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: 2016-04-14 09:24
Submitted by: friznit

Comments: (33)


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.

To install the ALiVE - Advanced Light Infantry Virtual Environment you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page for more information about using custom mods and addons in Arma 3.

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!

ALiVE.OS - Open Source:
We kept ALiVE closed during dev to facilitate source management, version control and support for what we knew was going to be quite a complex beast. However, we always intended to open up the source code once we had achieved a stable, feature complete release. We are now largely content that we have achieved that, notwithstanding the bugs that we are still working on and new features that we would like to include.

So as of today we have changed the licence from a restricted Creative Commons to an open GPL v2 for all builds after (the latest official release) and put ALiVE in a public git repo for everyone to fork as you wish. There are some caveats and everything is explained in the licence file but in short:

1. ALiVE is free software and may not be monetized in any way (that includes servers that try to get around it with "donations for perks")
2. You may release forks of ALiVE but please make it clear that it's not an official version to avoid confusing everyone.
3. We strongly encourage everyone to help develop the official Master version using git Branches and Pull Requests. Full details are on our Github wiki.

Download ALiVE.OS - Open Source:

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

Future plans:
After the release of 1.0, ALiVE development will be making a strategic change in direction. We kept the source code private during development in order to maintain control and facilitate support and error fixing. It is time to change that! With the widespread adoption of ALiVE, we believe that the mod will benefit from the combined resources of the community to allow it to continue to develop and flourish. There is still so much more that could be done with ALiVE both as a mod and a platform and we hope this will give the community the opportunity to take it to the next level. We will announce the details and support for this approach in the near future!

Credits & Thanks:
Acknowledgements and Thanks

We wanted to take this chance to thank the following key people for their support and recognise the efforts of those that have dedicated so much time to this project: - One of the original developers of MSO and helped kick off the MSO Next Gen vission that later became ALiVE
Tupolov - A key contributor to MSO and one of the driving forces behind development of ALiVE, in particular the cloud-based persistence system, sitreps/spotreps/stats, IED system, ALiVE War Room and more.
Highhead - Another former MSO developer and driving force behind ALiVE, building the AI Command & Control including the Operational Commander, Insurgency, CQB and so much more. He also implemented support for headless client and player logistics support.
ARJay - ALiVE would not scale without the immense Virtual AI system created by ARJay. This system has been interwoven into many aspects of ALiVE and ARJay has contributed across pretty much all of the ALIVE codebase as well as being a lead developer of the ALiVE War Room, C2ISTAR and lots more.
Friznit - We could not get anything done without a key focus on how ALiVE is used, implemented and simulates modern warfare. Friznit brought focus and organisation to the team along with his military experience, unique brand of PR and of course documentation!
Jman - Our release master and general all round good bean who has contributed to the original persistence system and many admin and player helper systems.
Gunny - Shepherded much of the ported combat support system (thank you Neo!) into ALiVE and assisted with a number of other systems.
Secure - In our desire to remove dependence on .NET and Windows, Secure completely rewrote the plugin/extension system to make it multi-platform and faster
Hazey - Helped with testing and support as well as custom compositions and the original insurgency mission for ALiVE
SpyderBlack - Has been a huge help in supporting the community with his expertise as a mission maker and has written add-ons to ALiVE that have since been incorporated.

The following people have supported us either during the life of the project or contributed at certain times - we thank you for your contribution and support!
VRCRaptor, Sacha Ligthert, Cameroon, Naught, Rye, Singleton, SavageCDN, Kremator, WobbleyHeadedBob

We want to take this opportunity to also thank everyone for their support and in particular:
CBA Team
Kelly's Heroes
Bohemia Interactive for the incredible military sandbox that is Arma 3


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 now GA. However, we may need to prune the persistent database data from the War Room, eliminating data that is older than 6-12 months. The ALiVE War Room database is run on a voluntary basis at a cost to the ALiVE development team. No guarantees can be given on the mission data stored or the availability of the service. We apologise for any downtime that may impact your MP persistent missions.

[X LIB] Added 2 functions to ease up unit detection for custom blacklisting (esp. to support the common request to remove AA units and groups). Details below:
_groupTypes = [_stringToSearchFor, _side or _faction] call ALiVE_fnc_groupFinder;
_entries = [_configPath, stringToSearchFor] call ALiVE_fnc_configFindEntries;
_groupTypes = ["AA", INDEPENDENT] call ALiVE_fnc_groupFinder;
_objectTypes = [configFile >> "cfgVehicles", "AA"] call ALiVE_fnc_configFindEntries;
[X LIB] Removed legacy code from ALiVE_fnc_inArea and switched to inArea command (incl. keeping pos-array, locations, and objects working)
[X LIB] Fixed bug in ALiVE_fnc_RandomGroup which could cause a potential issue for random units on side INDEP (minor as fnc not used atm)
[MAIN] Complete index of Ambramia by noonanamous. Index thanks to noonanamous!
[AMB_CIV_PLACEMENT] Updated function to allow for use of custom indexes
[MAIN] Full index of Kapaulio by psvialli.
[SUP_COMBATSUPPORT] Fix to Synched Arty Object code error
[MIL OPCOM] Improved - Allow different INTEL settings per side
[MIL OPCOM] Added option for soldiers to carry INTEL on them. If they get killed they will drop a file, that has information about nearby objectives and installations. The probability can be adjusted on the OPCOM module.
[SYS PROFILE] Fixed units were sometimes wounded or killed during the spawn process, esp. if they were spawned in mid-air! Also fixes group vanishing after unload from transport helicopter when ordered with player combat logistics! Improved some parts with lazy evaluation!
[SYS_PLAYER] Fixed persistence issue where allPlayers is empty at mission start.
[SYS_PLAYER] More TRACE to debug connection issue.
[EXTENSIONS] Updated linux plugin to address thread issue

[ALL] Updated version to
[SYS PROFILE] Fixed error with creating new vehicles in a persistent session on mission reload if no single vehicle was restored from DB
[SYS STATISTICS] Fixed ALiVE_fnc_statisticsInit was not finishing on server, hanging at line 192 (regression due to !isNull player fix, originally caused due to clientside-code being run on server).
[X_LIB] Updated export functions to support JSON config output, adjusted aperture for new lighting.
[SYS_STATS] Fixed issue where shots fired were not reported for JIP players or respawned players
[SYS_PATROLREP] Added JIP support
[SYS_SITREP] Added JIP support
[SYS_SPOTREPS] Fixed issue where JIP players did not see spotreps
[SYS_MARKER] Fixed issue where JIP players did not see markers
[ALIVESERVER] New Linux and Windows ALiVEPlugIn v2.1 - ensures correct time reporting
[MIL_C2ISTAR] Replaced BIS functions with scripting commands. Performance++
[MIL_INTELLIGENCE] Replaced BIS functions with scripting commands. Performance++
[MAIN] Added new OnPlayerConnected parameters to OPC calls
[X_LIB] Replaced BIS functions with scripting commands. Performance++
[MIL_OPCOM] Replaced BIS functions with scripting commands. Performance++
[MAIN] Stop versioning alert if you are using a dev build.
[SYS_DATA] Data should register complete before launching stats
[SYS_STATS] Fix issue with shots fired when a non-jip player respawns
[FNC_STRATEGIC] Replaced BIS functions with scripting commands. Performance++
[SYS_PROFILE] Replaced BIS functions with scripting commands. Performance++
[FNC_ANALYSIS] Replaced BIS functions with scripting commands. Performance++
[SUP_COMMAND] Reintroduced dynamic profile selection radius based on marker size - now works on maps of all sizes.
[SUP_COMMAND] Removed 'hint' testing line
[SUP_COMMAND] Added zoom in/out to IMINT. Changed camera-vehicle offset to be based on vehicle height.
[MIL_OPCOM] Fixed lamps and other weird objects getting selected as installations (IED factories etc.) with asymmetric pre-placement due to some of these ported objects being classed as "house_f"
[SUP_COMBATSUPPORT] Optimized CS to only transmit radio messages to currently connected clients. Should also fix JIP errors for CS.
[SYS_STATS] Fixed bug with shotsfired not recorded with JIPs
[SUP_COMMAND] Fixed IMINT not working for independent side and when combat support wasn't used. Added All air vehicles of the player's side as IMINT sources. Fixed lists not resetting selection indexes properly. Sped up Operations group list loading again.
[SUP_MULTISPAWN] Optimized respawn type "Insertion" for multiple players. Fixed: players with bad connection could not have been put in a valid cargo slot of the insertion helicopter. Fixed: If transport helicopter was killed after all players got out, Insertion was broken, putting players to to their default respawn point from thereon.
[SYS_CREWINFO] Improved stability and performance of SYS Crewinfo! Fixed: Crewinfo failed for JIP players. Fixed scripterror with undefined variable _weap.
[SUP_COMMAND] Added initial IMINT functionality (please provide feedback/direction)
[SUP_COMMAND] Improved unit marking to display profile types using different markers. Known enemies are now marked on the map.
[AMB_CIV_POPULATION] Fixed search/arrest actions being added to civilians when Civilian Population module wasn't placed or when civilian roles was set to "none"

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Tags: Modular,   Framework