Difference between revisions of "ALiVE Military"

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(Military Placement & Objectives)
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*'''[[CQB|Military CQB]]''' The Close Quarters Battle module populates towns and built up areas with AI patrols.
 
*'''[[CQB|Military CQB]]''' The Close Quarters Battle module populates towns and built up areas with AI patrols.
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*'''[[IED|Military IED Threat]]''' Provides an ambient IED and VB-IED threat.
  
 
*'''[[Insurgency|Military Insurgency]]''' Work in Progress...
 
*'''[[Insurgency|Military Insurgency]]''' Work in Progress...
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*'''[[TAOR]]''' A short explanation of how TAORs work in conjunction with ALiVE Military.
 
*'''[[TAOR]]''' A short explanation of how TAORs work in conjunction with ALiVE Military.
 
  
 
== Operational Command, Control & Logistics ==
 
== Operational Command, Control & Logistics ==

Revision as of 05:29, 5 December 2014

The Military modules are the heart of ALiVE and provide a simple yet highly flexible tool for creating almost any scenario. Military modules require the Profiles module to be present.

Military Placement & Objectives

  • Military CQB The Close Quarters Battle module populates towns and built up areas with AI patrols.


  • TAOR A short explanation of how TAORs work in conjunction with ALiVE Military.

Operational Command, Control & Logistics

  • Military AI Commander The Operational Commander orders AI groups to attack and defend objectives.
  • Military Logistics The battlefield logistics system maintains the operational effectiveness of combat units.
  • Military AI Skill Provides a feature to define AI Skill as per the BI Wiki. Note: this may conflict with other third party addons that affect AI Skill.