Arma 3
ALiVE - Tanoa Showcase
55 Comments
Amanee Nov 12, 2023 @ 8:00pm 
Look forward to an Altis map :)
Amanee Nov 12, 2023 @ 8:00pm 
AMAZING Mission .. Love it!!!! I tried to build one of these Alive missions but was totally confused!!
[|87 Mar 16, 2023 @ 11:34am 
When I try to load up any of your missions, there is no selectable units in the lobby screen? Even this one, with no mod requirements - I'm a little confused!
Sionna Oct 12, 2022 @ 12:52pm 
I will download this to learn, because I tried to make a giant battle with ALIVE in tanoa where both teams defend and atack, but only GREEN team sends squads to atack, my team just patroll there doing nothing lmao.
Restiphani Sep 14, 2020 @ 5:01am 
@HerosandvilliansOS first off love the mission it is working well once I got all the bugs worked out on my end. Just a couple quick questions about the operations panel. I can't seem to figure out how to get the troops to secure areas that I have taken. You mention something about changing their waypoints. I tried to do that but they don't move?
HeroesandvillainsOS  [author] Aug 13, 2019 @ 7:29am 
@Ian-C thanks for the reply! Hmm, I’ll pass along the intel thing. Our lead dev in the last ALiVE update wanted to increase the intel percentages. Wondering now if that got in or if it did, if it broke it somehow. He’s pretty busy IRL but I’ll poke around.
Ian-C Aug 11, 2019 @ 1:04am 
It has taken about 5 days with up to 4 players on but most of the time 1 or 2 just preventing the growth of the Syndikat force. I have been putting in about 10 to 12 hours a day with the odd drop in by other players and a couple of evenings with all 4 on.

One thing i have noticed is the almost complete lack of intel gained from talking to the civs, i think it's only been once i got any specific intel and most of the time finding recruitment centres and IED factories etc. has been purely by chance.
HeroesandvillainsOS  [author] Aug 10, 2019 @ 7:47am 
@Ian-C There is no end state. Most of my missions are designed to be ambiguous, sort of like a real war, where “winning” is really whatever you feel like it is. One way some players will handle ops like these is to clear it, then begin doing recon to see if any enemy cells are left. Once the map feels beaten, I’d suggest having some players take some helicopters out and seeing if any enemy presence remains. If not, then technically you won, but it’s up to you to decide.

Just curious, how long did it take you to clear it?
Ian-C Aug 10, 2019 @ 3:26am 
Is there an end state to this mission either win or lose?

My team has been clearing all the Syndikat forces out of the green zone and we are now rarely seeing any within the green zone and i have been asked a couple of times if there will ever be an end to the campaign.

What do we have to do to complete the campaign?
How will we know we have done it?
How would we know if we have lost?
HeroesandvillainsOS  [author] Apr 23, 2019 @ 7:48am 
@Sam from Jimmy Neutron Ah yep bet I know what it is now. Changing the player loadout isnlikely removing the object required to use Logistics. Fairly certain in this op I require the player to have either a compass or laser designator in their inventory for Logistics to be used.
Decoldest Crawford Apr 22, 2019 @ 5:32am 
Update: I noticed it’s every time I change my arsenal that the option to use logistics and combat support is not available
Decoldest Crawford Apr 21, 2019 @ 8:58pm 
Thanks, inshallah is the first one I played. Awesome mod
HeroesandvillainsOS  [author] Apr 21, 2019 @ 2:13pm 
@Sam from Jimmy Neutron Hmm, not sure. I’ll have to take a look. For now, if you want to see a good example of an insurgency, I’d check out Inshallah. But thanks for the heads up on this one. I’ll have to double check if there’s a bug or if I intentionally disabled it.
Decoldest Crawford Apr 21, 2019 @ 12:55pm 
Hey, really digging your mods. I’m super new to arma 3 and the alive mod is what got me hooked, but I have an issue I’m hoping you can help with. For some reason I don’t have an option for logistics in my command menu, am I missing something? Planning on messing with things in the editor tomorrow so I can learn a bit and try to make my own Alive insurgent
HeroesandvillainsOS  [author] Sep 3, 2018 @ 8:59am 
@Oscar Juliet The tasks portion of ALiVE, although it’s received some updates, IMO has not ever really been a central focus from the dev team. It was more or less added just to give the team something to do as they tested the mod. There’s really nothing that can be done about that on your or my end (though feel free to open a feature request on our Github). If the mission itself doesn’t have enough enemies in general, I can certainly see if I can bump that up though. Or, if you’d rather, feel free to open the mission in the editor with the linked PBO and edit it any way you'd like.
HolyOrangeJuice Sep 3, 2018 @ 1:34am 
I have not had much time to look at Alive since my last comment. I am curious why it feels the enemy uses so little units on tasks. I have been using the task generator to have objectives. Often it feels like I go against no vehicles, and maybe a squad of infantry.

I notice on all objective markers everything is set to zero for different types of units. I guess I want some larger firefights and I'm not really getting that.
HeroesandvillainsOS  [author] Aug 31, 2018 @ 4:05pm 
Thanks @Oscad Juliet! That’s what I like to see, people playing and learning, and editing to suit their needs! Very nice and glad you’re having fun.
HolyOrangeJuice Aug 31, 2018 @ 12:59am 
This was a huge help in understanding ALIVE. I converted the entire mission to RHS. Using USMC, Russians, and local insurgents. I changed the base up and changed around some of the AI CAS/TRANSPORT. I also made it VCOM 3.0 friendly by disabling vcom for pilot AI. Been a lot of fun.
HeroesandvillainsOS  [author] Jun 6, 2018 @ 7:06pm 
@Seloune Thanks for playing! :)
Seloune Jun 5, 2018 @ 6:53am 
All your missions are really cool to play :))
HeroesandvillainsOS  [author] May 3, 2018 @ 8:03am 
@NorYa no there is not. I think I set it pretty close to day time, so after a few hours it will be daytime for a long time. Feel free to edit the time of day with the mission PBO up above. Also there currently is an issue with ALiVE and saving (it’s fixed internally, just waiting for a hotfix). If you want to save your progress before ALiVE updates, type: 1 call ALiVE_fnc_AutoSave_PNS and click local exec in the debug menu in the esc screen (go back into the game, you’ll see a message it saved), then run the same code with -1 to stop the auto saving.
NorYa May 3, 2018 @ 7:24am 
Is there a way to skip time forward? I always seem to start during the night.
HeroesandvillainsOS  [author] Apr 20, 2018 @ 7:33am 
@Apos oh lol yeah of course that why I make these missions mainly; as examples for specific ways I enjoy using ALiVE, designed for people that either want to just play or for those that want to open them up in the editor and learn from or edit to their own needs.

Just FYI, RHS can be kind of finicky with ALiVE. I’d say start small and test things out before dedicating a ton of time on it. Everything should work with RHS, just giving you a heads up their compatibility comes and goes.

Also, very soon, there is a new faction mod coming, that’s going to add tons of factions. It’s based on CUP, and is called Community Faction Project, is made by a few guys on the ALiVE team and should be out for initial release in a few days if all goes according to plan.
Apos Apr 20, 2018 @ 6:01am 
Thanks! Yes, I know how things works :) I wanted to ask about your permission to added your mission. I really like it, just was my group ACE3 and RHS is a must :)
HeroesandvillainsOS  [author] Apr 20, 2018 @ 5:57am 
@Apos Yes you can try editing the mission using the PBO link above and adding whatever you’d like. For a better understanding of how to use ALiVE feel free to check out the wiki: http://alivemod.com/wiki/index.php/Main_Page
Apos Apr 20, 2018 @ 2:34am 
Hello sir! Thank you for making this mission. I was looking for Tanoa ALiVE mission for a while and I found it :).
I couldn't find that information, but can I change the mission to include RHS and ACE3?
HeroesandvillainsOS  [author] Jan 29, 2018 @ 5:46pm 
@spang hey I just ran a test with Spyder Addons, ALiVE and CBA only and everything seems fine when first joining the server. When you have your issues, and have to exit and join again, what mods other than these are you using? I'd like to be able to duplicate this problem and get it fixed if possible. Are you using Enhanced Movement, or ACE or Advanced Rappelling or anything that's not required?
HeroesandvillainsOS  [author] Jan 26, 2018 @ 4:21pm 
@spang To the damage state of vehicles, unfortunately that is not persistent currently as far as I’m aware. Noted. It’s a good request. Regarding waypoints, my best guess is the Commander would definitely edit them on virtualization or OPCOM cycle, though maybe not if you use the Operations menu and edit the waypoints there (not really in my area but it’s a good question. I just don’t know the answer. Guess you could try it and let me know what happens).
HeroesandvillainsOS  [author] Jan 26, 2018 @ 4:20pm 
@spang thanks for the detailed feedback. Yes it’s perfectly ok to report bugs to me, ESPECIALLY with this mission, as it’s extremely close to being a vanilla template and that’s how we require our bug reports. I am currently a contributor on the ALiVE team. I am not one of the coders/devs though, so I may not be able to answer under the hood stuff (but I can certainly do my best to get an answer for you).

Regarding the save/back out to lobby/join thing, that’s unfortunate but what I’d assumed. I’ll see if someone is available to find the cause and fix it. I was not aware that the Force pool was resetting, so thanks for that too. I’ll see what I can do.
spang Jan 26, 2018 @ 2:45pm 
yes I can confirm it always does fix if you rejoin just then you need to start moving up your squad again as the game saves only the player's position not his squad. (I solved it with ares teleport..)
About save load: if you load a game it seems to reset the amount of reinforcements so NATO shows 1000 again. Also any abandoned disabled vehicle gets "repaired".
I hope its ok to report bugs?
I would be happy to help in any kind of scripting/testing if you feel like as I love your missions and Alive and glad you make some playable content for it. Highly missed. Not much xp in arma scripting but I am a software engineer so likely pick it up. let me know if interested.

Thanks to describe the game mechanics. What I was trying to learn specifically:
1. if I set waypoints (guard for example or cycled patrol) would the ai commander ovewrwrite it? It seems to me and it would be great to prevent it.
2. Can I use zeus to edit waypoints without messing up Alive system and its commander?
HeroesandvillainsOS  [author] Jan 24, 2018 @ 7:53am 
Oh regarding saving/loading, I haven’t checked this specific mission but in another one of mine I’ve been playing, there are issues when continuing a save. For now to fix it, I recommend when continuing your mission, join the server and load into the mission, exit back to the player select screen in the lobby, and join again. I figured this was an issue with another mod, but it might be an ALiVE problem which I’ll report to be fixed. I’ll test it out but follow these steps for now. It will probably fix your Zeus problem if you join, exit to the lobby, and join again. If so let me know.
HeroesandvillainsOS  [author] Jan 24, 2018 @ 7:46am 
@spang You have to enable the contents of the logistics supplies. To do that open the ALiVE Menu (app menu key by default), click Player Options, and enable the logistics interaction. That will give you scroll wheel options to move and unload crate contents and is off by default.

Zeus should work but I’ll take a look. I have it set to #adminLogged so make sure you’re either hosting locally, or logged in as admin if playing on a dedi.

The mission is designed with Syndikat as insurgents in the east. NATO will mostly not have troops there so it’s up to you to clear it/call for reinforcements/etc. CSAT occupies the south and the idea is NATO and CSAT will be constantly engaging each other. You can control friendly group waypoints from the Operations tab in the menu, but the Commanders on all sides will mostly do their own thing (there is no way to take complete control over your Commander).
spang Jan 24, 2018 @ 4:05am 
Also ammo boxes seems to be empty. They are dropped successfully but nothing inside.
spang Jan 24, 2018 @ 3:57am 
Thanks yes its working althoughg zeus usually is not available after respawn and a save/load works, wonder if there is a workaround script from debug console?

Please advise if I understand the scenario (and alive) correctly. Both nato and csat have a commander and theoretically they would wage war unbtil the end without human interaction. But players can micromanage it by using either zeus or alive operatrions to edit waypoints of alive created units. But how would the ai commanders deal with such units? Are they take command back or any micromanaged units would be left without ai supervision? Is it something can be controlled?
I am asking as I saw ai commanders rerouting reinforcements I called in to defend places.
Also do nato units have to occupy all mil and civ points or just remove csat from controlling it?
HeroesandvillainsOS  [author] Jan 23, 2018 @ 9:01am 
@spang Yeah respawn isn’t available in SP, so even if you play alone, host a MP game.
spang Jan 23, 2018 @ 3:41am 
Hi, looks awesome, thanks for the mission!

How are we supposed to respawn? I only see team switch option? or am I supposed to run it in local MP (currently run it as SP)?
HeroesandvillainsOS  [author] Jan 18, 2018 @ 7:37pm 
Just a reminder that today's update adds Spyder Addons as a required dependency. This allowed me to add 3 locations to recruit AI from, the loadout manager feature, and ambient civilian traffic in enemy held areas(with the chance of enemies to be occupying the vehicles).
HeroesandvillainsOS  [author] Jan 6, 2018 @ 8:18pm 
@Night Encoder It will work with ACE, but you need to add it yourself.
Night Encoder Jan 6, 2018 @ 6:05pm 
Does This Work With Ace?

chiconspiracy Oct 15, 2017 @ 11:11pm 
Ah, I didn't notice him joining my player group. I did talk to him a bunch of times and eventually it said he lowered tensions with the locals... so there's that I guess.
HeroesandvillainsOS  [author] Oct 15, 2017 @ 11:03pm 
@chiconspiracy Yeah basically. If you arrest/detain them (it's one of these), the civilian will join your player group and you can tell him where to go like you would any other AI on your team. Someday I'd love for this to actually really mean something in ALiVE, but right now it's really only useful just to move civilians out of harm's way. Killing civs will hurt your reputation with them in general, but if they have a suicide vest, chances are they are already probably hostile towards you so you might as well just kill the bad ones. I suppose you can just confiscate the vest and move on too. It's up to you. I could setup a detention center at base somewhere with a trigger over it that will lower his hostility over time, but even with that you wouldn't really have any way of knowing when his hostility was low enough release him back into the world. If I think of it I'll open a request with the ALiVE team for more immersive detainment. That would be nice.
chiconspiracy Oct 15, 2017 @ 10:27pm 
I can report success after many, many dead bodies. I also bumbled into a priest with a suicide vest, and was able to quickly detain him, and selected arrest... and nothing happened. Are we just suppossed to excercise a little backwoods style justice and shoot him behind a bush?
chiconspiracy Oct 15, 2017 @ 9:16pm 
Hmm, then I might just use Zues to pull the naturally spawning Green teams over to my convenient sniper tower and see if I can get them spawning loot that way. Unless even moving them with Zuess messes up their intel drop?
HeroesandvillainsOS  [author] Oct 15, 2017 @ 9:05pm 
Oh I misread the Zeus part. Intel won’t appear off units with Zeus. The units need to be spawned by ALiVE. When I tested this, I teleported around and ghosted and murdered a bunch of insurgents.
HeroesandvillainsOS  [author] Oct 15, 2017 @ 9:03pm 
Also remember, intel is only going to be found in the east off Syndikat bodies and civs there. This is where the insurgency is. You won’t get intel off CSAT in the south
HeroesandvillainsOS  [author] Oct 15, 2017 @ 9:02pm 
@chiconspiracy That’s what I just did to test it. :) You can also get the same intel using the scrollwheel options with civs. Look for “gather intel,” select it in the menu, then look at your map to see what was revealed.
chiconspiracy Oct 15, 2017 @ 8:17pm 
@HeroesandvillainsOS Yep, definitely haven't seen anything like that yet. I might try Zeus, and placing/murding a whole bunch of them to see if I can get any to show up.
HeroesandvillainsOS  [author] Oct 15, 2017 @ 5:49pm 
@chiconspiracy Here is a photo from one of my other missions that I just took so I know it still works. As you can see, it's a physical object next to the body that can only be opened using the scroll wheel options. And notice how (a) hard it is to see lying in the terrain (imagine deep grass, that would be tough to spot!) and (b) how easily you could lose it if a body dies just right, you could see how it could die right on top of the intel object: https://imgur.com/2qg3b2D

But anyway, that's what it looks like so keep an eye out.
HeroesandvillainsOS  [author] Oct 15, 2017 @ 4:31pm 
@chiconspiracy the intel from dead bodies feature is physical objects laying on the ground next to or near the dead bodies. You don’t need to search their inventory. I agree I’m not seeing this very much and am currently trying to see if there’s been a regression with the most recent ALiVE update. I’ll post back once I have an answer for you one way or the other.
chiconspiracy Oct 15, 2017 @ 1:47pm 
I've never seen intel once, and I've shot quite a few Syndicate looking guys. Are we supposed to find notes or things in their inventory or near their bodies? I haven't seen a single cell phone, laptop, briefcase, anything.