HomeALiVE 3Docs
Menu
Donate

ALiVE.OS · ALiVE 3 Development

Task Missions

Every side task the AI commander can hand you: what each one asks, and exactly how to finish it.

Player reference · 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 task missions are

Task missions are optional side objectives that ALiVE.OS generates from the live battlefield and offers to you through the command tablet or task list. Each one is tied to something actually happening in the world, an enemy position, a downed pilot, a struggling town, so the jobs on offer change as the operation unfolds.

Open your task list to see what is available, assign yourself to a task to accept it, then follow its map markers and radio calls. Many tasks run in stages: finish one stage and the next unlocks, with fresh markers and a new radio prompt each time. Completing a task usually pays a reward into your side's command resources, and civil tasks also shift local support up or down.

Tasks arrive one at a time per side, and the AI Commander can also hand them out around its own operations: a wiretap or a strike on enemy vehicles before an attack, and clean-up or aid tasks after it takes an objective. A prisoner who talks at a prison can give you a task to destroy an installation or group he knew of.

A mission maker can choose where automatic tasks of a type go by placing Task Pins in Eden, and keep tasks out of areas with Task Blacklist.

This page groups every task by type and tells you exactly what each one needs from you to close it out, plus the tester tips and gotchas that separate a slow task from a genuinely stuck one. Each kind of task has its own pin on the map and in the task list, shown beside its entry below; Task pins lists them all.

Ground combat

Ground combat

Take, hold, or wipe out enemy ground positions and the units and hardware defending them.

Military Objective Assault

BLUFOR
OPFOR
Independent
Civilian

Move your element onto an enemy-held military position and wipe out everyone defending it.

How to complete

This runs in two stages. First, get at least one assigned player to the staging or overwatch marker, a point roughly 700 metres short of the target on your approach line. Reaching within about 50 metres flips the first stage complete and unlocks the assault. Second, clear the objective: you need at least one assigned player within about 1000 metres of the centre and zero enemies within about 200 metres of it at the same moment. On foot or mounted both count, and there is no hold action and nothing to carry.

What you will see

Radio back-and-forth from headquarters on each stage change, a staging marker and waypoint for the first stage, then the objective marker for the second. While the area isn't clear, there's a one-in-five chance on every check (about every 10 seconds) that an enemy resupply event drops in, so in a longer fight expect one.

Tester tipAfter the last shot, sweep a full 200 metre radius around the objective centre (buildings included) while staying inside 1000 metres. Completion fires on the tick the area reads clear, not on your last visible kill, and a hidden virtual profile inside 200 metres will hold it open.

Military Objective Defence

BLUFOR
OPFOR
Independent
Civilian

Move to a friendly-held position and hold it against successive enemy attack waves.

How to complete

First stage, reach the objective marker (within about 50 metres) to start the fighting. Second stage, survive between one and five waves of attacking infantry, with armour or motorised support on roughly half of them. Each wave only gives way once every attacker from it is dead. After the final wave you also need an assigned player within about 1000 metres and no enemy within about 200 metres before it closes.

What you will see

Radio calls per stage. Occasional flavour effects while fighting, a rare inbound bombardment warning when attackers are far out, or smoke and flares when they are close. Objective marker and waypoint.

Tester tipTo get the full fight, request the defence yourself rather than letting the automated tasking generate it. The automated version has no waves and completes on arrival. Do not call it broken until you have killed the last attacker of the last wave and are standing within 200 metres of the objective.

Capture Military Objective

BLUFOR
OPFOR
Independent
Civilian

Help a friendly command assault already in progress by clearing the last enemy off the objective it is attacking.

How to complete

Single stage. Get at least one assigned player within about 1000 metres of the objective and clear every enemy out of its radius. That radius matches the objective's own size, with no floor and no ceiling, so a small objective means a tight sweep and a large one can mean a wide sweep, wider than most assault tasks. Friendly troops fight alongside you, so it can finish while you are still moving up.

What you will see

Opening radio call asking for immediate help capturing an objective near the named town, and an objective-secure call on success. Objective marker and waypoint. Expect friendly troops in the area, so watch your fire.

Tester tipThe clear radius has no upper limit and can be much larger than 500 metres on a big objective, so sweep wide and do not expect the tighter envelope the other assault tasks use.

Destroy Installation

BLUFOR
OPFOR
Independent
Civilian

Level a specific enemy structure such as a headquarters, supply, comms, fuel, or power building at a named location.

How to complete

Single stage. One specific building is the target. Destroy that exact structure by any means: satchel or demolition charge, vehicle main gun, rockets, air support, or artillery. There is no proximity requirement, so you can drop it from range or with support. It closes the instant that one building is destroyed.

What you will see

Opening radio call naming the building and town, and a confirmation call on success. A building marker sits on the target until it is down.

Tester tipConfirm which building is the target from the marker, then apply heavy ordnance and watch for the model to collapse. Neighbouring structures do not count, and some large models shrug off small arms, so bring enough firepower.

Destroy the Infantry Units

BLUFOR
OPFOR
Independent
Civilian

Find and wipe out one specific nearby enemy infantry group.

How to complete

Single stage. One particular enemy group is locked to the task. You must get close enough for that group to stream in as live units, then kill every member. Killing other nearby enemy does nothing, only that one group counts.

What you will see

Opening radio call about infantry near the named town, and a confirmation on success. A marker refreshes on the group's position until they are dead.

Tester tipYou cannot finish this from range or with off-map support. Close on the marker until the group streams in as real units, then confirm every last one is dead. One survivor, or the group still sitting as a virtual profile, keeps it open.

Destroy the Vehicles (with convoy and helicopter variants)

BLUFOR
OPFOR
Independent
Civilian

Find and destroy a specific enemy vehicle, or in special variants ambush a supply convoy or shoot down a resupply helicopter. The AI Commander can also hand it out to prepare an attack or clean up after a capture.

How to complete

Single stage with three flavours. Standard: destroy the one designated enemy vehicle, getting close enough to stream it in cleanly if it is a tracked profile. Convoy ambush: destroy the supply truck before it reaches its drop-off, letting it arrive is a failure. Helicopter: track and shoot down the flagged transport helicopter before it completes its delivery.

What you will see

Opening radio call naming the vehicle type and town, and a success or slipped-the-net call. A marker redraws on the live target each moment. For the helicopter the marker can lag its true position because the reveal is deliberately fuzzed.

Tester tipOnly the one designated target counts. For a convoy, kill the truck before the drop-off or it fails on its own; for the helicopter you must down it before it delivers.

Civilian Objective Assault

BLUFOR
OPFOR
Independent
Civilian

Assault and clear an enemy-occupied civilian settlement, driving all hostile forces out of the town.

How to complete

Single stage. Kill or drive out every enemy within about 200 metres of the objective. The area is checked on a 30 second cycle, and the first check only runs 30 seconds after the task activates so defenders have time to appear. As soon as no enemy remains inside 200 metres it completes. No hold action, item, or vehicle needed.

What you will see

Radio broadcast on start and on success. Standard task marker and waypoint at the objective. Force pool reward on success.

Tester tipStand on the marker, sweep out to about 200 metres and confirm no enemy icons, then wait up to 30 seconds for the next check before assuming it is stuck. Stragglers just outside the marker and fresh reinforcements will hold it open.

Sabotage Installation

BLUFOR
OPFOR
Independent
Civilian

Destroy a strategically important enemy-held building at a marked location.

How to complete

Single stage. Completely destroy the one target building with explosives, demolition charges, heavy ordnance, or air support until the structure collapses. There is no proximity requirement or hold action.

What you will see

Opening radio call about a strategic position near the town, and a confirmation on success. A building marker refreshes on the target while it still stands.

Tester tipBring demolition charges or a heavy weapon. If the marker keeps reappearing, the structure has not registered as destroyed yet, so keep applying damage. Tough building models can need real demolition charges.

Air operations

Air operations

Fly strike and intercept jobs, from close air support to hunting enemy jets and air defences.

Close Air Support

BLUFOR
OPFOR
Independent
Civilian

Fly to a marked battle position, then destroy the enemy force threatening a nearby friendly unit.

How to complete

Two stages. First, get any player within about 1000 metres of the battle position, a point set roughly 4 kilometres out from the enemy on the bearing toward the friendlies. On foot counts, no aircraft required. Second, clear every enemy, real or virtual, within about 1000 metres of the target point. It closes the moment that bubble is empty.

What you will see

Radio direction and a full nine-line call for the strike run. Destination marker on the battle position, then on the target grid. A success exchange plays on completion. No smoke or strobe is placed for you.

Tester tipTo close it fast, clear everything within 1000 metres of the target grid, not just the visible cluster. Because it only checks for an empty bubble, it can complete on its own if friendly troops clear the area or the enemy drifts out of range, and it can finish with targets still visible just outside 1000 metres.

Suppress Enemy Air Defenses

BLUFOR
OPFOR
Independent
Civilian

Find and destroy a single enemy ground-based air-defence vehicle so friendly aircraft can operate.

How to complete

Destroy the one tracked air-defence vehicle by any means: bomb, guided missile, or ground assault. Only that specific vehicle counts, even if several sit together.

What you will see

Opening radio warning of air defence near the town. A marker follows the exact vehicle as it moves. Success plays a confirmation call and pays a force pool reward.

Tester tipFollow the marker, it sits on the one vehicle you must kill. Destroying its escorts or a different launcher nearby will not close it.

Defensive Counter Air

BLUFOR
OPFOR
Independent
Civilian

Intercept and shoot down an enemy aircraft before it can attack friendly forces.

How to complete

Destroy the one tracked enemy aircraft, by air-to-air, ground missile, or anti-air gun. Only that specific plane counts.

What you will see

Opening radar-contact call with a bearing, range, and altitude readout. A marker tracks the moving aircraft. Success plays a confirmation call and pays a force pool reward.

Tester tipFollow the tracking marker and down the marked aircraft. A fast plane can fly far from where it started, so intercept promptly.

Offensive Counter Air

BLUFOR
OPFOR
Independent
Civilian

Cripple an enemy airfield by destroying critical infrastructure around its runway or helipad.

How to complete

A destination marker points you at the field; destroy at least three of the substantial buildings ringing the hangars or helipad, using bombs, demolition charges, or heavy weapons. Destroying only two never completes, and structures that were not on the marked list do not count.

What you will see

Opening radio authorising you to deny the airfield with heavy ordnance. Destination marker on the field. Success plays a confirmation call and pays a force pool reward. The task text tells you to destroy at least three buildings.

Tester tipUse the marker to find the field and drop any three of the substantial buildings around the hangar or helipad. If it will not close after two, that is expected, you need three.

Support the Air Strike

BLUFOR
OPFOR
Independent
Civilian

Designate a marked building for an air strike that the AI air commander already has inbound. Your laser is an assist, not the weapon.

How to complete

The strike aircraft does the killing. The task succeeds when the marked building is destroyed and fails if the strike window runs out. Carry a laser designator and lase the building while the run comes in: that fires a one-off radio confirmation, and it is the whole of your part. There is no laser-guided homing involved, so the bomb does not follow your dot.

What you will see

A radio call opens the task, a marker sits on the building, and a confirmation plays the first time you designate it. A success or failure call closes it.

Tester tipThe important thing to know before reporting this one: lasing correctly and then watching the task fail is not a bug. Completion is decided entirely by whether the building is destroyed inside the window, whoever destroys it. If the sortie is shot down, diverted or simply misses and nobody else levels it, the task fails no matter how well you designated. Worth reporting if the building IS destroyed and the task does not close.

Transport & rescue

Transport & rescue

Move friendly troops, escorts, and downed personnel across contested ground and bring them home.

Troop Transport Insertion

BLUFOR
OPFOR
Independent
Civilian

Carry an AI infantry squad from a friendly pickup point to an enemy-held insertion point and drop them off.

How to complete

Two stages. Pickup: drive or fly a vehicle with open cargo seats to within about 200 metres of the pickup point. The squad boards once the vehicle has seats for all of them, and the vehicle you arrived in still counts if you get out to secure the area, as long as it stays near the pickup and can still move. The stage completes once everyone is aboard. Insertion: move to within about 300 metres of the drop-off; the squad dismounts and the task completes once all are out. No hold action or item.

What you will see

Within about 800 metres of the pickup, a marker appears with orange smoke by day or an infrared strobe at night. Standard markers and radio calls, plus a one-off mount-up prompt if you arrive without cargo space.

Tester tipTake a transport helicopter or truck with open cargo, get within about 200 metres of the smoke or strobe and wait for them to board. You can step out to watch the area, but keep the vehicle close and able to move. Arriving on foot or without enough seats does not fail it, it waits until you return with a vehicle that fits the whole squad. Bring a vehicle with SOME room but not enough, say a 4-seater for a 9-man squad, and the squad stays at the pickup while HQ says once on the radio that there are not enough seats and asks for a bigger ride. That is expected, not a bug.

Protect Resupply Convoy / Protect Transport Helicopter

BLUFOR
OPFOR
Independent
Civilian

Keep a friendly resupply truck or transport helicopter alive until it reaches its delivery point.

How to complete

Screen and defend the vehicle the whole way. There is no point to reach and nothing to press, the task completes the moment the vehicle finishes its delivery run. Shooting attackers helps only by keeping the vehicle alive; you cannot speed it up.

What you will see

A marker refreshes on the tracked vehicle each moment, a ground icon for the truck or an air icon for the helicopter. Radio calls on start and on outcome.

Tester tipThis only appears off the back of a live logistics delivery, so run a mission with resupply dispatching. Shadow the vehicle to its destination, then re-test by destroying it to confirm the failure path.

Combat Search and Rescue

BLUFOR
OPFOR
Independent
Civilian

Reach a pilot who ejected and landed alive behind enemy lines, free them, and bring them home.

How to complete

Raised where an AI pilot who ejected from a plane came down alive. The task marker sits 200 to 400 metres from the pilot, so search the area. Within about 500 metres the pilot shows an infrared strobe and a rescue hold action; complete it and the pilot joins your group, with you still leading. Then bring them to within about 10 metres of the return point, with the pilot within 30 metres.

What you will see

A rescue marker near where the pilot landed, an infrared strobe and a Rescue hold action on the pilot once you're within about 500 metres, and a return marker for the last leg.

Tester tipMake an AI pilot eject from a plane (helicopter crews and paratroopers never raise one). If the pilot is killed the task fails; if Pilot Rescue Timeout (30 minutes by default) runs out it's cancelled and the pilot, marker and strobe are removed.

Hostage / Prisoner of War Rescue

BLUFOR
OPFOR
Independent
Civilian

Locate a captive friendly held in enemy territory, free them, and escort them to safety before they are executed.

How to complete

Move to within about 1000 metres to spawn the captive, held bound in a nearby building or cell with a marker and a radio update giving their name and grid. Complete the roughly eight-second rescue hold action within about 2 metres; the freed captive then joins your group. Escort them on foot to within about 10 metres of the safe point. The safe point is your side's AI Commander HQ, unless the C2ISTAR module's Delivery Destination names the nearest Player FOB or friendly base, or whoever made the task from the tablet's Generate Task screen Alt+clicked the map to set a Return point, which wins.

What you will see

In game this task is called Hostage Rescue, with the objective Rescue the hostage, or POW Rescue Mission, with the objective Rescue the Prisoner of War. A captive marker sits at their position, radio updates give a name and grid when they spawn, and a success call plays on freeing and returning. The captive plays a bound animation until released.

Tester tipMove in to spawn the captive, clear the guards, complete the rescue hold action, confirm they join your group, then bring them to within 10 metres of the return marker. Freeing them is enough: a few seconds later they get up and join the group of the nearest assigned player. If they are killed or roughly 55 minutes pass, it fails.

VIP Escort

BLUFOR
OPFOR
Independent
Civilian

Secure a civilian VIP in one settlement, escort them to a destination, then bring them back, keeping them calm and alive.

How to complete

Three stages. Secure: complete the roughly six-second secure hold action within about 3 metres of the VIP; they then join your group and follow or board your vehicle. Escort: get the VIP to within about 30 metres of the destination. The VIP then leaves your group and gets on with their job nearby while you hold the area for the Civic Hold Time (120 seconds by default; the countdown stops while enemies are within 150 metres, and the task fails if no player of your side is within 200 metres for 30 seconds). They then rejoin you for the return. Return: bring them back to within about 30 metres of the start. Completion tracks the VIP's own position, so make sure they actually follow or board.

What you will see

A VIP marker at the pickup, a destination marker, then a return marker. The secure hold action prompt on the VIP, a confirmation subtitle, and radio calls per stage.

Tester tipSecure the VIP, confirm they board, drive to within 30 metres of the destination, then return to within 30 metres of the origin. Separately, fire a weapon near the VIP to check the panic-and-flee behaviour; if they panic, get an escort within 30 metres before the recall timer runs out or the stage fails.

Civil affairs

Civil affairs

Run humanitarian aid convoys into civilian settlements to win local goodwill.

Supply Convoy

BLUFOR
OPFOR
Independent
Civilian

Drive a loaded humanitarian supply van from one civilian settlement to a distant one and hand the aid over.

How to complete

Three stages on a spawned van. Rally: get any player within about 100 metres of the source point. Move: personally drive the van to within about 60 metres of the destination, it checks the van's position, not yours, so you must be driving it. Deliver: at the destination, stand within about 4 metres of the van and complete the roughly ten-second unload hold action while the van is close to the handover point.

What you will see

A departure marker at the rally point, a destination marker during the drive, and a handover marker at the end. The unload hold action appears on the van. Success names who completed the handover and boosts local support.

Tester tipDrive the van the whole way yourself and stay near it. If nobody stays within about 250 metres of the van for over five minutes during the drive or delivery, it fails, and destroying the van fails it outright.

Aid Delivery

BLUFOR
OPFOR
Independent
Civilian

Drive a spawned aid van from a friendly source to a civilian settlement and supervise final distribution.

How to complete

Three stages on one van. Collect: reach the van, either board it or come within about 12 metres. Move: drive the van to within about 60 metres of the destination. Distribute: with the van within about 35 metres of the destination point, stand within about 4 metres of it and complete the distribute hold action. Then hold the area for the Civic Hold Time (120 seconds by default) before it succeeds: the countdown stops while enemies are within 150 metres, and the task fails if no player of your side is within 200 metres for 30 seconds. The aid comes as a relief crate instead of a van when there is no road near the pickup, and otherwise at the Aid Airlift Chance setting (0 by default): you sling-load the crate under a helicopter and set it down by the local contact.

What you will see

An aid-vehicle marker, an aid-destination marker, then a distribution marker. The distribute hold action appears on the van at the destination. Success plays a confirmation call and improves local sentiment.

Tester tipBoard or approach the van to clear the first stage, drive it to the destination, then park within about 35 metres of the drop point so the distribute action appears. Keep a player near the van the whole route, leaving it behind for over five minutes fails the task, and destroying it fails it outright.

Community & services

Community & services

Protect gatherings, restore services, and build trust with the local population.

Reopen Market

BLUFOR
OPFOR
Independent
Civilian

Protect a reopening town market: get on site, then hold it through enemy raids while the traders and organisers stay alive.

How to complete

Two stages. Deploy: bring a player within about 120 metres of the market to activate the attendees and start a roughly nine-minute security hold. Protect: defeat two or three enemy waves closing in from the outskirts. It only completes once every wave is beaten, no enemy remains within about 250 metres, and the full nine-minute clock has run out.

What you will see

Event markers, radio calls on each phase and on success, and enemy groups visibly moving onto the market. Force pool reward and a positive support swing on success.

Tester tipYou must both clear every wave and wait out the nine-minute hold, so it will look stuck even after the last kill until the clock expires. Keep all fire away from the tightly packed civilians, losing the organisers or more than one bystander fails it.

Medical Outreach

BLUFOR
OPFOR
Independent
Civilian

Move to a settlement and set up a temporary clinic at an aid crate to reassure and support the locals.

How to complete

Two stages. Move: bring a player within about 150 metres of the clinic site. Open clinic: walk up to the wooden aid crate and complete the eight-second open-clinic hold action within about 4 metres of it. Then hold the area for the Civic Hold Time (120 seconds by default) before it succeeds: the countdown stops while enemies are within 150 metres, and the task fails if no player of your side is within 200 metres for 30 seconds.

What you will see

Site and aid-supply markers, radio calls per phase, and an open-clinic prompt on the crate. A subtitle confirms the clinic when you finish, with a force pool reward and a support boost.

Tester tipThe crate is the target, not the civilian standing nearby. The prompt only shows within about 4 metres, so close right up. Keep vehicles and explosives away, if the crate is destroyed the task fails.

Engage Leaders (Hold Shura)

BLUFOR
OPFOR
Independent
Civilian

Meet the local leader in a settlement and hold a face-to-face parley to build trust.

How to complete

Single stage. Go to the marked leader and complete the six-second hold-shura action within about 3 metres of them. Then hold the area for the Civic Hold Time (120 seconds by default) before it succeeds: the countdown stops while enemies are within 150 metres, and the task fails if no player of your side is within 200 metres for 30 seconds. On foot, no item, no combat.

What you will see

A local-leader marker at their position, radio calls on start and success, and a hold-shura prompt on the leader. A subtitle confirms the engagement, with a force pool reward and a support boost.

Tester tipThe prompt only appears within about 3 metres, tighter than most tasks, so close the last metre or two rather than assuming it is broken. The leader cannot be killed, so in normal play it will not fail.

Restore Services

BLUFOR
OPFOR
Independent
Civilian

Repair a damaged critical-service building such as power, fuel, or comms in a civilian settlement to boost local support.

How to complete

Go to the marked service building on foot and complete the repair hold action within about 4 metres of it. You must be carrying a toolkit, otherwise the action never appears. The hold runs somewhere between about 12 and 25 seconds depending on the building. Then hold the area for the Civic Hold Time (120 seconds by default) before it succeeds: the countdown stops while enemies are within 150 metres, and the task fails if no player of your side is within 200 metres for 30 seconds.

What you will see

Opening radio call about a service needing repair, a marker on the target, and a repair prompt on the building. A confirmation subtitle names you and the town on success.

Tester tipPut a toolkit in your inventory before you approach, or the prompt will not show and it will read as broken. Do not let a firefight level the building, if it is destroyed the task fails.

Secure Community Event

BLUFOR
OPFOR
Independent
Civilian

Protect a staged civilian gathering at a settlement from waves of disruption until the event concludes.

How to complete

Two phases. Deploy: get a player within about 120 metres of the event to activate the attendees and start a roughly nine-minute hold. Protect: survive two or three enemy waves while keeping the organisers and crowd alive. It completes only once every wave is handled, no enemy remains within about 250 metres, and the hold timer has expired.

What you will see

Event markers, radio calls per phase, and enemy waves approaching the site. Force pool reward and a support boost on success.

Tester tipHold the site clear for the full nine minutes even after the last wave, and keep all fire away from the captive civilians. Losing an organiser, or more than one bystander, fails it.

Local Liaison

BLUFOR
OPFOR
Independent
Civilian

Protect a local liaison meeting at a settlement edge through a timed security hold, repelling disruption waves.

How to complete

Two phases, same pattern as the community event. Deploy: bring a player within about 120 metres to start the roughly nine-minute hold and schedule the waves. Secure: defeat two or three waves while keeping the partner team alive. It completes once every wave is handled, no enemy remains within about 250 metres, and the timer has run out.

What you will see

Liaison markers, radio calls, and on-screen liaison updates with a countdown and wave-by-wave status. Success plays a concluded-meeting call.

Tester tipWatch for the meeting-started update, then hold the area clear for about nine minutes. If no enemies ever spawn, wait for the no-hostile-response wrap-up, it still completes once the shortened timer elapses. Stray fire killing the civilians is the main way it fails.

Intel & insurgency

Intel & insurgency

Gather intelligence, dispose of devices, and dismantle insurgent networks and leaders.

IED Disposal

BLUFOR
OPFOR
Independent
Civilian

Send an explosive-ordnance team to dispose of a roadside device near a town.

How to complete

Get to the marked device and resolve it, either disarm it or destroy and detonate it, with a player present when it clears. You need a player within about 210 metres, the device to have actually streamed in and been seen live at least once, and no live undisarmed device within about 60 metres of the point.

What you will see

Opening radio report of a device near the town, a marker at its position, and a confirmation call plus reward on completion.

Tester tipApproach until the device actually streams in, then disarm or detonate it while staying within about 200 metres of the marker. If it will not close, check a player is inside the range bubble and no other live device sits nearby. The disarm tool is dictated by the device itself.

HVT Assassination

BLUFOR
OPFOR
Independent
Civilian

Act on intelligence of a named enemy high-value target near a town and eliminate them.

How to complete

The target does not exist until you close in. Get an assigned player within about 1000 metres of the marked position to spawn the target, which appears one of three ways: two figures meeting at a table and staying put (inside a nearby building on its floor when there is one within 50 metres, otherwise in the open), one arriving by vehicle, or one being driven out of the area. Then kill every spawned target figure. Any weapon works, no hold action or item. An insurgent recruiter is a variant: the task has no marker, and he has none, until your side has spotted him or one of you is within 200 m, after which the task follows him. Find the area first, as he waits at his Recruitment HQ rather than being driven in or out. With HVT Manhunt Chance above 0 on the C2ISTAR module, some start as a manhunt: you get a 1500 m search area instead of a target, and clues from civilians, his men, prisoners and informants shrink it to 900 m, then 500 m. Three clues bring a Wiretap task near his hideout; once it's done, HQ names a place and a time window of about ten minutes. Miss it and he goes to ground 2 to 4 km away with half the clues lost.

What you will see

Opening radio about intelligence of a target near the town. No marker until you approach and the target spawns, then a marker tracks them, following them into any vehicle. The inbound and exfil variants add their own markers.

Tester tipDrive to within 1000 metres to force the spawn, confirm the marker appears, then kill all figures, remembering there are two in the seated variant. Only the exfil variant can fail, by the target being driven more than about 2 kilometres from the nearest player, so intercept before it clears the area. For a recruiter, the area is only the Recruitment HQ's town: search it, and the marker appears once he is seen or you are within 200 m. For a manhunt, ask civilians about enemies near the area and question prisoners, then watch for the Wiretap task and be at the named place inside the window.

Wiretap Comms Post

BLUFOR
OPFOR
Independent
Civilian

Infiltrate an enemy-held communications facility and physically place a wiretap on a specific building or mast.

How to complete

One object is the target. Get within about 3 metres of it, carrying a toolkit, and complete the setup-wiretap hold action, which takes roughly 15 to 30 seconds. No kills are required, you only need to reach the object with a toolkit. Success raises the enemy side's intelligence exposure. The AI Commander can also raise this before an attack, pointed at a comms building at the objective. When there's no comms building to tap, the task builds its own enemy comms camp on open ground at least 30 m from any building, and the target is a box set up in it. To find that room the camp can sit up to 500 m from the spot first picked. A vanilla or SPE toolkit works, and so do the SOG Prairie Fire toolkit and wiretap kit.

What you will see

Opening radio about a comms post near the town. A marker labelled with the object appears once a player is within about 75 metres, not before. A confirmation subtitle and radio call on success.

Tester tipCarry a toolkit before you approach, without one the prompt never shows and it reads as broken. Stand right against the marked building or mast, the prompt only appears within about 3 metres. A comms camp that seems a long way from town is the search for clear ground, up to 500 m out.

Reconnoitre Objective

BLUFOR
OPFOR
Independent
Civilian

Find out what the enemy holds at an objective before the AI Commander attacks it.

How to complete

Three steps. Reach the final rendezvous point (FRV) short of the objective, then man its observation posts (OPs), a minute at each by default; the C2ISTAR module's Recon OP Hold Time makes it 1, 2, 3 or 5 minutes, and the OP task says how long. By default there are two, both on the FRV's side of the objective, so you don't have to go round it. With the C2ISTAR module's Recon Task OPs set to 4 there are four, all round the objective and at least 45 degrees apart; any one can be manned first, each is ticked off with a radio line, and the report comes once all four are done. To watch from somewhere else, pick Move a recon OP in the C2ISTAR menu and click the map: the nearest OP not yet watched from moves there if the spot is on land, 250 to 900 m from the objective and can see it, and sits far enough round from the others (60 degrees with two OPs, 45 with four). An OP you've already held for the full time stays put, and a moved one starts its time again. Only enemy your side actually spots while someone is at an OP is reported: units it knows about, or ones a player at an OP can see clearly within 600 m, vehicles included. Watching longer finds more. Given by an AI Commander with Tasks Only Against Known Enemy on, when it knows nothing about an objective it's preparing to attack; what you report brings a second round of preparation tasks against it. An AI Commander with Find Out Before Attacking on also gives it on an objective it's about to attack, and holds the assault until you've reported, it's sure enough, or its Intel Wait runs out.

What you will see

HQ says it has no picture of what the enemy holds there and asks for overwatch; a second call asks for eyes on. On success, a radio exchange and HQ saying it will plan against those positions. With a Military Air Component Commander on your side (or an allied one), the report also asks it for a strike there and then: a Strike on up to three of the vehicles you saw, best seen first, or CAS on up to three groups on foot when you saw no vehicle. The Air Commander still holds off CAS near friendly players. A recon the AI Commander asked for with Find Out Before Attacking doesn't ask, since that commander calls its own strike.

Tester tipYou don't need to be seen or fight: stay within 600 m long enough. Move away and the timer pauses, it doesn't reset. Try Move a recon OP on a spot in the sea, and on one 100 m from the objective: both should be refused, and a good spot should take the task marker with it. With an Air Commander in the mission, report with enemy vehicles in view and watch for aircraft heading there soon after.

Informant Exfiltration

BLUFOR
OPFOR
Independent
Civilian

Recover a cooperating civilian informant from one settlement and escort them alive to a protected handover site in a distant one.

How to complete

Three legs against one civilian. Pickup: complete the secure-informant hold action within about 3 metres; they then follow you or board your vehicle. Escort: bring them within about 30 metres of the destination. Handover: the same proximity at the handover point completes the task. The final step is proximity, not a hold action.

What you will see

Radio calls per leg, an informant marker at the source, then safe-site and handover markers. A subtitle confirms when you secure them.

Tester tipSecure the informant, then move them on foot or by vehicle to the site. Fire a shot near them to check the panic behaviour, if they bolt you must close within 30 metres before the recall timer runs out or the leg fails. Killing them fails the current leg immediately. Note the escort and handover points sit together, so the handover often completes right after the escort.

Insurgency Destroy Assets

BLUFOR
OPFOR
Independent
Civilian

Locate and destroy a specific insurgent installation, a recruitment headquarters, arms cache, or bomb factory (a drug lab when any AI Commander in the mission has Drug Labs set to Yes), near a town. It can also come from a prisoner who talks at a prison, one per prisoner and one per side every 20 minutes.

How to complete

Destroy the one marked installation building with explosives, vehicle fire, or any destruction that levels it. Alternatively, the target also counts as done if its installation is shut down through the insurgency disable action. Either way it closes, and there is no need to clear the garrison.

What you will see

Opening radio naming the installation, and a confirmation on success. The waypoint sits on the target building; there is no dedicated smoke or map marker during the destroy phase, so rely on the waypoint.

Tester tipCharge the marked building and confirm success, or verify the shutdown path by triggering the disable action and checking the task closes even with the building still standing. Cosmetic damage that does not actually destroy it will not count.

Insurgency Patrol

BLUFOR
OPFOR
Independent
Civilian

Move to a staging point and then patrol and clear a suspected insurgent area near a town.

How to complete

Two legs. Travel: get any assigned player within about 500 metres of the staging point, set roughly 700 metres short of the objective. Patrol: clear the objective of enemy, once no enemy of your side remains within about 500 metres of the centre, it completes. Simply standing there while enemy remain will not close it.

What you will see

Radio calls for each leg and on success. Waypoints on the staging point then the objective. No smoke or strobe markers.

Tester tipEnter 500 metres of the staging point to advance, then sweep and kill every insurgent within 500 metres of the centre. Watch for a possible one-off ambush event, and note stragglers or reinforcements inside the radius keep it open.

Stop the Saboteur

BLUFOR
OPFOR
Independent
Civilian

A man in a bomb vest is heading for a building in a town to blow it up. Stop him before he does.

How to complete

He waits until a player of the task's side is within 1.5 km, then walks to the building, plants up to 3 charges inside, runs about 100 m clear and sets them off 10 seconds later. Kill him, or detain him with the hold action on him, before that. A kill or an arrest counts once a player of your side is within 500 m of him or the building.

What you will see

A task marker on the building with its own pin. Once he's stopped the charges never go off.

Tester tipThe task fails if the building comes down, and is cancelled if he can't reach it within 15 minutes. Detain works alongside Advanced Civilians, which leaves him alone. Left alone in testing he brought the building down about 7 minutes in.

Testing

How you can help

If a task will not complete, first check its entry above against what you saw, then note which task it was, where on the map, and what you had already done. If it still looks wrong, please report it on the ALiVE issue tracker on GitHub with the map, rough location and the steps you took so it can be reproduced.

Changelog

Updates to this page

  • 2026-11-03
    Reconnoitre Objective: when you report, your side's Air Commander (or an allied one) is asked for a strike on what you saw, a Strike on up to three vehicles or CAS on up to three groups on foot. A recon the AI Commander asked for with Find Out Before Attacking leaves the strike to that commander.
  • 2026-11-01
    In Eden the C2ISTAR task settings only show once auto-generated tasks are switched on.
  • 2026-11-01
    With an Assault commander on your side, the briefing's mission line now says it attacks one objective at a time, in waves.
  • 2026-11-01
    The Wiretap task's comms camp no longer goes up inside a building: it needs 30 m clear of any.
  • 2026-10-31
    Tasks now fight the mission's own enemy by default, the factions of the AI Commanders hostile to your side, instead of vanilla CSAT.
  • 2026-10-30
    Task updates on the Radio Log page now show in full, newest first, on one scrolling page instead of a cut-off list.
  • 2026-10-29
    Task updates are kept on the map's Radio Log page, newest first with the in-game time; the hold countdown stays off it.
  • 2026-10-24
    New task Stop the Saboteur, under Intel & insurgency.
  • 2026-10-24
    A Supply Convoy on a smaller map now delivers to the farthest town at least 1.5 km away instead of a random spot in the woods. A drop-off that still ends up on open ground moves to the nearest road and stays out of Task Blacklist areas.
  • 2026-10-24
    A rescued CSAR pilot or a freed Rescue hostage no longer stands frozen once he joins you. He follows and moves with your group.
  • 2026-10-24
    HVT Assassination can start as a manhunt when the C2ISTAR module's HVT Manhunt Chance is above 0: narrow a search area with clues, then catch him in the time window a Wiretap gives you.
  • 2026-10-24
    Destroy, SEAD and HVT tasks of one kind now share one entry in the task list, with a line per target naming its town or grid.
  • 2026-10-24
    CSAR no longer writes four lines to the server RPT each time a pilot is rescued.
  • 2026-10-24
    CSAR: a rescued pilot gets up out of the panic kneel, takes his gun in hand and follows the players.
  • 2026-10-24
    Kill HVT: with no named place near the target the briefing gives its 1 km grid square, instead of "near !".
  • 2026-10-23
    Extract Informant comes in hot, timed and cold kinds as well as classic, set by Informant Extraction on the C2ISTAR module. A cold informant is debriefed at the hand-over and can lead you to a new task.
  • 2026-10-23
    A preparation task such as a Wiretap that's still open when the AI Commander's assault goes in is cancelled, with a warning from HQ two minutes before. A cancelled Wiretap's Setup Wiretap action goes with it.
  • 2026-10-23
    Reconnoitre: the two observation posts can be manned in either order. A minute at OP 2 ticks it off straight away, and OP 1 then closes the task.
  • 2026-10-23
    Informant Exfiltration, VIP Escort, Rescue, CSAR, Aid Delivery and Supply Convoy can end at, or set off from, the nearest Player FOB or friendly base when the C2ISTAR module's Delivery Destination says so. Alt+click on the tablet's task map picks the point for any of them.
  • 2026-10-23
    The task pin follows the informant, the VIP, the aid vehicle or the aid crate when it moves, for Informant Exfiltration, VIP Escort, Aid Delivery and Medical Outreach.
  • 2026-10-22
    Reconnoitre Objective is now a real recon: reach an FRV short of the objective, then man two observation posts on different sides of it for a minute each. Only enemy you actually spot is reported, vehicles included.
  • 2026-10-22
    New task: Reconnoitre Objective. Move to overwatch near an objective, then keep eyes on it from within 600 m for a minute; every enemy group within 500 m is reported to your side.
  • 2026-10-21
    Holding Distribute Aid on an aid delivery task, or Unload Supplies on a supply convoy, no longer pops up a "Picture ... not found" error. Both now show a box icon.
  • 2026-10-20
    Wiretap tasks can now come from the AI Commander before an attack, pointed at a comms building at the objective, and clean-up tasks after it takes one, when its Pause After Capture or Preparation Tasks settings are on.
  • 2026-10-19
    C2ISTAR's AI Takes Over Slow Tasks now shows (min) in its label.
  • 2026-10-18
    Automatic tasks come one at a time per side, without two of the same kind while another can be picked, and an HVT task's "Eliminate the target" sits under "Assassinate the HVT".
  • 2026-10-18
    A task's target carries a Wallet (ID): the high value target, the hostage, a downed pilot, the VIP, the informant, the local leader and the contacts you're sent to meet. Take it from him, alive or dead, and a hint says who he was.
  • 2026-10-18
    A prisoner who talks at a prison can give his captors' side a task to destroy an installation he knew of, or the nearest group he named.
  • 2026-10-16
    Defensive Counter Air no longer goes out with a blank target and "NaN" bearings, and its BRAA bearing is now a compass bearing from you.
  • 2026-10-16
    Static AT launchers no longer count as air defence, so they stop turning up as Suppress or Destroy Enemy Air Defence tasks.
  • 2026-10-15
    Military Defence, Checkpoint Partnership, Market Reopening and Secure Community Event waves stay out of simulated combat for 15 minutes, or until players are near enough for them to spawn.
  • 2026-10-14
    Medical Outreach, Meet Local Leader, Repair Critical Service and Aid Delivery now end with a hold on the area: the countdown stops while enemies are within 150 m, and the task fails if every player leaves for 30 seconds.
  • 2026-10-12
    The Talk to soldier window follows the game's language.
  • 2026-10-11
    Prisoners and friendly soldiers get a Talk to soldier window instead of separate scroll-wheel actions.
  • 2026-10-10
    A player group can be limited to the task types that suit it with ALiVE_taskTypes in its leader's init.
  • 2026-10-10
    Generated tasks no longer pick targets inside the C2ISTAR Task Blacklist markers.
  • 2026-10-10
    Automatic tasks can now go after any of several enemy factions a side lists, one drawn per task.
  • 2026-10-10
    A hostage rescue can be given its own return point from the tablet's Generate Task screen (Alt+click the map).
  • 2026-10-09
    Eliminate HVT's meeting is held indoors when a building within 50 m has room: the target and his guard stand on its own floor positions, with the table between them.
  • 2026-10-09
    Eliminate HVT's target and his guard no longer end up under a house's raised floor; with no building nearby the meeting is held in the open.
  • 2026-10-09
    Attack waves in Checkpoint Partnership, Market Reopening and Secure Community Event start at least 300 m from your side's groups.
  • 2026-10-09
    VIP Escort and Informant Exfiltration complete when you bring the VIP or informant to the drop-off by vehicle; boarding threw a script error that stopped the task.
  • 2026-10-09
    The wiretap task's Setup Wiretap action appears for a player carrying S.O.G.'s toolkit as well.
  • 2026-10-09
    A hostile wave's empty vehicle is cleared away with the wave in Checkpoint Partnership, Market Reopening and Secure Community Event.
  • 2026-10-09
    A Destroy Building task that finds no building to target gives up cleanly instead of throwing a script error.
  • 2026-10-09
    Transport Insertion troops wait for a transport with a seat for each of them. They used to be cut down to fit and the rest were left standing at the pick up.
  • 2026-10-09
    Transport Insertion troops still board when the player gets out of the transport to secure the pick up.
  • 2026-10-07
    When every military site nearby is already held, a defence task's new site is now put down at least 500 m from other defence tasks.
  • 2026-10-07
    Two players or groups are no longer sent to the same objective. Capture and defence tasks pick a place no other task of their side holds, and give it back when they end.
  • 2026-10-06
    Combat Search and Rescue is raised only for a real ejected pilot now, so it's no longer in the random task pool or the tablet's request list.
  • 2026-09-28
    Secure Community Event, Checkpoint Partnership and Market Reopening now count an enemy sitting in a vehicle when they check the area is clear.
  • 2026-09-28
    Task pins are drawn flat, with no drop shadow.
  • 2026-09-28
    A task's target vehicle marker now shows cars and trucks as motorised and boats as naval, where they had the recon and unknown markers.
  • 2026-09-28
    In a game hosted by a player, everyone on a task now hears its radio lines, once each. They used to play only on the host's screen, once per player. A mission with its own CfgRemoteExec needs to allow ALIVE_fnc_radioBroadcast.
  • 2026-09-28
    An IED Disposal task whose device is taken away before you get there is now called off instead of staying open and holding up new tasks, and it no longer picks an ambush IED that vanishes after 15 minutes. A called-off Troop Transport Insertion shows as cancelled rather than vanishing from the list.
  • 2026-09-25
    Failing a hearts-and-minds task now turns the town more hostile and costs support, instead of winning it over like a success. Each result counts once.
  • 2026-09-16
    The tablet access item a mission sets now reaches every player, not just the host. Everyone else used to fall back to Laser Designators, so it looked as though only the host could open the tablet. Player Resupply is fixed too.
  • 2026-08-27
    Capture objective tasks now point at the right place and turn up reliably on large objectives. Big ones could find no defenders at all and never raise the task.
  • 2026-08-26
    Capture objective tasks keep coming through a long session. The supply of places the commander could send you used to run down as the mission went on.
  • 2026-08-19
    Tasks that ask you to bring a building down now finish when you bring it down. Affects Sabotage Installation, Destroy Building, Insurgency Destroy Assets and Support the Air Strike. Worth reporting any that still won't close, with Enable Debug ticked on the C2ISTAR module.
  • 2026-08-18
    Three corrections to this page. Support the Air Strike was missing, making 32 tasks. Troop Transport Insertion now says you must stay in the vehicle while the squad boards. And the rescue task is called Recover Device in game.
  • 2026-08-18
    A sabotage task not completing when the target comes down was fixed the next day, see the entry above. Setting ALiVE_c2istar_taskDiag to true records what the server sees of each target, worth turning on if you hit anything like it again.
  • 2026-08-16
    On Constant task generation, tasks now keep coming after one ends. Finishing or cancelling the first task used to stop any further tasks for the rest of the mission.
  • 2026-08-15
    A reroll that finds nothing now leaves the group with the order it had. Before, asking for a different order could leave a group holding nothing at all.
  • 2026-08-15
    New setting for how long the commander must wait before repeating a kind of order. Reports had six of the same kind in a row; two requests must now pass before one repeats. Zero turns the wait off.
  • 2026-08-15
    Asking for a different order when a group can't have one no longer hands one over anyway. It was hard to spot because the tablet greys the entry out while a group holds a task.
  • 2026-08-15
    The commander offers the nearest free objective again rather than the furthest. Asking for a different order had been sending groups steadily further out, five to eight kilometres away while nearer objectives sat free.
  • 2026-08-14
    Handing out an order no longer fails partway through on a dedicated server. Seen while a sabotage order was being handed out.
  • 2026-08-14
    Every task on this page can now be switched off in one place. Set Automatic Player Tasks to No on the C2ISTAR module and nothing here arrives unless you ask for it from the tablet. Worth reporting any task that still turns up unasked.
  • 2026-08-06
    Panels line up consistently across every tablet display, and Mapbag scaling now matches the reworked tablet. Worth reporting any panel that looks misaligned or clipped.
  • 2026-07-28
    First published: a reference for every task mission, with what it asks and how to complete it.