Author: ALiVE Dev Team
Author Website:

Requirements: Community Base addons A3

Signed: Yes, serverkey included

Short description: The next generation dynamic persistent campaign for ArmA3.

Date: 2015-10-15 19:13
Submitted by: friznit

Comments: (29)


ALiVE - Advanced Light Infantry Virtual Environment

ALiVE Dev Team

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 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.

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:

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:

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:

Sample Missions:
Sample missions can be found here:

War Room:
Most of the ongoing War Room work is focussed on stability and robustness of the system as it sees more and more use every day. Many thanks to all those providing feedback and troubleshooting issues with the data feeds. You will soon see a significantly more enhanced Server Performance suite built into the War Room with some very powerful analytical tools for server admins. Even if you're not running persistent missions, we strongly encourage you do use the ALiVE Database module to record server stats so we can build a benchmark and provide everyone and BIS with invaluable performance data.

We have added a new 'mission' that automates high quality image capture of any addons you have loaded so they can be uploaded to the War Room. Instructions are included in the demo folder. If you have missing images on your War Room profile, run this up and let us know so we can upload them for you.

Join up now!

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

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 are hard at work on the Asymmetric Warfare Environment, popularly known as the Insurgency Module although it's technically not a single module but a whole new game mode. We have a working system already but there is a way to go before it achieves our final vision. Our main theme at the moment is to ensure ALiVE is a intuitive and robust as we can make it for general release of 1.0 We'll be taking a long hard look at the outstanding feature request list and make some decisions about what we can realistically achieve for what will be the official gold version, but we're determined that Asymmetric Warfare will be in there! We will of course continue working on future enhancements after that.

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, 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. 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!


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.

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.

v Build 0.9.10
[ALL] Updated version to
[SYS ADMINACTIONS] Fixed regression with new module settings tab, when player options module wasnt in place
[C2ISTAR] Created 2 new insurgency tasks - patrol and destroy assets
[sys_player] Removed unnecessary broadcasting of logic variables.
[SCOM] small fix to scom command handler & spelling in group manager cfgfunctions
[MISSIONS] Fixed onLoadIntroTime and onLoadMissionTime didnt have a number set
[sup_multispawn] FIXED: Multispawn Insertion not working for OPF_F #150
[sys_newsfeed] Changed newsfeed to use wildcards for URL config (thank you BIS)
[sys_statistic] Fixed: Headless Client errors when disconnecting due to issue with stats. Improved shots fired error handling
[civ_placement] Added Sea Patrols (compatible with virtual AI/profiles) with new Naval group configs for A3 vanilla assets #16
[mil_IED] Added custom IED classes (road, urban and clutter) #147
[mil_IED] Added menu option to set IED threat levels during mission (only applied prior to visiting a location the first time) #15
[mil_IED] Added menu option to debug IEDs
[mil_IED] Fixed: Sometimes Suicide Bomber donned go kart gear...
[mil_IED] Changed: Suicide bombers will carry a radio or mobile phone, a suicide vest and explosives
[mil_IED] Changed: Sometimes the suicide bomber explosive will malfunction
[mil_IED] Changed: Sometimes a suicide bomber will have a dead man switch
[sys_adminactions] Disabled data menu in module options for now
[sys_newsfeed] Fixed issue where Arma 3 1.52 allowedHTMLLoadURIs does not support scripted params
[sys_adminactions] Updated Module Settings menu to check to see if player persistence is enabled
[mil_opcom] Improved mobile phone inventory picture
[sys_player] CHANGED player save data menu items and moved them to player options
[Misc] Map index nam
[Misc] Fixes for default value errors in modules
[Misc] Map indexes MSKE, Lingor3
[fnc_analysis] Fixed getClosestSea function, was using incorrect sectorFilter to find sea areas. Added option to find a nearby sector as well as closest.
[sys_profile] Fixed issue where by vehicle count can be 0 in certain circumstances when spawning profiles.
[UI] Stringtable fixes for tuplicates
[Misc] Map indexing. Esseker, Mogadishu, Gunkizli
[Module Init] Changed module functionPriority to reflect what is expected
[sys_logistics] Fixed multiple player option menu entries (check for player options module)
[UI] Updated Menu UI for Logistics actions
[sys_marker] Fixed issue where group ID and server time were not properly stored in marker, spotrep, sitrep or patrolrep database entries
[sys_data] Additional debugging code
[UI] Changed Admin Options to Module Settings
[Misc] Added options to c2istar to disable spectate and join for command. Fixed a few issues in SpyderTab
[ALL] Updated version to
[SUP GROUP MANAGER] Tidy up of group manager. Fixed group manager and spyder tablet in dedicated server. Added some function from tour to spyder tablet
[sys_player] Option to auto save player data to DB should only appear if Data module is enabled.
[sys_data] Added new optional PBO to allow auto start of just perfmon data component. Default Date/Time save is now disabled.
[X LIB] Fixed ALiVE_fnc_DumpMPH wasnt showing structured text correctly
[MIL CQB] Removed Locality settings (main setting is still there for backward compatibility (to be removed on ALiVE 1.0)
[MAIN] Added dynamic AI Distribution
[sys_data] Fixed: don't let data init twice if sys_data_auto is used with a mission that has the data module.
[MIL OPCOM] Fixed: on long operations Insurgents could have recruited too many groups from conquered civilians areas. There are now a limited number of recruits available. Also fixed if the Recruitment HQs have been destroyed there was still recruitment going on.
[SYS PROFILE | AMB CIVS] Killed groups/agents were not removed from virtual space if the locality was remote
[UI] Fixed player logistics button did not appear when player options module was not placed.
[sys_data] Handle error returned if access is denied.
[UI] Update menu to handle player persistence admin options etc
[UI] Changed Menu layout and put in place modular system for expansion of menu
[VARIOUS] Fixed groups not beeing deleted (THX BIS), added landRemote and landAtRemote (still WIP)
[Main] Reindex Australia v3. Some weird script error in the map. Index is imperfect but best we can do for now.
[VARIOUS] Added ALiVE_fnc_unitReadyRemote to improve AI behaviour on HC (WIP)
[VARIOUS] Added functions ALiVE_fnc_doMoveRemote and ALiVE_fnc_moveRemote to enable remote orders and provide HC compatibility for all modules dynamically.
[sup_PR] Fixed - player support logistics not available if C2ISTAR not there.
[mil_C2ISTAR] Tidied up menu ready for Group Manager and Tactical Command functionality
[sup_player_resupply] Moved logistics to C2ISTAR menu, cleaned up C2ISTAR menu
[@ALiVEServer] Added Linux shared library extension for Linux Dedicated Server data and persistence (thanks to Secure!) #111
[X LIB | MAIN | SUP RESUPPLY] Added whitelist field, improved selection method of allowed/blacklisted vehicles (quicker and cleaner now). Use the field on the module or the ALiVE_PR_WHITELIST variable (array of types you wanna have in your list).
[SYS PROFILE] Fixed bug with cycle waypoints not being applied correctly (causing stuck groups and other weird behaviours).
[ALiVE_Tablet] Fixed: Alive_tablet not detected by Virtual Arsenal #118
[mil_IED] Added more sound effects for IED detection
[mil_C2ISTAR] Updated menu choices to include new group manager, intel, tasks and logistics
[GM] Initial group manager stuff
[VARIOUS] Persisted active military commands (needed change in params to have consistent data)
[sys_data] FIXED: Perf monitor didn't launch with sys_data_auto.
[MAIN] Missed to commit the ALiVE_PR_CUSTOM_BLACKLIST option to staticData
[Main] Bornholm re-index (v4)
[mil_IED] Fixed issue where ALiVE IEDs fell through floor (ThingX), added options to module for detection and detecting device.#107
[sys_data] Default date/time persistence has been set to false
[optional] Added a sys_data_auto module, place this in an addons folder on the server to auto start the data module. Atm requires @ALiVE on both client and server as well as @ALiVEServer on the server.
[@ALiVEServer] New plugin fixes window crash on JIP.
[sys_data] FIXED: If plugin fails to initialise and admin tries to Save Server and Exit it errors #126
[main] FIXED: Server attempts to save even if data module is disabled, leading to errors
[sys_stats] FIXED: Server attempts to update shots fired to DB even when data module is disabled
[x_lib] FIXED: ALIVE_fnc_createLineMarker Doesn't make use of color parameter #124
[sys_data] Handle error if there is a problem with the plugin
[PLAYER COMBAT LOGISTICS] Added Blacklist (including module field) to allow for more customization of the request list! Detailed examples in the Wiki!
[sys_statistics] Incorrect variable passed if UID is not found
[sys_perf] Fixed error when sys_perf is disabled.
[X LIB] Improved debug output on ALiVE_fnc_HashGet
[ SYS PROFILE] Multiple Improvements and fixes to Virtual AI System
- Added default value for limiter to 144 (do not limit)
- Removed unneeded debug in ALiVE_fnc_getNearProfiles
- Fixed script error if roadsConnected failed when finding a good spawn position
- Improved virtual AI simulation performance, update speed and virtual combat by 7 times
[MIL OPCOM] Several improvements to OPCOM esp. when reinforcements were called
- Fixed reinforcements were not called reliably,
- Added information if no insertion position is available for reinforcements,
- Added limiter to reduce reinforcements called at once (sometimes over 100 profiles were created),
- improved debug
[MIL C2ISTAR] Workaround for freezes with ALIVE_fnc_taskGetSideSectorEntities, ALIVE_fnc_taskGetRandomSideEntityFromSector, etc. (some fnc. that use BattlefieldAnalysis). Still some optimastions to be done on some missions
[SUP_CS]/[XLIB] Fix to BUS_MotInf_MortTeam
[SYS Profile] Improved spawn positioning further!
[MIL COMMAND] Primarily select roads for ambient vehicle patrol waypoints
[SYS PROFILE] Improved spawn quality of vehicles esp. vehicle groups
[SYS PROFILE] Fixed error if no hash was given to fnc_profileWaypointToWaypoint
[SUP_COMBATSUPPORT] Ability to Add and remove Units via script added functions to add and remove CAS and Transport units via script
[X-Lib] removed Dump Left dump in oops
[XLIB] Amended Arty Functions To select only 1st returned Mag for Task Type
[CS]added Dynamic Arty Mags,Rounds and Distance. Added doe that dynamically gathers the Magazines, Rounds and min max distance of the Arty Type
[CS] Added the new Arty Functions. Added getArtyMagazineTypes and getArtyRounds Functions
[CS] New Arty Functions to CfgFunctions. Added New Arty Functions to CfgFunctions for Dynamic Ammo Mags and Tyoes
[MIL Logistics] Fixed Logistics wasnt completing waypoint check under some circumstances and threw an error
[X LIB] Fixed CBA_fnc_HashGet error on wrong input
[AMB CIV | MIL CQB | SYS PROFILE] Improved spawn performance
[FNC ANALYSIS] Fixed ALiVE_fnc_getClosestLand always defaulted to the units position if it was over water and near a shore, spawning "swimming units"
[MIL CQB] Fixed on HC and JIP clients only groupsize of pair spawned!
[MIL C2ISTAR] [MAIN] Fixed default value was not selected correctly, hopefully fixing No entry 'bin\config.bin/CfgVehicles/ALiVE_MIL_C2ISTAR/Arguments/debug/Values/Yes.default
[MAIN] Complete index of Isla Duala v3.33
[MIL OPCOM] Added variety level of 20%-33% to opcom objective priorities so it is less predictable
[MIL IED] A Suicidebomber was created everytime the trigger area was entered, resulting in suicide bombers havoc in some situations...
[MIL OPCOM] Added start occupation option for asymmetric installations like factories, ieds, HQs, etc.! Fixed: OPCOM was able to start before a synced CQB was initialized, resulting in uncached positions
[AMB Civs] Fixed Unit was not returned to side civilian after arresting and releasing
[MIL OPCOM] Fixed: Insurgency was not pausing if told so
[MAIN] Added option to autopause ALiVE modules if no players are present on server
[sys_data] Major commit to include new Plugin and sys_data, sys_data_couchdb and other persistence code changes. Goodbye arma2net, it's been doog teims.
[AMB CIVs | SYS PROFILE] Implemented Smooth Spawn System™
[FNC Analysis | MIL C2ISTAR] Fixed: Battlefield Analysis failed to retrieve data if a string was passed to getClustersOwnedBySide and getClustersOwnedBySideAndType and an error was thrown, putting C2ISTAR to halt (also affected SYS Tour).
[X LIB | MIL C2ISTAR] Fixed: Several bugs and script errors, added defaults and fallbacks, fixed wrong variable in ALiVE_fnc_SpawnRandomPopulatedComposition
[SYS Logistics] Fixed: Carry option broke occasionally, actions were visible on killed players, action broke if player was killed during operating
[MAIN] Fixed: ZEUS didnt recognize created troops of class CAManBase when added with XEH
[MIL OPCOM] Fixed: Objective in suicidebomber-state couldnt find civilians on mission reload with persistence

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

- Community Base addons A3

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Tags: Modular,   Framework