Military Placement (Military Objectives)

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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 module creates a prioritised list of military objectives across the map. Units occupy buildings or military installations and will remain in place until an associated OPCOM issues missions and tasks depending on the chosen scenario. Force compositions are based approximately on real world battle group doctrines although mission editors can choose to override this with settings in the module.

Usage: place the Military Placement module in the editor, select the desired Size, Weighting and Faction from the drop down.


  • Force Faction BIS standard or custom factions can be entered in the text box. Custom units need to have groups properly configured for them to work with ALiVE. See here for a list of factions that are known to work with ALiVE. You can also manually map the faction groups if the configs are incorrectly defined. See Declaring Faction Mappings for further info.
  • Size and Composition Weighting choices will influence the overall force composition. Mil_MP will attempt to emulate realistic combined arms battle groups using equipment and vehicles available to that faction. Mission editors can overwrite this by forcing unbalanced groups in the Overrides if they choose (e.g. infantry only).
  • Objective Filters provide options to restrict objective clusters by size or relative importance, so for example it is possible to identify only large military bases and airfields as objectives, excluding smaller bunkers and watchtowers.
  • Place Units defines whether MP will spawn units or only create empty objectives for OPCOM to attack. OPCOM will need at least one module to spawn some units!


TAOR & Objective Blacklists

Tactical Areas Of Responsibility are a fundamental feature of Mil Placement. They represent a zone or boundary area for which the military commander is responsible. This does not mean the commander will never leave that zone to attack nearby opposition but his primary objectives will be inside the defined TAOR.

To restrict objectives to a user-defined TAOR, place a named area marker covering the chosen area and add it to the appropriate TAOR box in the module params. A good convention is to use the format TAOR_Faction_xx (e.g. TAOR_BLUE_1). Multiple areas can be listed separated by commas e.g. TAOR1, TAOR 2, TAORxx. Ensure the marker area covers at least one military establishment, otherwise Mil Placement will throw up an error.


Blacklisted areas will be ignored and can be defined using area markers with the name specified in the module params, for example BL_Faction_xx (e.g. BL_R_1). If TAOR and BL area markers overlap, Blacklist always takes precedence.


Editor Notes

Military Placement always requires some kind of military building within the TAOR to spawn units. It is not possible to define custom spawn points for MP. Use Custom Objective Placement to spawn AI in user defined locations.

TAOR and Blacklist markers must be Squares or Circles. Due to some kind of strange BIS dark magic, ellipses (ovals) do not work.


Custom Unit Blacklists

Advanced uses can customise the force compositions by blacklisting certain units, groups or vehicles. For example, you can prevent MP from spawning Tanks or AA units. To do so, add one or more of the variables to the sys_Profile module init field, where type is the vehicleClass C_man_1

ALiVE_PLACEMENT_CUSTOM_UNITBLACKLIST = ["unitType_1","unitType_2","unitType_3"];
ALiVE_PLACEMENT_CUSTOM_VEHICLEBLACKLIST = ["vehicleType_1","vehicleType_2","vehicleType_3"];
ALiVE_PLACEMENT_CUSTOM_GROUPBLACKLIST = ["groupType_1","groupType_2","groupType_3"];