Difference between revisions of "ALiVE Fundamentals"
(Created page with "=== Gameplay === ALiVE is a dynamic campaign mission framework. The editor placed modules are designed to be intuitive but highly flexible, empowering mission makers to crea...") |
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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. | 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. | ||
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+ | ==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 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 and Civilian Placement Module pages for further details on these. | ||
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+ | If an Operational 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 Civilian Placement module with no Unit Placement so it is only providing a list of 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. | ||
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+ | 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! | ||
+ | |||
+ | Read on for further details of each module and see the demo missions for some examples of common scenarios. |
Revision as of 05:18, 24 January 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 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 and Civilian Placement Module pages for further details on these.
If an Operational 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 Civilian Placement module with no Unit Placement so it is only providing a list of 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!
Read on for further details of each module and see the demo missions for some examples of common scenarios.