Difference between revisions of "ALiVE Fundamentals"

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(Editor Modules)
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Player Combat Support
 
Player Combat Support
- allows players to call in CAS, Artillery or Transport, requires othe Player Comnat Support modules for assets
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- allows players to call in CAS, Artillery or Transport, requires other Player Combat Support modules for assets
  
 
Player Combat Support (CAS)
 
Player Combat Support (CAS)

Revision as of 17:24, 25 October 2014

Gameplay

ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible, empowering mission makers to create a huge range of different scenarios by simply placing a few modules and markers. The AI Commanders have an overall mission and a prioritised list of objectives that they work through autonomously. Players can choose to tag along with the AI and join the fight, tackle their own objectives or just sit back and watch it all unfold.

Mission makers may wish to experiment by synchronizing different modules to each other, or using standalone ALiVE modules as a backdrop for dynamic missions and campaigns, enhancing scenarios created with traditional editing techniques. ALiVE significantly reduces the effort required to make a complex mission by adding ambience, support and persistence at the drop of a module.

How It Works

ALiVE is complex but not complicated. Each module is standalone but they can be synchronised to each other to create different scenarios. The modules work independently but will use data derived from another module if it is synchronised. This layered approach provides a high degree of flexibility and allows you to build custom scenarios quickly.

Everything starts with the Military Placement modules. These modules fulfill two important functions: they identify a list of military and civilian objectives or areas of importance across the map and secondly, they place the AI groups. There are several module parameters for customising the type of objectives and also the shape and size of the AI forces. Refer to the Military Placement Module pages for further details on these.

If an Military AI Commander (OPCOM) is placed, it will take command of all available AI forces of its faction. However, OPCOM needs to know where its objectives are and this is simply done by Synchronising it to one or more Placements Modules.

Note that OPCOM does not exclusively take command of the units defined in the Placement modules, it is only using them to get a list of objectives. OPCOM will take command of all units of its faction across the map.

So for example you could place an OPFOR Military Placement module to occupy an area of the map, but synch a BLUFOR OPCOM to it so it knows to attack those objectives.

Another example: place a Military Placement (Civ Objectives) module with no Unit Placement so it is only providing a list of Civilian Objectives. Then place a BLUFOR Military Placement Module in a small zone nearby with and set it to a Platoon of Light Infantry. Synch a BLUFOR OPCOM in Invasion mode to both Placement modules and watch as the Infantry are ordered to attack the civilian objectives.

Using different combinations of modules it is possible to quickly create a huge range of scenarios, from massive tank battles to intense urban counter insurgency. The best way is to experiment!

Editor Modules

ALiVE Required - enables the addon on both client and server and is required for core systems

ALiVE Database - enables player statistics, AAR and persistent missions (to ALiVE War Room)

ALiVE Player Options - allows a mission maker to specify View Distance settings, Player Tags, Crew Info and Player Persistence settings (for reconnect and server restart)

ALiVE Tour - will walk you through the ALiVE systems and technology and demonstrate the modules in action for your mission

ALiVE Virtual AI System - provides a caching system for AI but continues to simulate them as they conduct their movements and combat across the map

Ambient Dynamic Weather - provides a set of different weather environments and syncs these in MP play. Aimed mainly at SP games until MP weather is improved by BIS.

Civilian Placement - specifies where the civilian population are placed across the map

Civilian Population - specifies who the civilian population are and their posture towards military forces.

Military AI Commander - controls a faction across the map and ensures forces are being directed to capture objectives based on its settings.

Military AI Skill - allows custom skill settings for factions

Military Close Quarters Battle - provides an appropriate ambient threat in towns, villages and buildings for urban or building clearance operations.

Military Logistics - allows AI commanders to request and receive resupply via air, land or sea. Requests are fulfilled by in game convoys or airlifts, which can be interdicted by opposition forces.

Military Placement (Military Objectives) - determines AI force placement for military type buildings and areas on the map or within a specific TAOR.

Military Placement (Civilian Objectives) - determines AI force placement for civilian type buildings and areas on the map or within a specific TAOR.

Player Combat Logistics - allows players to request resupply via air, land or sea. Requests are fulfilled by in game convoys or airlifts, which can be interdicted by enemy forces.

Player Combat Support - allows players to call in CAS, Artillery or Transport, requires other Player Combat Support modules for assets

Player Combat Support (CAS) - allows mission makers to place CAS assets that can be called by Player Combat Support

Player Combat Support (Transport) - allows mission makers to place Transport assets that can be called by Player Combat Support

Player Combat Support (Artillery) - allows mission makers to place Artillery assets that can be called by Player Combat Support

Player Command and Control (C2ISTAR) - allows players to send tasks to player groups or receive tasks from AI commanders. Also allows players to submit reports such as SITREP and PATROLREP in game and to the War Room.

Player Logistics (Disable) - disables the ability of players to load, unload, tow, untow and assets in game (for FOB building or basic logistics handling)

Player Multispawn - allows a mission maker to establish respawn points based on squad, a building, vehicle or even helicopter re-insertion.