Arma 3
66 ratings
ALiVE - Battlefield Manager
2
2
3
   
Award
Favorite
Favorited
Unfavorite
Data Type: Mod
File Size
Posted
Updated
542.914 KB
Sep 7, 2022 @ 5:54am
Oct 18, 2024 @ 5:04pm
35 Change Notes ( view )

Subscribe to download
ALiVE - Battlefield Manager

Description
NOTE: This mod is very experimental at the moment. Expect it to break / update often.


Battlefield Manager is an unaffiliated add on for the Advanced Light Infantry Virtual Environment (ALiVE) ( https://steamcommunity.com/workshop/filedetails/?id=620260972 ). The system aims to expand on ALiVE's static "map indexing" system to produce a more dynamic and customisable battlefield.


MODULES:
-----------------------

The ALiVE-BFM system is comprised of 6 modules for use with ALIVE in mission design:

Battlefield Manager - (Main) : The core module, and only required module, of the BFM system.

Map Objectives Manager : Allows the user to conduct a survey of a nominated battle space and defines points of military interest (major road intersections, settlements, hill-tops etc). The POI are assigned as objectives to the ALiVE military commanders. This system also allows maps not previously indexed for ALiVE to be used with minimal effort. (Must be synced to the "Main" module.)

Front Line Manager : Allows the user to define a line of "front line" objectives which are assigned to the ALiVE military commanders. Unlike map objectives, which are fixed, the front line objectives experience "forces", exerted on them by virtual and visual AI units. The front line objectives therefore move around the map as the battle progresses, resulting in a far more dynamic feel to the battle. The size and priority of the fixed, map objectives are continually updated based on their proximity to the front line; Objectives on or near the front are weighted with higher importance whereas objectives in the rear are weighted less. "Front Line" objectives are ignored by asymmetric military commanders. (Must be synced to the "Main" module.)

Reinforcements Manager : Allows the user to define custom reinforcement points for the replacement of virtual units killed in battle. The BFM system attempts to maintain the same composition of troops within the battle space, replacing dead units at a rate defined by the user. If continuous reinforcements are not desired, the native ALiVE logistics system may be used. (Must be synced to the "Main" module.)

Ambient Artillery : The Ambient artillery module periodically generates random artillery strikes on both map and front line objectives. The size and frequency of arty strikes can be configured by the user.

Ambient Aviation : Generates periodic patrols of the front line by user defined aircraft.

Custom ALiVE Settings : Allows the user to customise the movement speed and combat rate of virtualised units as an arbitrary number, rather than the fixed 25%, 50%, 75%, 100% options in the drop down menus of the AliVE modules.

Custom Opcom Settings : Defunct - This module does not work and should be removed from all missions.


BASIC USAGE:
-----------------------

1 - Open a new map and place the ALiVE-Required and ALiVE-Virtual AI modules. For best results, set the virtual unit speed and virtual combat speed to minimum, though this is not required. It is recommended to turn on the debug setting in the ALiVE-Virtual AI module.

2 - Place a map marker defining the desired battle space. Give it a sensible variable name, e.g. "battlefield".

3 - Place two ALiVE-Military Commander modules on opposite ends of the battle area. For best results place the commander modules as far away from the centre of the battlefield as is convenient. Define the factions as normal and set the commander strategy ("Invasion" mode appears to work best).

4 - For each command place one or more ALiVE-Custom Military Objectives. Give it a size and value of 0, and set "place HQ", "place field HQ", "Place supplies" to none. These modules are used ONLY for the initial placement of troops on the field. Set the number of each type of unit you want in the battle (infantry / motorised / mechanised / armour / spec ops), and sync each objective to its corresponding commander.

5 - Place the BFM-Main module, and enter the name of the battlefield from step 2.

6 - Place the BFM-Map Objectives, BFM-Front Line and BFM-Reinforcements modules and sync them to the BFM-Main module. It is recommended to turn on all debugging initially.

7 - (OPTIONAL) The initial position of the front lines can be defined using map markers. Place any type of marker on the map and give it the following name INIT_FRONT_0. Place it at one end of the front line, and then copy and paste the marker to form the 'initial' front line. 3den should automatically increment the counter to give a set of markers INIT_FRONT_0, INIT_FRONT_1, INIT_FRONT_2 ... etc.

8 - The respawn positions of reinforcements are defined in a similar way. Place a marker and name it SOURCE_SIDE_0 (where SIDE = EAST / WEST / GUER) and copy and paste as many as desired. Placing source markers on logical ports or highways results in a more realistic battle space. Do the same for the other AI commander.

9 - Place a playable unit, (add zeus modules if requried) and hit play.
Popular Discussions View All (3)
2
Oct 6, 2024 @ 10:57pm
Dedicated server is hanging and spamming gigabytes of logs
Insurgent
1
May 4, 2024 @ 6:08pm
Start up delay not working
Atlas
0
Mar 1 @ 8:55am
BFM with vanilla ALIVE logistics
ImCrimson
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