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

Requirements: Community Base addons A3

Version: 0.6.8
Signed: Yes, serverkey included

Short description: The next generation dynamic persistent campaign for Arma 3.
Date: 2014-06-19 09:12
Submitted by: friznit


Comments: (22)
Rating:



 






ALiVE - Advanced Light Infantry Virtual Environment

by
ALiVE Dev Team


Description:
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:
http://alivemod.com/wiki/index.php?title=Main_Page

Manual:
Please refer to the ALiVE Wiki. It’s not pretty 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.

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


Media:



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


Notes:
Be aware that ALiVE Persistence is still in ALPHA and subject to change. We may also need to clear database data before major updates but we will let you know well in advance if this happens. Be aware you will not be able to load/save data from pre 0.6.8 missions with the latest plugin. Please create new missions (new name) for 0.6.8 persistence.

Please check your CQB module and reset your preferred options! Be aware you can use several instances for civilian and or strategic locations, TAORs, factions, etc.!


Work In Progress:
Our next major design milestone is Logistics. This includes a simple “Lift & Shift Objects” module and a Player “Replen Demand” dialogue. We will do our best to ensure compatibility with other popular mods that provide similar functionality.

The main focus is on an AI Battlefield Logistics system to support OPCOM. This models realistic military supply lines including strategic lift and convoys.


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)!


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:
Disclaimer
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:
v0.6.8
[DEMO] Fixed up Dive & Rule to work with WarRoom, updated module settings
[DEMO] Updated Foursome demo mish with new module settings/params
[SYS_ADMINACTIONS] Fixed regression where markers were not shown when CQB debug was enabled
[MIL_CQB | MIL_OPCOM] Switched to bulkLoad mech, improving loading times by x100
[combat support] Added support for IR markers during night operations with transport choppers
[sys_player] Updated to use new bulk load and bulk save functions
[sys_data_couchdb] Fixed issue where hash id's where not being restored correctly
[sys_profile] Updated to use new bulkLoad function
[AddIns] Updated ALiVEPlugIn to support bulk read API calls to couchdb
[sys_data_couchdb] Improved loading times from minutes to seconds with new bulkRead function (WIP)
[MAIN] Updated versioning check to 1.20.124746
[X_LIB] Fixed and improved ALiVE_fnc_get(all)enterablehouses as it didnt cover whole Altis
[MIL_CQB] http://dev.withsix.com/issues/74364 - Enabled multiple instances for CQB incl. switch for strategic/civilian, spawndistances, factions, TAORs, Blacklists etc.!
[amb_civilians] blacklisted kart dlc drivers and vehicles
[sup_combatsupport] Added ROE selection for CAS
[sup_combatsupport] Minor fix to CAS attack run
[sup_combatsupport] Added Loiter and Attack Run tasks for CAS. Attack Run still WIP.
[sup_combatsupport] Enhanced SITREP to include proper AMCAS.
[sys_profile] removed best places spawn. Will look into improvements to spawning in future iteration.
[sup_combatsupport] Minor UI fixes
[sup_combatsupport] Enhanced arty support, including rate of fire, delay, dispersion and minor bug fixes
[sup_combatsupport] Improved radio protocol, added SITREP support for ARTY
[sup_combatsupport] Fixed several issues with arty, now deploys group of 3 fire support assets per arty module.
[SUP_COMBATSUPPORT] Minimal insertion height of 2m is now possible (f.e. to be extracted from water by a hovering helicopter)
[SYS_PROFILE] BIS_fnc_findSafePos before spawning of a vehicle to exterminate exploding vehicles once for all (hopefully, though i doubt it. 2nd iteration of finding a safe pos happens in case it fails on the first one).
[MAIN] Updated version to 0.6.8.1405251
[MIL_OPCOM] Removed more MP hints!
[X_LIB] Fixed ALiVE_fnc_chooseRandomUnits to select the correct amount of units that has been passed to the function (has alsways been one to much)!
[MIL_CQB] Implemented max. groupsize switch (Solo, Pair, Fireteam) to give the mission editor the opportunity to limit AI, according to feature request http://dev.withsix.com/issues/74415
[SUP_CS] Increased flyinheight from 600 to 1000 in CS to fit this need http://dev.withsix.com/issues/74490
[MIL LOGISTICS] Fixed race condition if MIL ML initialised before SYS Profile was finished (_profilesCategorisedSide script error, classic)!
[MIL_CQB] [MIL OPCOM] Updated CQB and OPCOM with global datahandler per module to allow multiple saves
[SYS_PROFILE] Fixed side was still not restored correctly after loading from DB!
[VARIOUS] Removed HAC from modules
[sys_profile] had to make the datahandler for load and saving global to ensure index updates
[sys_profile] Air spawn and group vehicle spawn settings tweaked. Fix for https://dev.withsix.com/issues/74534 also http://dev.withsix.com/issues/74337
[sys_profiles] Removed the side conversion call as its now handles by sys_data
[sys_data_couchdb] Added support for SIDE conversion, if a number is returned instead of text
[sys_data_couchdb] Added bulkLoad and bulkRead functions
[sys_statistics] Fixed issue where heals were not being recorded. Fixed issue where timeplayed was being reported incorrectly
[SYS_PROFILE] Increased despawnrange dynamically based on spawnrange (factor x1.2) to fix/reduce this issue http://dev.withsix.com/issues/74435
[ALL] commented out about.sqf reference in cfgPatches
[X_LIB] Fix function "sideNumberToText"
[MIL_OPCOM] http://dev.withsix.com/issues/74528 (OPCOM objectives count was reported to players instead of rpt)
[X_LIB] Fixed error that sneaked in with a commit of Raps a few days ago
[MAIN | X_LIB] ALiVE_fnc_BUS! Fixed automated test to run also with only 1 connected client and moved x_lib
[MIL_OPCOM] Implemented BulkSave
[MIL_CQB] Implemented BulkSave and did mandatory fixes (ensure you pull)! See below for details:
[MAIN] Updated version check to current stable build 124200
[combat_support] adding arty units to profiler ignore
[main] Removed about page from config
[sys_newsfeed] Fixed changes to default UI scrollbars
[MIL_CQB] Fixed CQB errors
[SYS_ADMIN] Bug fixes and added a fade effect for the Mark All Units feature for the Admin, now you can see how long you have for the shown units as well as know that on the next update, those markers will most likely move. updates take
15-20 seconds. Try it...
[SYS_STATS] should fix an issue that could happen under certain circumstances... ask me for more details...
[MAIN] Fix recompile of migrated function in postInit.
[ALL] Integrate central function library and migrate common and new functions.
[SYS REVIVE] bug fixes and changes [SYS STATISTICS] fixed issue with time not reporting correctly for vehicles and units when using stats on dedicated server. Issue before was that if the admin was to skipTime it would skew(seriously skew) the time recorded so when spending 30 mins in a vehicle could be 3hours, or 3 weeks... based on admin adjusting mission time. Tested with using SDV for fist time in MP game with stats. changes admin time several times. Time on record is correct, .3 hours... and not 3.3 or 10+ hours...
[MIL_CQB] Fix undefined variable error in CQB module init
[sys_profile] Updated profile handler to use BulkSave call and remove whitespaces from missionname.
[sys_player] Updated mission name processing to handle whitespaces
[sys_player] minor fixes
[sys_data_couchdb] Added BulkSave and BulkWrite functions to improve the save times for modules
[MIL_CQB] Further optimized initialization functions
[MIL_CQB] Update ALiVE_fnc_CQBsortStrategicHouses and related with small fixes
[UTILS] Update 'make_dev_build' script to accommodate unwanted PBO prefix applications
[MIL_CQB] Optimize ALiVE_fnc_CQBsortStrategicHouses function for module init
[sys_data] Removed 10kb limit for outgoing data :O
[sys_player] Fixed sys_player not saving to DB. Still requires that Player Persistence module be placed in mission SQM after sys_data. Updated abortButton to wait for players to be disconnected (alive_player_count) before saving or exiting server. Enabled "store to DB" in Player Persistence module. Added some additional traces for debugging purposes.
[mil_sectorDisplay] fix for update time [sys_event_log] made event dispatch spawn in a new thread
[UTILS] Update 'make_dev_build' script with stringtable support
[UTILS] Add 'make_dev_build' PowerShell script
[UI] Fix for loading screen issues
[VARIOUS] Fixed script error in buttonAbort by changing to BIS_fnc_MP (dont laugh Tup), Missed MIL_OPCOM persistent setting on one MIL_OPCOM in Foursome (was true, should be false)



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



- Community Base addons A3




Download from FTP #1:
ALiVE - Advanced Light Infantry Virtual Environment
Download from FTP #2:
ALiVE - Advanced Light Infantry Virtual Environment
Download from FTP #3:
Size : 38 MB   Downloaded : 16710 times     Report broken download link



Tags: Modular,   Framework