Arma 3
ALiVE - Battlefield Manager
58 Comments
Pó de suco Jun 5 @ 9:50am 
I did everything correctly, three times. On the third time, it simply spawned groups but no move orders were issued. Only when I used Zeus and moved towards both forces (forcing them to physically spawn), that they started moving towards the frontline.

Any Idea why? Maybe the Alive virtualization is not working properly?
Dodgy May 9 @ 11:50pm 
Is there any way to get the AI to only defend the frontline and keep them from pushing? I think it would be awesome to make a Fulda Gap style mission with it but it's hard to do if NATO keeps counterattacking when I dont want them to
Asmongold Fan Mar 15 @ 7:14am 
Is it possible to make a 3 way frontline?
Asmongold Fan Mar 15 @ 6:08am 
Ok so the issue arises when you use "closed loops" it just makes it so the objectives are placed randomly on the map nowhere near the frontline or the objectives are all placed far far west.
Asmongold Fan Mar 15 @ 5:56am 
When running my scenario, all the AI just spawn on the left side of the map.
Mirek Jan 17 @ 1:46am 
Brilliant mod there, lad! Thaks a million for making it.
A. Ares Nov 19, 2024 @ 4:54pm 
Yeap... No need to sync main module with ALiVE Virtual AI module!
A. Ares Nov 19, 2024 @ 4:51pm 
Alright... Scrap my last... What actually happens is:

Initially OPCOMs do not have any intel about the map since ALiVE has no index for it and Battlefield Manager has not generated yet its Objectives. So, no movement at all. But on the next cycle, the OPCOMs will start giving orders normally.

I synced the Battlefield Manager's main module with ALiVE's Virtual AI module. I don't know if this has something to do with it but I really doubt it. I will test and come back!

Again @SnailGoat , thank you for this AMAZING mod. (I do have some suggestions but I will come back later with them)
A. Ares Nov 19, 2024 @ 4:15pm 
Hello everyone and @SnailGoat thank you for this AMAZING mod! Have a question though!

Does this mod work in maps that have not been indexed for ALiVE ?????

I tried Kunduz River and Korsac I got a message that was saying that ALiVE is missing data for the map and Commanders would not move their forces even when your mod has created all the objectives!

Do I miss something? Has anyone tried to set up a mission with this mod in an "un-indexed" map?

Thank you all in advance!
Croissant A La Javel Nov 8, 2024 @ 10:05am 
I have the same problem as Thompsen. After some time the reinforcement doesn't work. So i'm back at adding a MIL module with HQ, and setting up AI commander logistic for reinforcement
Javen Nov 8, 2024 @ 6:35am 
Love the idea for this, something I'll use alot when less experimental
Thompsen Nov 2, 2024 @ 12:49pm 
Using the Alive Save, but after some time passed and doing the ~3th Savegame it looks like the reinforcement doesnt work anymore. Could it be that this will not work with the saving future?
LaCy8 Oct 29, 2024 @ 4:13pm 
Very nice mod! Really make´s it more real. I tried with alive logistic but doesn´t work out. How should I sync when using alive logistic? And should I just keep BFM-Reinforcements module, getting an error if I remove it.
Dancegun Oct 20, 2024 @ 4:42am 
This whats been missing from vanilla ALIVE. 5 out of 5
Sandman Oct 2, 2024 @ 5:25pm 
I'm getting the repeating error featured below, it seems to be an issue with the script that respawns units after the reinforcement module ticks off and prevents new units from spawning, any insights?

https://imgur.com/a/IHZzaDJ
maze Sep 27, 2024 @ 12:49pm 
forget what i said i just had to wait after i started after like 5-10 mins it all worked like the video love the mod was looking for somthing like this for a while,nuthing else on steam is like this.
maze Sep 25, 2024 @ 9:54pm 
i followed your video and still cant get it to work everything has been set right and still cant get this to work it worked once and now the units spawn and all but dont move.
Croissant A La Javel Sep 21, 2024 @ 3:14pm 
works perfectly on solo, will test MP on a dedicated server soon. Thanks for your work i was thinking about the same project but didn't have the coding skills & patience
Insurgent Aug 9, 2024 @ 5:59pm 
Is there a way to save a frontline state?
Oxygen Aug 9, 2024 @ 4:21pm 
does this work on multiplayer e.g a dedicated server or just a simple lan server if so is there any steps i need to do totttttt make it work
WarMAN1000 Jul 29, 2024 @ 4:22pm 
Do not work 👎🏻
キング Raff 様 Jun 2, 2024 @ 5:35pm 
Can confirm, everything works in Singleplayer but playing in Multiplayer Mode causes all of the spawned in AI to not receive orders and not do anything. It even seems like playing in Singleplayer Mode with Briefing causes the same issue.
Hitashi0234 May 31, 2024 @ 9:00pm 
it's not working. All units are not moving.
Fenix May 26, 2024 @ 12:51pm 
xdaniflex try a different faction
Daniel36 May 20, 2024 @ 12:43pm 
I followed every single step and it doesn't work. Ai just spawn and go around without going to the frontline. Also, if you are on one side of the front you only see the Ais from that faction. If you are on the other one you'll see the other faction and the previous one disappears. Dunno what to do...
Fenix May 20, 2024 @ 6:49am 
Yes. I have tested on a dedicated, everything works.
T-Dog May 18, 2024 @ 4:42am 
@SnailGoat Is the mod now MP compatible?
Fenix May 5, 2024 @ 12:38am 
<3 thanks for fixing the keys!
Fenix May 4, 2024 @ 6:46am 
Awesome mod, but too shame that it can't be used in MP because of the key :(
Mord Haze Mar 29, 2024 @ 8:58am 
hi i got error on dedicated server with key
Spicy Mar 3, 2024 @ 2:48pm 
Will opfor stop respawning units if the custom objs/reinforcement markers are captured by blufor?
willins Nov 20, 2023 @ 2:50pm 
you still working on this?
[TD]Netjajev Oct 13, 2023 @ 9:48am 
AI just circle the spawn area and won't go to the front, any idea why? I got no active AI mods.
Atlas Jul 11, 2023 @ 1:27pm 
Great mod! Frontline moves both ways and works perfectly fine on a dedicated.
Crome Jun 24, 2023 @ 7:01am 
Working perfectly in SP, but the frontline breaks on dedicated servers, it only moves towards the opfor commander on my server.
villager_uncle May 30, 2023 @ 9:28am 
Is it support persistent right now?
Amanda May 27, 2023 @ 9:36pm 
also, would it be possible to have the BFM module automatically start after full global ALIVE init instead of having to specify the sleep time?
Amanda May 27, 2023 @ 4:06pm 
can you expand on the differences between ALiVE's current mil logistics module and implementation and the reinforcements manager in this mod? with alive's default mil logistics, the OPCOM already replaces destroyed units in combat and will task units to replace their position in battle if needed. is the only difference/addition with the reinforcements manager is that you can 1) specify a reinforcement spawn/source point, and 2) specify the time in-between the replacement of the units? i'm not understanding the reason or implementation for this module over the contemporary logistics module.
SnailGoat  [author] May 26, 2023 @ 7:03pm 
@Sabot&Heat; The ambient artillery and ambient aviation both rely on the Main and front line modules.

The aviation module accepts a list of aircraft class names:

"Aircraft_type_1","Aircraft_type_2" .... etc
Sabot And Heat May 15, 2023 @ 1:07pm 
....class names for individual air assets too.
Sabot And Heat May 15, 2023 @ 9:09am 
Is anyone having any issues with the ambient aviation being used with SOG units?
I've put nothing in the box, "B_MACV" in the box, B_MACV in the box, vn_b_air i nthe box with and without quotes and I cant get anything to populate. Does it require the BFM Main module? The artillery one does not.
SnailGoat  [author] May 10, 2023 @ 5:53am 
@Artermus

You're going to have to offer more information.
Artermus May 9, 2023 @ 5:15am 
Hmm, I wonder why they aren't engaging each other.
little andy Jan 29, 2023 @ 9:05am 
thx for the update, i felt like it was kinda broken before the latest update. will check it out soon
Mazza Jan 19, 2023 @ 5:12am 
Hi SG are the objectives of each opposing side meant to be close? I have followed your instructions and the sides are not engaging
Angel Dec 3, 2022 @ 7:41pm 
If you have discord I'd like to add you because your work is very neat!
SnailGoat  [author] Dec 3, 2022 @ 6:25pm 
@Azraeelian Angel some changes to how the front line "force" calculations are made, to try and improve the long-term stability of the sim. Something is still broken though and will need updating again soon.
Angel Dec 3, 2022 @ 5:08am 
What's in the Dec 2 Update?
Angel Dec 1, 2022 @ 8:16pm 
I work on some alive development stuff with a bunch of other people so it interest me from a development perspective too ^^
Angel Dec 1, 2022 @ 8:14pm 
thanks for the info, hopefully you make it compat with persistence, would love to see that so i use it on my server! ^^ great mod potential