Arma 3
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ALiVE
 
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Data Type: Mod
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199.048 MB
Feb 9, 2016 @ 11:29am
Aug 31 @ 3:10am
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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

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 (34)
3
Sep 11 @ 6:17am
Military Logistics Bug.
Hayes
3
Sep 13 @ 7:06am
CSAT spawning
First Sea Lord Kiwi
2
Sep 7 @ 4:57pm
Asymmetric spawns with occupation forces? How to fix?
Yes Man
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526 Comments
Lake 8 hours ago 
While im here i need help as well. For some reason when i set up a mission the invasion force refuses to attack objectives. I dont know why but the occupation force works fine, even attacks more than the invading forces. I dont know if this is a bug or what. I know im setting it all up right because it worked before. Any help is appreciated.
Lake 8 hours ago 
To fix it in Mill Objective just turn Place Air Units off. Then turn on Place Air Assets in the Air Commander, should fix.
Lully Lew Sep 17 @ 11:57am 
Brilliant mod. Probably the best mod in my book for Arma. I'm currently avoiding using the air commander though as it has the habit of trying to spawn 2 jets/helis in the same place. This happens with placed virtualised units and auto spawned units. Can't get my head round it. I'm using CBA, Ace and RHS with the ace compat patches and that's it. Still an amazing mod though. Many of it's features are that good that most of them should have been in Arma from the get go. Well done!
reylodz Sep 16 @ 3:13am 
When I create custom faction and import Tank from another faction, how to change the commander unit?

I can only change driver and the gunner, commander unit is always spawned in it's default state.
friznit  [author] Sep 11 @ 11:14am 
Make sure the airbase where the planes start from is covered by the air ops marker area.
Evo Sep 10 @ 4:48pm 
I know this is probably a stupid question but I have been using ALiVE for a very long time and I am not bad at using it I can create missions and everything but I just cant get the Air component to work I mean its always the same thing it says that the forward base could not be established I only got it to work once by accident randomly and from that time its always the same thing I just can't get it to work : /
Bluegills Sep 6 @ 8:32am 
I did make the faction from scratch, all of them, they all have the same problem.
GOTOPOST Sep 6 @ 5:51am 
It works if you make the faction from scratch.
Bluegills Sep 6 @ 2:17am 
Orbat editor exports crates incorrectly, giving TransportMagazines.mag_xx ': '(' encountered instead of '='
friznit  [author] Sep 4 @ 10:59am 
You can. Simulation manager will work on units that are spawned in (it disables AI on units >2000m by default if I recall). ALiVE despawns (profiles) units at >2500m by default. There may be a use case where this is useful but I've yet to find one.