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

Requirements: Community Base addons A3

Version: 0.8
Signed: Yes, serverkey included

Short description: The next generation dynamic persistent campaign for ArmA3.
Date: 2014-09-29 19:46
Submitted by: friznit


Comments: (23)
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:
The theme for 0.9 release is consolidation and enhancement. A primary goal for ALiVE is to deliver an intuitive, easy to use modular system and we’re concerned that this beast is getting a little unwieldy, so we going to rationalise a lot of the modules and create a more logical structure. This will unavoidably have an impact on backwards compatibility for existing missions so we will post full details on our Wiki in due course. Aside from that, we are working on an easy mode “plonk and play” quick start module and adding more detailed instructions to module ‘Show Info’ and the in game Field Manual. We’ll also be working on the new Insurgency module.


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 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.


Changelog:
v0.8
Advanced Light Infantry Virtual Environment (ALiVE) Changelog
Repo updated 28/09/2014 @ 22:25 BST
- Latest Version set to 1409251
- Release Build 0.8.0
- Note. This Release Build requires the latest ALiVEPlugIn.dll

[SUP MULTISPAWN] Missed "none" option in module params
[DEMO] Updated Foursome, Divide and Rule, and Airport Assault with new modules
[mil_C2ISTAR] removed clientside debug output
[mil_logistics] small bugfix
[VARIOUS] Removed visible debug output for former Module Init fix
[SYS MARKER] Fixed ALiVE persistence broke when quotes where used
[mil_C2ISTAR] Fix for file not encoding on pbo [sup_player_resupply] Fix for file not encoding on pbo
[compositions] Hazeys fixes for https://dev.withsix.com/issues/75099
[sys_tour] started on modules placement and modules OPCOM, camera fun!
[x_lib] ported camera functions
[ui] improved menu system
[clusters] Indexes made for Imrali http://forums.bistudio.com/showthrea...-Imrali-Island
[sys_newsfeed] Disabled newsfeed module function being called on creation
[sys_data] m
[sys_data] Temp fix for malformed data responses causing RPT spam
[sys_newsfeed] Auto enabled and updated newsfeed
[sys_stats] Fixed issue with unknown username
[sys_data] Improved debug output and error handling
[sys_aar] Avoid storing type
[ui] create menu handling system for creating dialogs and rsc display with alive theme
[mil_C2ISTAR] couple of debug removals
[sys_stat] Fix typo
[sys_stats] Player profile downloaded from War Room now includes stats, using Naught's new JSON function
[sys_data] Added create function to support auto enablement
[mil_C2ISTAR] fix for generated tasks reported by savage
[sys_profiles] Changed strings to Virtual AI
[aiskill] added create function
[main] added create to requires alive
[VARIOUS] Fixed tuplication of menu items on first server start and ensured init is only done once due to this bug http://feedback.arma3.com/view.php?id=17921!
[mil_C2ISTAR] Stringtable updates
[mil_C2ISTAR] small bugfix
[mil_intelligence] Depreciated, merged sector display and intel modules into C2ISTAR. Hidden depreciated modules from selection.
[sys_data_couchdb] Handling null values in hash or array during conversion to JSON string
[main] added default support for suddens East vs West mod for ambient vehicles and convoys
[sys_profile] removed debug info
[sys_profile] made a work around for group configs that don't contain side data - allows A2 groups to spawn correctly without murdering each other
[main] borked static data..
[main] added couple of civ units to CQB blacklist
[mil_C2ISTAR] small fix for recreation of tasks on restore of mission
[sys_data_couchdb] Exception handling added to deal with http://dev.withsix.com/issues/75161
[VARIOUS] Added CQB, OPCOM, Multispawn, Player Logistics, Viewdistance, Weather to Field manual (WIP)
[sys_player] Error handling and reporting to catch http://dev.withsix.com/issues/75160
[sys_aar] Updated data specification for War Room interoperability
[main] Updated mod information on main menu
[sys_marker] Added ability to draw markers on the briefing map, other minor fixes. Added Field Manual entry for sys_marker.
[main] couple small fixes to buttonAbort
[all persistence] improved the save functions to return an array of messages about save results
[arjay code cleanup] added private vars to my code where missing. updated private var report
[tools] ran private variable report again
[SYS LOGISTICS] Fix for fucked up BIS inventory command magazinesAmmo (as it returns different resultsets for vehicles and boxes and/or items and magazines, leading to gazillions of item entries if applied on a box (9999 entries for a CSE box f.e. as magazinesAmmo _CSE_box returned [[Atropin,1],[Atropin,1],....] instead of the expected [[Atropin,2],...]).
[sys_marker] Added free drawing or lines, ellipses and rectangles. Press [ to cycle through draw modes on map. Left Ctrl and LMB to create a free draw marker. Left Ctrl and RMB to delete. Left Ctrl and LMB on an existing marker to edit. Still WIP
[all persistence] Implemented a tablet UI to give the server admin a good idea about saving progress. Server will display this tablet until server saving process is finished then will exit the mission.
[all persistence] Made a global var: ALiVE_SYS_DATA_DEBUG_ON set by the database module debug option (added). This will enable IN DEPTH RPT reporting of sys data and sys data couch db operations. It also controls RPT output of various module load and save operations. [x_lib] found a serious issue related to CBA_fnc_isHash (reported on CBA tracker) but for peace of mind have ported to ALIVE_fnc_isHash to make the fix for now. Replaced all instances of CBA_fnc_isHash with ALIVE_fnc_isHash
[credits] Added Cameroon, Hazey and Naught
[all persistence] removed all loading screens from individual save methods, implemented instead in buttonAbort. Made button abort serversave wait unitl 1 player remains - assumed is admin. Then display loading screen until saving is completed - seems to work!
[sys_data] added some dumps to server OPD
[ALiVEPlugIn] Updated plugin to include a StartALiVE function
[sys_data] Added function to send alive.log output to server.rpt
[mil_C2ISTAR] implemented saving of player created tasks
[fnc_analysis] fixed an issue on MP for friendly unit marking
[sys_profile] fix for issues seen in keith's RPT
[mil_C2ISTAR] added rewards for completed tasks. Rewards currently increase the factions forcePool
[mil_C2ISTAR] removed testing vars
[mil_C2ISTAR] improved the HVT task, random possiblity of insertion, extraction, or static HVT missions
[mil_logistics] Added a radio broadcast to side with available force pool post logistics insertion
[sup_resupply] Changed module priority and added wait for profile system startup [mil_C2ISTAR] Changed module priority and added wait for profile system startup
[analysis] fixed issue on chernarus in AiA TP - re-analysis done
[SUP CS] Added possibility to sync real vehicles! http://dev.withsix.com/issues/74872
[SUP CS] Changed: Groups and Units are deleted on Respawn now, even if they exited their vehicle ("Rescue the pilots mission" should be handled by C2ISTAR)! Fixed: Planes were not parking and taking after RTB, making them unavailable, and crashing (http://dev.withsix.com/issues/74748)
[MIL CONVOY] Hide Module in Editor (scope = 1), as its going to be disabled in favor for MIL Logistics and to avoid feature tuplication!
[SYS PLAYERTAGS] Updated playertags with new method of drawing icons - now in unscheduled using drawIcon3D to avoid flickering and and the unscheduled while loop! Set new method to default but left former method intact so there is backward compatibility granted! Added option to only show player tags when looking directly at the unit http://dev.withsix.com/issues/73684 to both methods (old and new)!
[mil_intelligence] fixed a bug where bluforce radius number does not effect
[SYS GC] Added option to sync objects/units to GC that shall not be removed. Optional: this setvariable ["ALiVE_SYS_GC_IGNORE",true]. http://dev.withsix.com/issues/74718
[MIL OPCOM] Removed player taskings from OPCOM in favor for C2ISTAR and to avoid feature tuplication! http://dev.withsix.com/issues/75141
[sys_player] Added support to Player Persistence for non-side uniforms being worn by players (and being restored correctly)
[sys_player] Fixed issue where hats/helmets/headgear was not restored http://dev.withsix.com/issues/74750
[main] mod.cpp updated to new spec
[mil_C2ISTAR] updated task copy again from Friz
[clusters] fixed indexes for AiA TP for Bystrcia, Sahrani, Southern Sahrani, United Sahrani
[main] Updated CfgMod entry to match newer DLC entries
[config] Removed CfgMod entry in modules
[mod.cpp] Added new entries based on CBA updated mod.cpp
[sys_profile] fix for https://dev.withsix.com/issues/74746
[sys_profile] a group that is synced can only be profiled once
[sys_profile] fix for https://dev.withsix.com/issues/75100
[sys_crewinfo] changed colours of text to better suit A3
[sys_marker] Fixed JIP issue for advanced markers
[xlib] Improved hint function by adding ALiVE logo
[sys_sitrep] Added war room data to spotrep, patrolrep and marker systems
[sys_aar] Added war room data to AAR and added helper functions
[SYS ADMINACTIONS] Fixed: Admin options for serverside modules were out of sync / unpersistet on admin disconnect. http://dev.withsix.com/issues/75102
[SYS PROFILE | AMB CIV POP] Added: Referenced System-Logic as ALiVE_SYS_PROFILE and ALiVE_AMB_CIV_POPULATION (as they were unsued and nil before) to be able to get the module params in preparations of http://dev.withsix.com/issues/75102, changed way of converting string->bool for some debug values (rJ please review)
[MIL CQB] Fixed Blacklists were ignored if TAOR markers were placed http://dev.withsix.com/issues/75040
[mil_C2ISTAR] tweaked task atmospherics, transport task gets IR Strobe or Smoke at pickup point. Mil defence gets random smoke bombardment in daytime or flares at night.
[mil_C2ISTAR] updated task text from Friz
[UI] Implemented "removable" splashscreen
[sys_profile] hopeful fix for simulation to 0,0,0. Fix to simulation markers when leader is killed. [mil_C2ISTAR] new task - destroy vehicle - selects an existing vehicle profile to destroy [mil_C2ISTAR] new task - destroy infantry - selects an existing entity profile to destroy [mil_C2ISTAR] new task - defend mil base - selects a held objective and sends waves of enemies against it
[sys_patrolrep] UI fixes
[sys_sitrep] UI fixes
Merge branch 'develop' of https://git.withsix.com/alive into develop
[sys_patrolrep] UI and form fixes, still WIP
[SUP MULTISPAWN] INS: Fixed Respawn at [0,0,0] under some circumstances, Fixed weird behaviour after players disconnected while beeing in queue, Ensured insertion is ended when insertion transport was killed, Changed input check for insertion to happen earlier
[mil_C2ISTAR] Added troop insertion with vehicle task
[C2ISTAR] Updated to do list on sub systems (spot, sit and patrol rep)
[sys_data] Added WIP AAR functionality
[C2ISTAR] SITREP and PATROLREP integrated into C2ISTAR menu
[main] Added SITREP and PATROLREP to server save method
[sys_patrolrep] WIP PATROLREP functionality added to ALiVE Tablet
[sys_sitrep] Updated to support new SITREP functionality using ALiVE Tablet
[sys_spotrep] Updated OPC method
[OPC] Updated modules to new OPC method
[main] Added new modules to debug
[mil_C2ISTAR] various utility methods. Made random possibility of mil logistics insertion during mil assault task. Ported code from MSO HVT task into HVT task. Ported some arjay lib functions createBombardment etc.
[mil_C2ISTAR] Fixed JIP issues for group and side tasks
[SUP MULTISPAWN] Further improvements:
[SUP MULTISPAWN] RESYNC 2! Fixed Insertion only put in the first player, made insertion more robust against null objects if players disconnected f.e. and ensured insertion is only started with valid data!
[mil_C2ISTAR] seperated mil and civ assault tasks
[SUP MULTISPAWN] Fixed Insertion only put in the first player, made insertion more robust against null objects if players disconnected f.e. and ensured insertion is only started with valid data!
[mil_C2ISTAR] MP testing fixes
[SUP MULTISPAWN] Implemented 2 more rSpwN types: building spawn and group based spawn! Updated module description!
[mil_C2ISTAR] couple o fixes
[mil_C2ISTAR] got autogenerated tasks working - booya! [sys_adminactions] ghost mode now comes with a free invisibility cloak
[mil_C2ISTAR] auto generation of tasks progress
[mil_C2ISTAR] added a whole bunch of fixes, prep for auto generation of tasks
[sys_marker] Fixed delete issue for markers and changed sitrep to spotrep
[mil_C2ISTAR] Made marker creation and radio chatter utils for tasks
[SUP MULTISPAWN] Reworked basecode (incl. store) to be able to handle factions instead of sides on all cases (air insertion, regular faction based, spawn in vehicle). This allows for a higher detail of respawn options. Smoothed respawn transmission! Fixed some bugs!
[mil_C2ISTAR] wip HVT assassination task
[mil_C2ISTAR] added random text selection for task title, implemented in staticData for now. More task utils.
[mil_C2ISTAR] cleaned up a few things, made a utils directory to store utility functions specific to tasks
[SUP MULTISPAWN] Added 2 new Respawn types (vehicle and faction based), various
[mil_C2ISTAR] first working prototype generated task!
[mil_C2ISTAR] added more options to the task generation UI. slowly hooking up analysis functions to task generation [fnc_Analysis] added some more functions to battlefield analysis getClustersOwnedBySide, getSectorsContainingSide
[mil_C2ISTAR] removed main menu
[fnc_analysis] more features added to battlefield analysis
[SUP MULTISPAWN] Refactoring and cleanup of SUP Multispawn! Added new type of respawn: "Insertion"!
[X_LIB] ALiVE_fnc_allSides, classSide and compileReadableDate
[mil_logistics] more fixes [fnc_analysis] created battlefield anaylsis! made plotters to display casualty hotspots and OPCOM cluster ownership run execVM "\x\alive\addons\fnc_analysis\tests\test_battlefie ldAnalysis.sqf" to display test plots
[mil_logistics] couple of fixes
[mil_C2ISTAR] added more interface options to the generate task UI
[mil_C2ISTAR] updated OPC to use new function [sys_profile] updated OPC to use new function [x_lib] created function for OPC player find - getPlayerByUIDOnConnect [x_lib] created inspect array function
[mil_C2ISTAR] more mp testing...
[mil_C2ISTAR] more testing for MP issue.......
[mil_C2ISTAR] more fixes
[mil_C2ISTAR] made initial task generator interface and backend
[mil_C2ISTAR] added functionality to create child tasks of parent tasks
[ui] tweaked the fleximenu ui settings to fit a bit better into default A3
[mil_C2ISTAR] hopeful fix for MP issues!
[mil_C2ISTAR] yet more debug messages to work out this bug...
[main] added debug call to postServerInit.. more trying to track down issue with C2ISTAR in MP
[mil_C2ISTAR] more debug messages to try to fix MP issue
[mil_C2ISTAR] made player list restricted to side
[sys_marker] Fixed minor bugs and issues with sys_marker and sys_sitrep
[SYS LOG] Resync of fnc_logistics II
[SYS LOG] Resync of fnc_logistics
Merge branch 'develop' of https://git.withsix.com/alive into develop
[SYS Logistics] Only players should update an object with GET OUT EH, not AI
[sys_sitrep] Updated todo's for HH's sanity.
[MIL OPCOM] Changed way of exlucding player profiles (cleaner now, as players were still ordered waypoints in some cases)
[sys_sitrep] Added ability to load and save SITREPs
[MAIN] Enabled "Save" for Non-ALiVE SP missions! http://dev.withsix.com/issues/75073
[xlib] Fixed date conversion to DTG (month was 1 ahead)
[sys_marker] Updates to integrate with sys_sitrep
[sys_sitrep] Added ability to handle sitreps linked to markers (get created as player diary entries) WIP
[mil_C2ISTAR] added debugging output to fix the MP issues..
[sys_markers] Added ability to edit markers (ctrl left click existing marker)
[sys_player] Added debug hash inspection for ARJay.
[sys_marker] Fixed marker deletion issue. Fixed JIP issue where markers were not up to date for player.
[sys_marker] Added ability to add and remove persistent markers using CTRL-Left Mouse Button (add) and CTRL-Right Mouse Button (remove). Marker system will automatically save to DB if the database module is placed.
[xlib] Added a createMarker function, creates markers locally
[sys_data_couchdb] Added delete data function
[MIL CQB / VARIOUS] Checked code for dynamic unit creation with ALiVE_fnc_findVehicleType and ChooseRandomUnits and changed CQB to only filter for armed Units! This should also prevent CQB from spawning unarmed civilians! [X LIB] Preparations for http://dev.withsix.com/issues/74993
[MIL CQB] Some Loving for CQB...
[MIL OPCOM] Changed: OPCOM doesnt use player profiles (http://dev.withsix.com/issues/74336)
[sup_player_resupply] made a fix for the issue when players try to request support before LOGCOM has started
[mil_logistics] fix for join player group
[mil_logistics] fixes for helicopter landing
[mil_logistics] more fixes to various bugs
[mil_OPCOM] added custom military objective to list of synced modules to get objectives from
[mil_placement_custom] made CMP conform to MP setup, with objectives array of clusters that OPCOM can read from. Addresses: https://dev.withsix.com/issues/75037. Also allows for purely CMP placement!
[mil_placement_custom] added check for profile persistence
[mil_placement_custom] removed warning on no groups [mil_logistics] big restructuring!
[SUP_CS] Allow LaserTarget in CAS Attack Run
[SUP_CS] Fix bug with message from static artillery assets
[SYS LOGISTICS] Disabled Workaround for enableSimulationGlobal and hideObjectGlobal as BIS stated they fixed their shit (lets see)
[SYS LOGISTICS] Implemented "Disable Objects" according to http://dev.withsix.com/issues/75016! Fixed http://dev.withsix.com/issues/75029
[sys_profile] fix for parachuting vehicles on A2 maps
[XLIB] Forgot to push the PlayersInRangeIncludeAir function!
[sup_player_resupply] Added support vehicles to player support convoy options



Forum topic:
- alivemod.com forums
- 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 : 44 MB   Downloaded : 20723 times     Report broken download link



Tags: Modular,   Framework