Author: ALiVE Dev Team
Author Website: http://alivemod.com/

Requirements: Community Base addons A3

Version: 0.9.4.1412061
Signed: Yes, serverkey included

Short description: The next generation dynamic persistent campaign for ArmA3.
Date: 2014-12-06 20:51
Submitted by: friznit


Comments: (25)
Rating:



 




ALiVE - Advanced Light Infantry Virtual Environment

by
ALiVE Dev Team


Description:
ALIVE is the next generation dynamic persistent mission addon for ArmA3. Developed by Arma community veterans, the easy to use modular mission framework provides everything that players and mission makers need to set up and run realistic military operations in almost any scenario up to Company level, including command, combat support, service support and logistics.

ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible so you can create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they will work through autonomously. Players can choose to tag along with the AI and join the fight, take your own squad of AI or other players and tackle your own objectives or just sit back and watch it all unfold.

Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE can significantly reduce the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.


Main features:
  • ALiVE features the revolutionary Virtual Profile System that supports thousands of units operating simultaneously across the map with minimal impact on performance. Unlike older caching systems, Virtual AI groups will continue to move, operate and fight and will seamlessly spawn into the visual game world when players are in range.
  • ALiVE identifies key military, industrial and civilian installations automatically for any map. It uses an advanced, multi-layered AI Operational Command structure which assesses the strategic, operational and tactical situation across the battlespace, analyses the relative strengths of enemy and friendly forces and issues missions accordingly. The result is a fluid, dynamic and credibly realistic battlefield as forces modelled on real world Combined Arms doctrines fight for key objectives.
  • The second generation Persistent Campaign system is still work in progress but will automatically retain mission critical data on an external database without any user installations required - no need for complicated MySQL databases, it is all handled completely automatically! Alpha: The current release has an interim player persistence module in place.
  • ALiVE integrates with the ALiVEmod.com website and War Room platform, which tracks operations in near-realtime and provides powerful analytical tools to review every kill and every shot fired. Registration for the War Room will be opening soon.
  • ALiVE also provides a variety of popular Player Support utilities such as an integrated Support Radio Suite for AI controlled Combat and Combat Service Support, View Distance, AI Skill and Multispawn Manager. Alpha provides basic functionality and more options will be added in due course.
  • The intuitive, easy to use modular framework means mission making with ALiVE is quick and easy, even if you have never opened the editor before. Simply place modules down and play. ALiVE can be used completely stand alone or as part of more complex missions and scripts.

Installation:
Compatible With Arma 3 Stable 1.22

Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:
-mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5

Note:
You can also use -nosplash to get rid of the splash art and intro videos.


And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.


Included files:
-


Usage:
Manual:
Please refer to the ALiVE Wiki. It’s not the prettiest but all the info you need should be there. If anything is missing or unclear, please let us know by submitting a ticket on our Development Tracker and we’ll look to fix it.

Support Forum:
For direct support and feedback from the ALiVE dev team, join us on Skype or sign up to the forum on our website: http://alivemod.com/forum/

Sample Missions:
Sample missions can be found here: http://alivemod.com/missions

War Room:
We have made some major performance improvements to our web platform as it continues to improve and grow well beyond our initial expectations! We have over 5000 players registered from 550 groups and over a million events captured. We will be adding new functionality to War Room over the coming months. Register with us now and start taking advantage of ALiVE mission persistence and battlefield data feeds.

Join up now!


Media:



Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel


Notes:
ALiVE is still in BETA and subject to change. We may need to clear database data before major updates but we will let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker.

mil_convoys is now deprecated and will be removed in a future release. We'll leave it in for the moment so it doesn't break missions but it will be gone in the future. Fair warning!

We are always on the look out for talented individuals who are committed to contributing quality addons to the community. Our associate dev team members have already added a huge amount of value to ALiVE and we are working closely with other leading mod teams to maximise compatibility. In particular, we would like to welcome Cameroon and Haze onto the team. Cameroon is working on improvements to Combat Support and Logistics. Haze is hard at work building custom compositions for the Objectives Module.


Work In Progress:
We have an early version of the Insurgency Module working but there is quite a long way to go before it achieves our vision of delivering an intelligent asymmetric warfare simulator. Meanwhile we’re working on a number of feature requests and enhancements across the board. We will most likely provide a feature complete interim update prior to baselining for Release 1.0 in a couple of months time.


Make Arma Not War:
If you like our work, please support us in the contest!
Vote for us in MakeArmaNotWar.


Credits & Thanks:
ALiVE Dev Team
Wolffy.au, Tupolov, Highhead, ARJay, Gunny, Friznit, Raptor, Jman, Rye and WobblyHeadedBob.

Special Thanks
Rydygier for HETMAN AI Commander, which is the inspiration for OPCOM.
Neokika for Support Radio, which forms the basis for ALiVE Combat Support.
ScottW for Arma2NET, which provides the essential building blocks for true mission persistence.
CBA & ACE teams for setting the standard in development frameworks and the invaluable functions provided by CBA.
dev-heaven.net for providing a free and accessible development platform.
Special thanks to everyone here for supporting us with feedback and bug report and to our dedicated testing team (don't let me get my whip out)!

Special thanks to everyone here for supporting us with donations to the War Room. Database hosting isn’t free and the overwhelming popularity of ALiVE means we are using rather more data than we originally anticipated. If you want to contribute to keep the War Room ALiVE (see what I did there) then please find the Donate button at ALiVEmod.com!


Eula:

This addon is released under Creative Commons Licence Attribution-NonCommercial-NoDerivs CC BY-NC-ND

You may share this addon with others as long as you credit the original authors. You are NOT permitted to edit, tweak or change the addon in any way without explicit permission from the authors.

You are permitted to download and use this software for personal entertainment purposes only. This add-on is meant for ARMA 3 game platform by Bohemia Interactive only. Any commercial or military use is strictly forbidden without permission from the authors.


Disclaimer:
ALiVE is still in BETA and subject to change. We may need to clear persistent database data from the War Room before major updates but we will try to let you know well in advance if this happens. We have done our best to ensure backward compatibility for your missions. However, in case you get a new error with an existing mission, please delete and replace the offending module in the editor and you should be good to go again. As usual, please post any issues or feature requests on our tracker.


Changelog:
v0.9.4
[ALL] Added final updates to MIL IED
[ALiVEServer] New Plugin, update your @ALiVEServer folder
[ALiVEServer] Updated DLL to be compatible with placing alive.cfg in arma 3 root dir
[AMB CIVs | SYS Profile] Fixed ALiVE_SpawnRadius was overwritten by heli / jet! Spawn radii are available with AliVE_SpawnRadius, ALiVE_SpawnRadiusHeli, ALiVE_SpawnRadiusJet, AliVE_SpawnRadiusCiv, ALiVE_SpawnRadiusCivHeli, ALiVE_SpawnRadiusCivJet
[C2ISTAR / Player resupply] Made only left click on map place markers. https://dev.withsix.com/issues/75585
[CIV MP] Integrated Roadblocks to CIV MP, adding option to spawn profiles
[combatsupport] altered bm21 range values
[combatsupport] support added for RHS artillery units
[Compositions] Removed duplicate static AA Launcher (Hazey)
[DEMO] Cleaned up demo folder
[INDEXES] Full index of Panthera3 by IceBreakr https://dev.withsix.com/issues/75739
[indexes] Fix for Bornholm index
[iron front] Indexed omaha beach, tweaked config mappings, assigned logistics transport vehicles
[Main] Added Panthera3 Entry to staticData.
[main] Static data prep for CUP factions mappings
[MAIN | XLIB] Reverted funny workarounds for serverCommandAvailable since BIS deployed the fix finally! Persistence saving restored! Changed method of waiting for last player/admin from ALiVE_player_count to BIS_fnc_ListPlayers
[MAIN] Added OPCOM to loadingscreen
[MAIN] Fixed missing ; in testcase
[main] fixes for RHS group mappings
[MIL CIV AMB CIV Placement] Tweaked default values if no module is provided, Fixed bug where default value wasnt used
[MIL CIV CUSTOM PLACEMENT] Added Readiness Level to Placement modules http://dev.withsix.com/issues/74094
[MIL COMMAND] Fix for vehicle patrol radius was too small! http://dev.withsix.com/issues/75615
[MIL COMMAND] Resync of ambientMovement due to GIT error
[MIL COMMAND] Resync of AmbientMovement due to GIT error done
[MIL CQB] Changed all _arr set [count, _val] to new pushback command to optimize performance
[MIL IED] Added MIL IEDs (see dev changelog for dev details)
[MIL MP] Removed old temp clusters of Bornholm
[MIL MP] Fixed wrong stringtable entry
[MIL MP] Camps in the wilderness http://dev.withsix.com/issues/74933
[MIL OPCOM] Improved performance in OPCOM drastically by optimizing some checks! Removes stuttering in SP with higher objectives counts!
[MIL OPCOM] Added create and destroy! Added automated test! Fixed _profileIDs error! Fixed createhashobject didnt create a hash (WTF?!)
[MIL OPCOM] Added nil check for profiles (potential nil value could be passed)
[MIL OPCOM] Changed all _arr set [count, _val] to new pushback command to optimize performance!
[MIL OPCOM] Fixed operation "pause" did not work properly if it was called too early (f.e. from within a trigger)
[MIL OPCOM] Improved automated test
[MIL OPCOM] Made default setting of ambient movement only for vehicles/air
[MIL OPCOM] Reset active commands if orders are set!
[MIL_CQB] Added create and destroy, added automated test
[MODULETEMPLATE, SYS NEWSFEED, SYS PATROLREP, SYS PLAYER, SYS PLAYERTAGS, SYS SITREP, SYS SPOTREP, SYS VD] Changed to emptyInit function (fixed warnings)
[SYS ADMINACTIONS] Changed to emptyInit function (fixed warnings)
[SYS CREWINFO] Changed to emptyInit function (fixed warnings)
[SYS GC] Updated Stringtable with "turn off" Info
[SYS GC] Added option to disable GC if cleanup iteration is set to 0 or below. Handling startup differently including using init function. Improved Destroy operation to exit FSM! Added automated test!
[SYS GC] Changed to emptyInit function (fixed warnings)
[SYS LOGISTICS] Changed to emptyInit function (fixed warnings)
[SYS LOGISTICS] Improved destroy operation! Using initfunction! Added automated test!
[SYS MARKER] Changed to emptyInit function (fixed warnings)
[SYS PLAYEROPTIONS] Fixed Init failed on Setting module param vars if provided _value was not existing
[SYS PLAYEROPTIONS] Fixed Playertags was not exiting if turned off!
[SYS PROFILE] Added Init Eventlog to profileSystemInit in case ALiVE require is not placed
[SYS PROFILE] Changed all _arr set [count, _val] to new pushback command to optimize performance
[SYS PROFILE] Ensured initialisation happens only once per machine
[SYS PROFILE] Fixed _profilesCategorisedSide error! Fixed ProfileSystem was not destroying its babies on "destroy" op
[SYS PROFILE] Prevent despawn of player profiles to get rid of various player-AI issues
[sys_marker] Updated hint to be silent
[sys_profile] made a few changes to profiles to make firing from vehicle turret positions behave better
[SYS VD] Fixed default value for maxVD
[VARIOUS] Added more automated tests, #define in script_mod.hpp! Made destroy ops work properly for more modules!
[X LIB] Changed all _arr set [count _arr, _val] to new pushback command to optimize performance
[XLIB] Added empy dummy init function to workaround display missing init function warnings
[XLIB] Fixed fnc_iSHC, headlessClients array was not updating properly http://dev.withsix.com/issues/75555

v0.9
[aliveserver] rebranded arma2net component as @aliveserver, removed unneeded components. scott_nz has agreed to inclusion of code and license.
[aliveserver] updated logging folder to avoid clash with plugin checks
[all] added field manual entries for modules with in game user elements
[all] couple more fixed for field manual
[all] editor module consolidation
[all] fixed field manual entries
[c2istar] added sabotage task
[c2istar] changed only un-destroyed buildings are selected for sabotage task
[c2istar] improved sabotage building task, with autodetection of enemy opcom objectives by distance/setting chosen and better selection of buildings to destroy
[civ_population] fix for https://dev.withsix.com/issues/75143
[clusters] chernarus summer added for aiatp
[clusters] indexed bornholm http://forums.bistudio.com/showthrea...enmark-terrain
[clusters] indexes for everon2014 http://www.armaholic.com/page.php?id=24569
[clusters] re-indexed bornholm for 1.1 version
[demo] added sabotage to demos. added ui calls and c2istar generation settings to mission
[demo] sabotage mp demo! fixes! and persisted hideouts!
[demo] updated sabotage mp demo with awesomeness!
[fnc_analysis] refactored get closest land!
[images] added manw dir in images to store submission assets. added manw alive header jpg and template.
[init] minor fixes to init
[main | placements] fixed: group-blacklist was not taken into account for guards leading to boats/sdvs beeing spawned around clusters
[main] added cqb to loading screen
[main] added staticdata for c2istar sabotage task
[main] changed default variables of gc to strings to make existing missions not break
[main] descoped mil_insurgency and combatsupport2 for 0.9
[main] descoped quick start and revive for 0.9
[main] fixed issue with saving when logging off and back in as admin did not complete save properly
[main] static data fixes for rhs
[main] updated alive to support arma 3 stable 1.32
[main] updated init order
[main] updated init process and function priority
[manw] added special manw plugin and alive.cfg - not for general/public use
[mil opcom | mil command | sys profile] opcom orders air vehicles to rtb land after attack mission, fixes helicopters hovering in air!
[mil opcom] fix for recon waypoints were placed over water on some occasions
[mil opcom] fixed hashget script error on waypointcreation.
[mil_c2istar] added options to enable auto gen tasks on module. added autogen tasks to static data to allow possiblity to override at mission level.
[mil_c2istar] fix for allowed item to use c2
[mil_c2istar] possible fix for missing parent task on client task creation
[mil_convoy] updated deprecated module
[mil_opcom] moved showcase mission
[missions] added mission pbo that includes all showcase and mp missions
[missions] added mp overview pic and text for mp scenarios
[missions] added pic to sabotage
[missions] alive | divide & rule finalized
[missions] alive | sabotage finalised
[missions] config updates and removed foursome
[missions] fixed scripting issue with quick start and updated configs
[missions] small fix to tour
[missions] tidy up, removed vas from divide and rule. added standardised to init.sqf's for all missions. added briefings. added new alive logo image after removal of foursome. turned off debug on all modules in all missions.
[missions] updated descriptions for quick start mission
[missions] updated divide and rule mission name, quick start briefing
[missions} updated configs and missions. initial addition of divide and rule (needs updating).
[placement] added specops to guard groups. added ambient movement for cmp
[playeroptions] module clean up
[readme] updated readme
[root] cleaned up root directory. added readme.txt
[root] moved qc notes
[root] updated readme, added mod logo for mod.cpp
[sup multispawn] added possibility to use every vehicle as insertion vehicle (boats, trucks, etc.)
[sup multispawn] fixed getgear/setgear script error if no "player options"-module was placed! gear didnt persist on respawn for all new types (insertion, building, etc.)...
[sup_combatsupport] added radio message for sad mission
[sup_player_resupply] added module options to disable certain delivery types
[sup_player_resupply] added option to module to restrict supply selections to player faction or player side. also added options to static data for more fine grain options for mission makers to enable or disable categories, also caters to 3rd party factions.
[sup_player_resupply] some hacks to support rhs in resupply
[sys logistics] fine tweaking of available weight function since some cars couldn't load a single box (as an example: an ammo box has an average weight of 500kg, but max. additional weight for a hatchback was 484kg)
[sys playertags] fixed rpt spam
[sys profile] fix for script error with profiled civilians
[sys viewdistance] fixed vd wasnt initialising properly since autoinit. fixed issue with instantiating mutliple logics! ensured this is covered
[sys_aar] minor fixes
[sys_aar] updated sys_aar to report every minute
[sys_data] handle null value in array
[sys_data] stop aar collecting data on civs
[sys_data_couchdb] catch error if records are missing from db
[sys_markers] fixed jip issue with markers and reports
[sys_player] fixed init, to avoid network ping pong
[sys_playeroptions] fix module parameter issue
[sys_playeroptions] init sys_player earlier
[sys_profile] added extra checks for null ranks on profile export
[sys_profile] couple of fixes to ensure release works on helicopters dlc
[sys_profile] fix for change to driver case change in assignedvehiclerole - thanks bis!
[sys_profile] fixed a couple of outstanding bugs
[sys_tour] added cs tutorial, added advanced marker tutorial
[sys_tour] added player tutorial section to the tour. more clean up. adjusted tour mission in the showcases for new options.
[sys_tour] couple of updates and fixes
[sys_tour] made copy adjustments per gdoc. stuck an initial tour mission in the game showcases menu
[sys_tour] made first action selection option, join random group
[sys_tour] made the mil logistics module part only display text.
[sys_tour] more camera fixes, more copy added.
[sys_tour] more tidy up and updates to the tour. couple of other bug fixes
[sys_tour] more ui improvements
[sys_tour] more ui improvements
[sys_tour] moved showcase mission
[sys_tour] some cleaning up
[sys_tour] updated mission overview text
[sys_tour] some bugfixes
[ui] fixed error with ui when pressing esc in mp play and trying to configure settings
[ui] more fixes for saving when admin locality can change (thanks bis!)
[ui] updated alive server save/exit ui functionality to follow bis approach to executing certain admin commands.
[various] added mil_placement_custom to waiters list in main init.
[various] fixes
[various] module consolidation naming and usability
[various] private var cleaning
[various] some sanity checks and preperations for rhs support
[various] some spelling fixes
[various] switched debug mode to default false on all modules
[x_lib] couple of tweaks to allow rhs groups to work
[x_lib] fix for b_heli_light turrets
[x_lib] isserveradmin fix for single player
[x_lib] removed debug output
[x_lib] fixed c2istar error on taskcreation if player was civilian (or captive)
[_xlib] funny workaround for admin-detection broken http://feedback.arma3.com/view.php?id=21137! remove when in stable!



Forum topic:
- alivemod.com forums
- BI forums
- ALiVE - Advanced Light Infantry Virtual Environment Facebook



- Community Base addons A3




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