Author: ALiVE Dev Team
Author Website: http://alivemod.com/
Requirements: Community Base addons A3
Signed: Yes, serverkey included
Short description: The next generation dynamic persistent campaign for ArmA3.
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.
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:
You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
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.
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.
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 can be found here: http://alivemod.com/missions
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!
Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com 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
Wolffy.au, Tupolov, Highhead, ARJay, Gunny, Friznit, Raptor, Jman, Rye and WobblyHeadedBob.
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!
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.
- Build 0.9.9
[ALL] Updated version to 0.9.9.1506221
[C2ISTAR] Fixed script error with independend units owning a sector
[VARIOUS] Changed dynamic placement modules to not garrison unprofiled vehicles in order to fix http://dev.withsix.com/issues/76211
[X LIB] Added option to ALiVE_fnc_groupGarrison to only garrison profiled vehicles (preparation for http://dev.withsix.com/issues/76211)
[C2ISTAR] http://dev.withsix.com/issues/76238: Changed way of defaulting to selected map position if dynamically found location is further away than 1 click or no location was found. Ensured that compositions are created on a flat area. Fixed nil variable script error in Transport Insertion Task.
[sys_data] Fix infinite loading issue when empty value occurs
[sys_stats] Improved stats recording of shots fired, added additional data to events to allow image inclusion in pop ups on operations page
[C2ISTAR] Fixed sabotage installation could give orders to attack a "friendly" building (now checks for friendly troops in the area before assigning).
[MIL OPCOM] Added operation "getOPCOMbyid"
[X LIB] Added option to look for virtual profiles in ALiVE_fnc_isEnemyNear
[MIL CQB | XLIB] Added "no civilian factions" option to ALiVE_fnc_getDominantFaction and fixed CQB spawning armed civilians with dominant faction in some cases
[Main] Prelim index of Al Rayak - some villages still missing
[MIL OPCOM] Fixed indestructable IEDs by switching to ALiVE IEDs
[CIV PLACEMENT] Fixed: If roadblocks were too close to another, virtual groups sometimes were spawned at [0,0,0] and a script error was dumped
[X LIB] Removed unneeded conversion
[X LIB] Another regression in ALiVE_fnc_findVehicleType
[missions] Updated missions for 0.9.9 release
[SYS AI SKILL] Removed permanent debug in AISkillSetter
[X LIB] Fixed regression after perf improvement in ALiVE_fnc_findVehicleType (arrays were not cached and threw a script error)
[MIL IED | AMB CIVs] Fixed MIL IED wasnt recognizing ALiVE ambient civilian factions correctly
[sys_data] Added the ability to store custom data to the database i.e. ["key", _value] call ALIVE_fnc_setData and ["key"] call ALiVE_fnc_getData
[sys_player] Fixed issue with player persistence where player was sometimes restored without any equipment
[Main] Fixed typo in Military Objective Defence Task http://dev.withsix.com/issues/76262
[functions] Fixed issue where non existent file error was missed
[AAR] Added unit config class to AAR for better icon presentation on map
[MIL OPCOM] The unneeded space wasnt beautiful...
[MIL CQB] Forgot to change the comment
[MIl CQB] Added operation "allHouses", which was missing after the debug fix
[SYS AI Skill] Refactored AI skill to initialise AI skill sets on unit creation in order to avoid the allUnits scan-loop.
[Functions] Added function to export a map to War Room to be tiled. Requires the EMF to be exported from in game before being used.
[X LIB] Fixed groupGarrison disabledAI move, so garrisoning soldiers were not turning or moving at all, resulting in dumb units that wouldnt fire at you unless they were facing you directly.
[MIL CQB] Fixed "dominant faction" was broken in last release
[MIL OPCOM] Ensured that Toggle Toggle OPCOM installation function quits if not a single OPCOM instance is existing
[VARIOUS] Added terrorize to monitoring and battlefield analysis
[C2ISTAR] Fixed sidechat message did only show the first objective location, improved errorhandling on wrong input values, Added fallback if no opcom objective was found for the used faction
[MIL CQB] Fixed debug wasnt showing cached vs. uncached positions correctly in some cases, made debug markers smaller
[MIL OPCOM] Fixed, suicide bombers where created everytime players left the area and returned again, sometimes resulting in suicide bombers havoc! Made debug markers smaller, improved way of calculating objectives hostility
[AMB CIVS] Tweaked civilian insurgent actions, Removed INDEP / GUER workaround to be streamlined with other sides, fixed civilian debug markers were not removed if killed, improved performance when detecting near enemies,
[AMB CIVs] Fixed Civilians were always created in the center of the house, resulting in them getting stuck in some buildings! Added name of hostile civ command to debug marker (like suicide, etc.). Fixed civilian still dropped his explosives if killed!
[Main] Updated OnPlayerConnected call to use BIS_fnc_addStackedEventHandler for greater compatibility. Fixes an issue where BIS Dynamic Groups breaks ALiVE.
[sys_player] Fixed issue where auto store was not working due to incorrect time.
[sys data] Fixed - Don't enable AAR if it is turned off globally.
[sys_statistics] Remove debug from logs
[MIL OPCOM] Fixed undeclared variable _civFactions when loading an asymmetric mission where a suicidebomber was present at an objective
[ALiVEServer] New plugin to avoid connection issues for servers that do not have permission to run performance counters.
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- Community Base addons A3