Military Placement (Custom Objectives)

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Revision as of 15:42, 23 December 2016 by Docbuchanan (Talk | contribs)

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Part of:
Icon mil opcom.png ALiVE Military
Requirements: Synced
Icon mil opcom.png Military AI Commander
Onebit yes.png

How It Works

The Military Placement (Custom Objectives) allows editors to populate the map with custom objectives without being restricted to those defined by the map itself. Custom objectives can be synced to the AI Commander and can include groups of units and pre-made object compositions, such as vehicle checkpoints, patrol bases or crash sites.


Usage: place the Custom Military Objectives module in the editor and (optionally) sync to OPCOM.

  • Force Faction: enter the faction to spawn at this objective
  • Size & Priority: these are used by the AI Commander to determine the relative importance of the objective. Military Logistics will also use Priority to determine whether it should be used as an insertion point for Battle Casualty Replacements.
  • Unit Counts: select how many of each group type to spawn at the objective. The faction used must support these group types.
  • Readiness: determines how many groups of an occupying forces are patrolling around an objective or sitting idly inside. Note that a Military AI Commander may override the readiness level and send troops on missions and tasks.
  • Spawn Composition: spawn a custom ALiVE or BIS composition. The direction of the module determines the facing of the comp.
  • Create HQ will set this objective as an HQ. This will also be used as the primary logistics hub for Military Logistics. A field HQ composition is randomly chosen. Mission makers can overwrite this by using [ALiVE_compositions,"FieldHQ",["yourCompositionClass"]] call ALiVE_fnc_HashSet. It is recommended to set the Create HQ option in any other Military Placement (Military Objectives) to No.


Custom Compositions

There are a large number of custom compositions built specifically for ALiVE to choose from. The easiest way to review the compositions it to go into Zeus mode and look under Groups > Empty > ALiVE Compositions. Noe that the azimuth of the Module in the editor will determine the direction that the composition is facing when it is spawned.

Onebit note.png Note: Update Q3 2016 - ALiVE now utilizes ZEC - Zeus and Eden Templates / Building Compositions. The easiest way to find these compositions is to utilize the Config Viewer.
Go to Config Viewer (ctrl-g) > Config Groups > Empty to find class names.


Dev Notes