routes on foot and by land vehicle avoid, for a while, places where their side lost men or vehicles or came under attack, and vary slightly so groups don't all walk one line. Low is a little variation, with dangerous ground up to three times dearer to cross; High is more variation, up to five times. Lost groups and land vehicles count most; aircraft and boat losses don't count. A group stuck for 90 seconds (150 on foot) gets a detour.
AffectsNeeds Pathfinding on. The memory is kept for each side separately, fades by half every two hours and starts empty when a saved game is loaded. Off routes exactly as before.
TrySet High, then wipe out a patrol on a road and watch later groups of that side go wide of the spot.
See it inGround convoy: transport, escort and recruits (Low)
Choices: No / Yes
Draws the pathfinding grid on the map as coloured sectors showing land, water, coast and bridges. It's separate from Enable Debug, and an admin can also switch it on or off live from the ALiVE menu.
Choices: No / Yes
Draws each route a virtual group asks for as a line on the map, coloured by side. It's separate from Enable Debug, and an admin can also switch it on or off live from the ALiVE menu.
Choices: Auto (faction boats only) / Always (generic boat fallback) / Never (infantry stay on land)
Lets virtual infantry cross open water by boat when there's no land route. Auto gives a group a boat only if its faction has one (civilians always get a generic boat); Always gives every group a generic boat when the faction has none; Never means no boat is ever added. A group that's already spawned when it reaches water gets the generic boat under Auto as well.
AffectsNever doesn't stop virtual groups being moved across water; they just cross without a boat.
TryPick Never if you don't want ALiVE adding boats to infantry.
Choices: Faction classnames
Faction classnames, separated by commas, whose groups are zombies. Any faction works, a civilian or compiled one included: each man is made a zombie as he spawns, keeping his clothes and losing his guns. Only used when Game Mode on ALiVE Required is Outbreak; see Zombie Outbreak.
AffectsWhich groups are zombies.
TryWBK_AI_ZHAMBIES, or CIV_F for townsfolk.
See it inOutbreak: zombies hold an area (WBK_AI_ZHAMBIES)
Choices: A number, 0 or more
Damage one zombie does each round of virtual combat against an infantry group. 0.015 matches a rifleman; 0 means zombies never hurt anyone in virtual combat. Zombies can't hurt anyone inside a vehicle.
AffectsVirtual combat only.
Try0.02 for a deadlier horde.
Choices: Metres, 0 turns it off
How far in metres a real zombie group looks for people the zombie mod won't attack: civilians, players in civilian slots and humans on the zombie side. A soldier nearby still comes first. 0 turns the hunt off.
AffectsSpawned zombie groups only.
Try200 for zombies that notice people from further off.
Choices: 0 to 1
Damage each bite does, from 0 to 1. A zombie within about 2 m bites every 1.5 s. The zombie is named as the killer.
AffectsPeople bitten by real zombies.
Try0.15 for seven bites, so people have time to get away.
Choices: Yes, No
Anyone a zombie kills outside a vehicle gets up again as a zombie a few seconds later, in the same clothes: civilians, soldiers of any side and players. A player still respawns as the mission is set up, and the zombie of his body can go after other players.
AffectsWhether the horde grows.
TryNo for a fixed horde.
Choices: A number
The most risen zombies at once, counting the dead about to rise, so a burst of deaths can't go over it. Risen zombies are not Virtual AI groups and are never put away when players leave, so this keeps a long fight from filling the map. While the cap is reached, the dead stay dead.
AffectsRisen zombies only, not placed groups.
Try20 on a busy server.
Choices: No, Yes
Hides supply crates in houses in the towns for players to find: a gun or two from the AI Commanders' own factions with magazines that fit, first aid kits, food and water, and now and then a backpack. One town holds one cache at most, and none is hidden within 300 m of a player. Needs a Civilian Placement module for the towns and an AI Commander for the guns. See Zombie Outbreak.
AffectsOutbreak game mode only. Runs on the server.
TryYes for a scavenging mission.
Choices: A number, 1 to 50
How many caches are hidden at once. Anything outside 1 to 50 is held to that range, and a value that isn't a whole number falls back to 12 with a line in the RPT.
AffectsNever more caches than there are towns to hide them in.
Try6 to make supplies scarce.
Choices: Fallen Towns, Any Town
Fallen Towns hides caches only in towns that have fallen: fewer than a quarter of the people counted there are left, or zombies are within 250 m of the town centre and fewer than 60% are left. A town stays fallen once it falls, so caches appear as the outbreak spreads. Any Town hides them in every town from the start.
AffectsCounting people needs a Civilian Population module. Without one, a town counts as fallen only once zombies are in it.
TryAny Town to give players supplies from the first minute.
Choices: A number, 0 to 1440
Minutes after players empty a cache (fewer than 30% of its items left) before it's taken away and a new one is hidden in another town. It's only taken away while no player is within 300 m. 0 leaves an emptied cache where it is and hides no new one.
AffectsHow fast supplies come back.
Try0 for a fixed number of caches over the whole mission.
Choices: Once Found, Never, Always
When a cache shows on the map as a green "Supply cache" marker: Once Found shows it after a player has come within 12 m of it, Never shows no markers, and Always shows it as soon as it's hidden. A shown marker turns grey, "Supply cache (empty)", once the cache is emptied.
AffectsMap markers only; the crates are there either way.
TryAlways while testing.
Choices: Class names, comma separated
Leave it empty for the automatic loot. Or list what every cache holds, separated by commas, as a class name or class:min-max, for example arifle_MX_F:1-1, 30Rnd_65x39_caseless_mag:3-6, FirstAidKit:2-4. A list replaces the automatic loot completely. Classes this game doesn't have are left out, with a line in the RPT.
AffectsWhat's in every cache.
TryA short list of the mission's own kit.
Overhaul
Status
The modular activator-and-coordinator design is in and driving spawning now, with the same visible behaviour as before.
Smoother frame rate and quicker spawning across the board.
The longer-range activator this page listed as planned is now in. Airborne aircraft and anti air vehicles stay real regardless of distance, and ground traffic is brought into play in a wide circle around a player's aircraft. Optional, and off unless you tick it.
Anti-air spawns against an AI Commander's aircraft with no player near, and routes can remember dangerous ground. Both are settings on the Virtual AI System module.
Profile storage and lookup rebuilt on faster foundations, repeated calculations cached, and much less work done while the game is paused. Behaviour is meant to be unchanged, so anything that spawns or despawns differently after this is worth reporting.
The rework is fresh. Anything that spawns, despawns or behaves oddly is worth reporting so it can be caught early.
This is new and benefits from being flown hard. Worth watching for: units that should be real at range but are not, anti air that engages from implausible distances or not at all, ground vehicles that appear or vanish in obvious blocks under a flight path, and any frame rate cost when the mode is on compared with the same mission with it off.
The settings are now laid out as a list of spawn modes rather than a single radius, so further modes can sit alongside proximity and air combat as they arrive.
Testing
Play a large mission and watch how units come and go around you. The behaviour should feel the same as before, just smoother. Flag anything that looks off around spawning: units that fail to appear when you approach, units that linger or vanish oddly when you move away, groups that spawn in the wrong place or empty, a clear delay before units appear, or any change in performance either way.
When you spot something, note the map, roughly where you were, what the units were doing, and whether the mission had been loaded from a save. A game log from that session is a big help.
For Air Combat Spawn, tick it on the Virtual AI System module and give yourself a plane and a helicopter against a force that has both aircraft and anti air. Fly high and well away from the enemy and see whether airborne enemy aircraft are really there, on radar or in the sky, when they would previously have been out of range. Fly toward known anti air and check it can engage you from far beyond the usual spawn distance. Cross an area of enemy ground forces at altitude and watch traffic come into play well ahead of you rather than underneath you. Then sit on the runway with the engine running and confirm distant ground vehicles stay virtual until you actually lift off. Finally set Plane Vehicle Radius to 0 and confirm the ground circle stops while aircraft and anti air still behave as before. Comparing the same mission with the mode off is the most useful single thing to report, both for behaviour and for frame rate.
For Air Defence Spawning, give an AI Commander a force with aircraft and keep a player well away from an enemy anti-air vehicle. When the aircraft comes within Air Defence Radius of it, the anti-air should appear and fire, then go virtual again about a minute and a half after the aircraft leaves. For Route Memory, set it to High and watch whether routes bend round ground where one side has just lost groups. To check the Active Limiter, set it low (say 10) on a busy mission: no groups should be missing afterwards, and the log should report how many are waiting.
A few defaults worth knowing before you test: Spawn Radius and Spawn Heli Radius are 1500 m, but Spawn Planes Radius is 0, so plane proximity spawning is off out of the box unless you raise it or use Air Combat Spawn instead, and Spawn UAV Radius is -1. On despawn, Player Occupant Grace, Post-Death Grace, Post-Death Radius, and Mid-Combat Extension all have their own default delays under Despawn Linger, worth checking if units seem to disappear too soon or linger too long.
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
ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST) now stay out of placed groups, and the rest of each group still comes.ALiVE_fnc_createProfileVehicleAssignment) now puts the men in it. Before, it threw script errors and the vehicle stayed empty.ALIVE_profileIgnore now keeps a group out of the Virtual AI System at mission start too, not just during a mission.