ALiVE.OS · ALiVE 3 Development
A game mode that turns an ALiVE mission into a zombie outbreak: hordes held by an AI Commander, roaming as virtual groups, and attacking everyone who isn't a zombie once players are near.
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
Outbreak is a Game Mode on the ALiVE Required module. Set it, give the zombies a side of their own, and list the zombie factions on the Virtual AI System. Everything else is ALiVE as you know it: Military Placement puts the horde on the map, an AI Commander moves it from objective to objective, and the Virtual AI keeps every group alive across the whole map while only the ones near players exist as real units.
The zombies come from WebKnight's Zombies and Creatures, and any faction can be turned into them: townsfolk, dead soldiers, a mod's units. Once a group is real, WebKnight's mod decides how each zombie moves and fights soldiers. ALiVE adds the rest: zombie groups that fight while virtual, a fast zombie leading each group, zombies that go after civilians and anyone else the mod leaves alone, and the dead rising as zombies. Standard missions are untouched: nothing on this page happens unless Game Mode is Outbreak, apart from the Runner lead and the compiled-zombie clothes fix, which apply whenever WebKnight's mod is loaded.
Setting up
Two settings on modules every ALiVE mission already has, and a commander with a zombie faction. This is how it looks in the editor. The "Outbreak: zombies hold an area" preset places the modules for you; you place the players.
How it works
Far from players a zombie group is virtual and fights by numbers. Near a player it becomes real: WebKnight's mod goes for soldiers of other sides, and ALiVE sends the zombies after everyone else who isn't a zombie.
Capabilities
Outbreak needs WebKnight's Zombies and Creatures (Workshop 2789152015) with Improved Melee System (2291129343), or WebKnight's DEV zombies (3566432930) with IMS: DEV (3510959070). Previewing in Eden without them shows a notification naming each missing mod and its Workshop ID.
If a required mod is missing when the mission starts, the startup screen shows a red line naming it, everyone gets a message, and the mission ends ten seconds later. A player joining in that window is turned away. It never runs as Standard instead.
List a faction in Zombie Factions and every man in it is made a zombie as he spawns: he keeps his clothes and loses his guns. CIV_F gives you infected townsfolk, BLU_F dead soldiers, and a mod's faction works too. A faction with no groups of its own, every civilian faction included, gets 16 groups of 6 to 12 men to place. A Faction Compiler faction keeps its own groups and moves to the zombie side.
WebKnight's mod has one faction, WBK Zombies (WBK_AI_ZHAMBIES), and no groups. With it loaded, ALiVE gives that faction ten OPFOR groups: civilian hordes, packs and runners, infected NATO, CSAT, AAF, FIA and LDF squads, special infected and leapers.
Zombie Side is made the enemy of every other side except civilians. Humans on that side are bitten like anyone else but can't shoot back, because a side never fires on itself, so pick a side no human faction uses. An AI Commander on the zombie side with a human faction logs a warning. The human sides keep the mission's own relations.
WebKnight's mod sends the zombies after soldiers of other sides. ALiVE sends them after everyone else within Zombie Hunt Range: civilians, players in civilian slots, and humans on the zombie side. Soldiers of other sides fight back, or run if they have no gun. Civilians and humans on the zombie side can't fight back: they run, the AI ones in a short dash away.
A zombie group ALiVE has garrisoned chases prey that comes within 60 m of its post. When the chase ends, or the prey gets further away than that, the zombies walk back and hold again at the same spot, facing the same way in the same stance.
With Zombie Infection on, anyone a zombie kills outside a vehicle rises as a zombie a few seconds later in the same clothes: civilians, soldiers of any side and players. A player still respawns the way the mission is set up, and the zombie of his body can go after other players. Zombie Infection Cap keeps the risen from filling the map.
Away from players, a zombie faction's groups do Zombie Melee Damage per zombie each round against infantry, and can't hurt anyone inside a vehicle.
WebKnight's Walkers shamble, and a group led by one barely moves. ALiVE puts a faster zombie in the lead, so a mixed group moves at a run with the Walkers trailing. A group of only Walkers or Crawlers keeps its slow pace, as the mod intends.
A bite kill names the zombie as the killer. A civilian killed by a zombie still counts as a civilian casualty, but it doesn't turn the town against a human faction.
A Faction Compiler faction built from WebKnight's zombies used to spawn in underwear. Units their mod dresses by script now dress first and keep their own kit in any slot the template left empty.
With Supply Caches on, the Virtual AI System hides crates in houses for players to find: a gun or two from the AI Commanders' factions with magazines that fit, first aid kits, food and water, and now and then a backpack. By default they turn up only in towns that have fallen, so they appear as the outbreak spreads. Each town gets one at most, never within 300 m of a player, and the crate matches the era (a S.O.G. mission gets S.O.G. ammo boxes).
How to use it
Settings
Outbreak's settings are on two modules every ALiVE mission already has. None of them do anything unless Game Mode is Outbreak.
The commander and placement modules then use CIV_F, listed as CIVILIAN (as zombies). Keep OPFOR free of human factions.
ALiVE stops sending zombies after civilians and same-side humans; WebKnight's mod still drives them at soldiers.
Nobody a zombie kills gets up again, so the horde never grows past what was placed.
Every town can hold a cache from the first minute, and each one shows as a green marker as soon as it's hidden.
Choices: Standard, Outbreak
Standard is ALiVE as it has always been. Outbreak is a zombie outbreak and needs WebKnight's zombies and a melee mod loaded; without them the mission doesn't start, and says which mod is missing.
AffectsWhether any Outbreak behaviour runs, which faction lists offer civilian factions, and the loading-screen logo.
TryOutbreak, with the mods loaded.
Choices: OPFOR, BLUFOR, Independent
The side the zombie factions are on. It is made the enemy of every other side except civilians, which ALiVE sends the zombies after itself. Give the zombies a side no human faction uses: humans on the zombie side are bitten too but can't shoot back, and that side's relations with the others are overruled.
AffectsThat side's relations for the whole mission; the other sides keep the mission's own.
TryOPFOR, with the humans on BLUFOR and Independent.
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.
AffectsWhich groups are zombies.
TryWBK_AI_ZHAMBIES, or CIV_F for townsfolk.
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: 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.
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.
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.
Good to know
Status
On ALiVE Required, with a required-mods check in Eden and at mission start.
Ten groups for WebKnight's faction, loaded only with the mod.
Melee damage against infantry, none against vehicles.
Mixed zombie groups move at a run.
Zombies chase and bite civilians, civilian-slot players included.
Civilian, soldier and mod factions turned into zombies as they spawn; civilian factions in Eden's faction lists.
The dead rise as zombies, with a cap.
Zombies go after humans on their own side; unarmed people run.
WebKnight's DEV zombies with IMS: DEV.
Garrisoned zombies chase prey within 60 m of their post, then go back to it.
Mil. Obj., Civ. Obj., both Custom placements and SPE can all field zombies.
Crates of guns, magazines, first aid and food hidden in fallen towns, replaced in another town once emptied.
Testing
Load WebKnight's Zombies and Creatures and Improved Melee System, place the "Outbreak: zombies hold an area" preset on Stratis or Altis, and play as NATO near the area. You should see zombie hordes holding the military objectives and the towns inside it, each group led by a sprinter. Once you are within about 1.5 km, watch a zombie group go after the townspeople within its Zombie Hunt Range; a civilian they kill should get up again as a zombie. Then preview the same mission without one of the mods: Eden should name it, and in the mission it should end itself after ten seconds. To test supply caches, set Supply Caches to Yes, Caches Hidden In to Any Town, Cache Markers to Always and Cache Refill to 1. Green "Supply cache" markers should appear in towns, never within 300 m of you. Open a crate: it should hold a gun or two with magazines, first aid kits and food or water. Empty it and the marker should turn grey; walk more than 300 m away and about a minute later it should be gone, with a new cache in another town.
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