ALiVE.OS · ALiVE 3 Development
27 modules a Zeus drops during play to run ALiVE: hand over groups, steer the AI Commander, call air and reinforcements, plant IEDs, stir up towns, and set up hubs, FOBs and rally points.
New in 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
ALiVE's Zeus modules let a game master work with the ALiVE mission while it runs, not only with the units on the map. Each one is dropped like any Zeus module, from the ALiVE category, and does one job: hand a group you placed to the AI Commander, order a commander to take a town, ask the air commander for a strike, send reinforcements, plant IEDs or a car bomb, set a town against a side, or set up a Logistics Hub, FOB or rally point on the spot. Each one replies in the chat with what it did, or why it couldn't.
With Zeus Enhanced loaded, most modules ask a few questions first, such as which side or how many. Without it they use their defaults, listed with each module below; only Spawn ALiVE Group needs Zeus Enhanced. Every module checks on the server that you're a Zeus, and tells you which mission module it needs if that one is missing. Most modules that act on a player leave every Zeus out. To try them alone, place Solo Test (Zeus Is a Target) first: the modules then pick a Zeus like any other player, so a bomber goes after you and an angry crowd can turn on you. Place it again to turn it off. A Zeus only keeps the area round it spawned while a player is in the Zeus interface.
Capabilities
Hand Group To AI Commander turns a group you placed into an ALiVE group its AI Commander takes on. Spawn ALiVE Group makes one from a faction's group list, and Remove ALiVE Group despawns or deletes one.
AI Commander Objective sends a side's commander to take or hold a spot, Spot Report tells it where the enemy are, and Reinforcements sends groups out of the force pool by road, air drop or helicopter, for a whole side or for one AI Commander.
Air Strike asks a side's Air Component Commander for close air support, a strike, air defence suppression or reconnaissance, and the side hears the answer on the radio.
Make a suicide bomber or turn a man into one, rig a car or send a driven car bomb, plant up to 10 IEDs, send an ambush squad, or show the insurgents' installations on the map.
Town Mood sets how the towns around a spot feel about a side, Angry Crowd gathers protesters who wave, shout and throw things at players and run off as some are shot, and Civilian Tip-off sends a civilian to tell a player where the enemy are.
Create and remove Logistics Hubs, FOBs and rally points mid-mission. A Zeus FOB costs nothing and needs no kit; a removed hub doesn't come back. Hubs and rally points a Zeus makes are kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent.
Create Task gives every player on a side a task at the spot. Close Task ends one as succeeded, failed or cancelled.
How to use it
Modules
Grouped by what they work on. Choices lists what a module asks with Zeus Enhanced loaded, and the defaults it uses without it.
Saves the mission there and then, as the autosave does.
NeedsThe Data module set to local persistence.
Turns the Virtual AI System's debug markers on, or off again, for everyone.
NeedsVirtual AI System.
Choices: With Zeus Enhanced: For side (the nearest player's side, BLUFOR, OPFOR or Independent), Title (Move to grid ...) and Description. Plain Zeus: the defaults, for the nearest player's side.
Gives every player on that side an assigned task with its marker on the spot.
NeedsPlayer Command/Control (C2ISTAR).
TryDrop it on a village, title it Search the village, and check the task shows in every player's list.
Choices: With Zeus Enhanced: Outcome (Succeeded, Failed or Cancelled). Plain Zeus: Succeeded.
Ends the task of the player it's dropped on, or the open task nearest where it's dropped, within 500 m. A task the task generator made is cleared too, so the generator moves on to the next.
NeedsPlayer Command/Control (C2ISTAR).
Lets a Zeus testing alone be the target of the Zeus modules, like any other player: bombers, informants, angry crowds and so on. Place it again to turn it off.
NeedsEvery Zeus module that picks a player to act on.
Drop it on a man of a group you placed, or within 25 m of one. The group becomes an ALiVE group that spawns and despawns with the rest, and the AI Commander of its faction takes it on. Its men are made again, so you lose Zeus control of them. Groups with players, civilians and support crews are refused.
NeedsVirtual AI System.
Choices: With Zeus Enhanced: a Faction list, then a Group list for that faction. Plain Zeus can't use it and says so.
Makes the chosen group on the spot as an ALiVE group. An AI Commander of that faction can give it orders; you're told if none has the faction.
NeedsVirtual AI System, and Zeus Enhanced.
Choices: With Zeus Enhanced: Do (Despawn or Delete for good). Plain Zeus: Despawn.
Drop it on a man of an ALiVE group. Despawn sends the group back to virtual; it spawns again as soon as a player or your camera is within spawn distance, so move the camera away first. Delete removes the group and its profile from the mission, with its own vehicles unless another group rides in them.
NeedsVirtual AI System.
Choices: A radius in metres, in its own window (no Zeus Enhanced needed).
Turns every AI group and empty vehicle within the radius that ALiVE isn't running yet into ALiVE groups. Groups with a player in them are left alone. It's the older module, part of the Virtual AI System.
NeedsVirtual AI System.
Choices: With Zeus Enhanced: For side (the nearest player's side, BLUFOR, OPFOR or Independent) and Order (Take it or Hold it). Plain Zeus: nearest player's side, take.
Puts the spot first in line for that side's AI Commanders, to take or to hold, within 100 m. An insurgent commander picks its own towns, so it's refused.
NeedsAn AI Commander for that side, not an asymmetric one.
TryDrop it on a town the enemy holds and watch the commander's groups head there.
Choices: With Zeus Enhanced: Tell the AI Commander of (every side with one, BLUFOR, OPFOR or Independent). Plain Zeus: every side.
The enemy within 150 m of the spot become known to that side's AI Commanders for 30 minutes, as a player's spot report does.
NeedsVirtual AI System and an AI Commander for the side.
Choices: With Zeus Enhanced: For side (the nearest player's side, BLUFOR, OPFOR or Independent) and Sortie (Close air support, Strike, Air defence suppression or Reconnaissance). Plain Zeus: nearest player's side, close air support.
Asks that side's Air Component Commander for the sortie on the spot, as a player does from the tablet. The answer goes out on that side's radio, and with no aircraft free it's turned down there.
NeedsA started Air Component Commander for that side that flies the sortie.
Choices: With Zeus Enhanced: For side or AI Commander (the nearest player's side, BLUFOR, OPFOR or Independent, then each AI Commander with logistics, named by its factions, such as NATO (BLUFOR)), 0 to 5 groups each of Infantry, Motorised, Mechanised and Armour, and Delivery (By road, Air drop or Helicopter insertion). Choosing a side uses the first commander's factions on that side; choosing a commander uses only its own. Plain Zeus: 2 infantry groups by road.
Sends the groups to the spot out of the force pool, as if its AI Commander had asked. A kind the logistics module has switched off isn't sent.
NeedsA started Military Logistics module for that side, with force pool left.
TryAsk for 2 infantry and 1 motorised by road, then follow the convoy from where it sets out.
Choices: With Zeus Enhanced: Faction (the Military IED module's bomber faction, or any faction with men) and Starts within (20 to 200 m, default 50). Plain Zeus: the IED module's faction, 50 m.
Makes a suicide bomber near the spot, wearing the IED module's vest. He goes for the nearest player within 300 m who isn't a Zeus.
NeedsMilitary IED, and a player within 300 m.
Drop it on a man on foot who isn't a player, or within 25 m of one. He becomes a suicide bomber and goes for the nearest player within 300 m.
NeedsMilitary IED, and a player within 300 m.
Choices: Dropped on a car: none. On the ground, with Zeus Enhanced: Faction.
On a car, rigs it to go off when it's hit hard or blown up. On the ground, starts a driven car bomb from a clear road within 300 m, at least 150 m from its target, which drives at the nearest player within 1.5 km.
NeedsMilitary IED, and for a driven one a player within 1.5 km.
Choices: With Zeus Enhanced: How many (1 to 10) and Spread over (20 to 500 m, default 100). Plain Zeus: one IED on the spot.
One IED goes exactly on the spot. Several are spread over the radius where the Military IED module would put them, by roads and buildings, skipping spots within 75 m of a player (a Zeus too), on water or within 12 m of another IED, so you can get fewer than you asked for.
NeedsMilitary IED.
Sends a squad from the nearest hostile ALiVE group within 3 km at the players within 300 m of the spot, as after an IED blast.
NeedsMilitary IED and Virtual AI System, a player within 300 m and a hostile ALiVE group within 3 km.
Choices: With Zeus Enhanced: Radius (100 to 5000 m, default 1000) and Add to the Intel Log of (no side, BLUFOR, OPFOR or Independent). Plain Zeus: 1000 m, no Intel Log.
Marks the insurgent installations near the spot on the map, such as HQs, depots, factories, roadblocks and ambushes, and adds them to the chosen side's Intel Log.
NeedsAn asymmetric AI Commander.
Choices: With Zeus Enhanced: Towards side (the nearest player's side, BLUFOR, OPFOR, Independent or All sides), Mood (-100 friendly to 100 hostile, default 70) and Radius (200 to 3000 m, default 1000). Plain Zeus: nearest player's side, 70, 1000 m.
Sets how the towns within the radius feel about that side. From 70 their crowds protest and throw things, and an insurgent commander recruits and strikes harder there. The people who live there keep one mood for everyone, so they only change when you pick All sides.
NeedsCivilian Placement and Civilian Population.
TrySet a town to 80 towards your side, then drive in and see the crowd turn on you.
Drop it on a civilian, or within 300 m of one. He walks over to the nearest player within 300 m and points out the insurgent installations within 2 km, marked on the map for a short while, and the 3 nearest places the enemy were seen, which that side's AI Commander learns too. If he can't reach the player in time, the tip-off is off.
NeedsCivilians in the mission, and a player within 300 m.
Choices: With Zeus Enhanced: People (3 to 20, default 8), Minutes (1 to 30, default 10) and Some turn violent (off by default). Plain Zeus: 8 people for 10 minutes, none violent.
Gathers a crowd on the spot that shouts, waves its fists and throws stones, cans and bottles at players within 40 m. The ones not throwing wave and shout at the nearest soldier. As people are shot, the rest become more likely to run off, away from the shooter, until the crowd has broken up. When the time's up they walk home. With Some turn violent, up to one in four may pull a gun and fight players who come near.
NeedsCivilian Placement and Civilian Population.
TryDrop one 15 m from a player, watch most of the crowd protest at him, then shoot a few and see the rest run.
Choices: With Zeus Enhanced: For side (the nearest player's side, BLUFOR, OPFOR or Independent) and Name (empty for the grid). Plain Zeus: nearest player's side, no name.
Dropped on a building or crate, that object becomes a Logistics Hub; on the ground a green cargo container is put down for it. The new hub takes its rules from that side's Logistics Hub module, as one synced in Eden does. Vehicles and men can't be hubs. It's kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent, with its name and owner; one on a mission object comes back only if the mission still has that object.
NeedsA Logistics Hub module for that side.
Removes the hub it's dropped on, or the nearest within 30 m, and deletes its object. It doesn't come back after Repair Time, as a destroyed hub would.
NeedsA Logistics Hub module.
Choices: With Zeus Enhanced: For side (the nearest player's side, BLUFOR, OPFOR or Independent) and FOB type (Plain FOB and the mission's FOB types). Plain Zeus: nearest player's side, the first type.
Deploys a Player FOB on the spot with no kit and no cost, and no check on who may deploy or how many a side has. It still can't go in water, on steep ground or closer to another FOB than the module allows (500 m by default).
NeedsThe Player FOBs module, started.
Takes down the nearest FOB within 100 m, with everything built at it.
NeedsThe Player FOBs module.
Choices: With Zeus Enhanced: For side (the nearest player's side, BLUFOR, OPFOR, Independent or All sides) and Name (empty for the nearest place name). Plain Zeus: nearest player's side, no name.
Dropped on an object, that object becomes the rally point; on the ground a backpack is put down for it. Anyone on that side can travel to it. It's kept over a restart when the mission saves, with ALiVE Data or with Player FOBs set to Persistent; one on an object comes back only if the mission still has that object.
NeedsThe Rally Points module.
Removes the rally point it's dropped on, or the nearest within 50 m. A backpack a squad leader or a Zeus put down is deleted; any other object stays, but stops being a rally point.
NeedsThe Rally Points module.
Recent work
Status
Mission, groups, AI Commander and air, insurgents, civilians, and hubs, FOBs and rally points.
Only a Zeus can use them, and a second drop within half a second of the last is turned away.
Testing
Host a mission with ALiVE, a Zeus slot and the mission modules listed above, then from Zeus drop each module and read its reply in the chat. Try each one once without its mission module too: it should name what's missing and do nothing. With Zeus Enhanced loaded, check every module asks its questions; without it, check they use their defaults and Spawn ALiVE Group says it needs Zeus Enhanced.
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