Arma 3
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ALiVE
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Data Type: Mod
File Size
Posted
Updated
406.744 MB
Feb 9, 2016 @ 11:29am
May 8 @ 12:08am
50 Change Notes ( view )

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ALiVE

In 1 collection by friznit
VCB WW2 Stuff
13 items
Description
This is the official ALiVEmod team release of ALiVE on Steam

ALiVE is the next generation dynamic persistent battlefield for ArmA3. Developed by the Multi Session Operations team, 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.

AI Commanders automatically plan and direct missions for all AI forces across the Area of Operations, identifying strategic objectives and reacting to changes in the tactical situation. The revolutionary Virtual Profile System can support thousands of units operating simultaneously across the map with minimal impact on performance. The result is a realistic and constantly changing battlefield which truly brings ArmA3 ALiVE.

Please visit our Wiki here for more information: http://alivemod.com/wiki/index.php/Main_Page

Our support forum is at http://alivemod.com/forum

Join us on Discord: https://discord.gg/KkacXFx

If you intend to run a dedicated persistent ALiVE server via our War Room service, you will need to run @aliveServer on your Server as well as @ALiVE. ALiVEServer is not needed by clients. There are also some optional pbo files to auto enable War Room data. Full details can be found in the server setup pages at http://alivemod.com/war-room
Popular Discussions View All (85)
5
May 7 @ 1:40am
Prairie Fire Support
King Megascience
6
Feb 2 @ 4:14pm
Orbat Broken Vehicles
BreadFaction
3
Jun 28, 2020 @ 3:35pm
Is @AliveServer needed for dedicated servers that do not intent to use the Warroom features?
mikeflyergaia
< >
983 Comments
Kile467 3 hours ago 
@Salad-in. Yup, I know, but they've been updating it 3/4 times now. I'm administrating a server and their lack of planning force me to update the mod each time they do... With more than 150K users, they should plan and update it a little bit in my opinion.
Stefanzo 10 hours ago 
will you endex the new dlc spf
Salad-in 13 hours ago 
the mod works fine, Kile.

You're probably setting it up wrong.
Kile467 16 hours ago 
May you please test the mod before updating it? ^^'
ĐǺ尺ҜŁǾŔȡ May 7 @ 2:46am 
can i create alive modules through zeus?
timacc May 4 @ 4:50pm 
Hello, I think I understand most of the principles and am close to making a big scenario with this toolset. Just one detail that escapes me.

There's an option to export crates and at the end of the output it says
// Copy this part to ALiVE logistics static data

Where should I put this? If it's the Alive Mod's actual mil_logistics.pbo or sys_logistics.pbo I've opened them to have a look, but all the files within contain corrupted text. Could someone help with this please?
HardStrike Apr 21 @ 9:03am 
okay, i found out what the problem was after debugging, OPCOM Blu did not initiate correctly due to the creation of 2 HQs (i had field HQ on like an idiot) I turned it off, and now blue units are spawning and attacking alot of enemy objectives.
HardStrike Apr 21 @ 7:59am 
I lied, i did link opfor to both the mil obj and civ obj.
So they spawn everywhere on the map as occupants, and blue starts in its home zone, and is linked to opfor Civ and Mil placements.
From what i understand without TAORs for the objectives, the modules will scan and use the entire map
HardStrike Apr 21 @ 7:32am 
@friznit Alright, i think this clarifies what ive been doing wrong.

I set it up so blue starts at a base, and its commander is synced to the its base, and opfor mil placement and Civ placement. I didnt link opfor to anything, but they do seem to be retaking stuff and sending reinforcements. My problem is the blue commander not trying to do anything, ive seen him capture a zone by himself yesterday but thats it, he doesnt move to defend captured places.

Do i absolutely need TAOR for objectives? or does it use the entire map if i dont set any to opfor mil and civ placement?
Vespasian Apr 21 @ 6:46am 
@friznit Thanks for replying. I'm copying and pasting the names straight from the configViewer so the case should be correct. I've also tried placing it near a manually placed HQ and no joy. I've never had much luck with the modules recognizing hand placed objects though the Wiki says it they should.