How to play - 7Cav/7Cav-Alive GitHub Wiki

Introduction to ALiVE

How ALiVE Spawns Units

ALiVE creates groups in 'Virtual Space'. These units are not spawned in until you are within 1 Kilometer. When you are within 1 Kilometer of a profiled unit ALiVE will spawn that profiled unit onto the map.

What is a profiled unit?

A profiled unit is a group of units (soldiers, vehicles, etc) that have their current loadout, health, ammo, vehicle usage etc stored. This means ALiVE is able to know in a mechanised group, you have 8 soldiers and an IFV. This is then 'profiled' (Put on profile, made note of) and logged on a local database, that group is then assigned a number (e###) which is unique for all groups.

What Happens When A Unit/Group Is Spawned In

When units are spawned onto the map they are given high level macro orders (Move to grid, go occupy x town, etc) from ALiVE. When in contact with players, VCOM AI takes over AI calculations. VCOM AI allows for units inside AI groups to communicate with eachother. Nearby groups can communicate with eachother as well. So when ALiVE spawns a group, they might begin moving toward your direction. This isn't because they know where you are, it's because they were told about your position by another enemy AI group. Moreover, VCOM AI can steal vehicles and deploy crew served weapons.

Grid Squares and Enemy Activity

ALiVE will color individual grid squares. The darker the color, the more enemies are in that area. Simply put, these squares indicate areas of enemy activity. Whenever a group moves to another grid square, that grid square will also light up red.

When BLUFOR move into a red grid square, the grid square will turn blue. When there are no OPFOR AI in that grid same grid square, it willturn green. If there are more OPFOR in that grid square than BLUFOR, it will turn purple. If there are more BLUFOR than OPFOR, it will turn a lighter shade of purple.

It should be noted that players cannot rely on grid square colour alone to identify the amount or type of enemy present. Colours may also be very ambiguous, especially when friendly players have entered the zone.

Persistence

ALiVE has the possibility of maintaining persistence between server restarts. By default, the missions in standard rotation are not persistent. However, COIN and warfare wednesday variants of missions are persistent. This means that, if you take a town and setup a forward base, when the mission restarts, that town will remain cleared and the base that was setup will remain there.


Mission Objectives

Basic Mission Objectives

  1. Move to and clear enemy held towns and military compounds.
  2. Secure and hold enemy towns and military compounds.
  3. Deactivate enemy strongpoints.

Where should I attack?

ALiVE puts enemies everywhere on the map, they're just not spawned in immediately. when the mission is first loaded. When you move towards a given area, enemies will begin spawning in. This essentially means that, no matter where you go, there will be enemies to fight. The main goal of the mission is to take over the entire island by means of force. In COIN or Warfare Wednesday missions, the mission critera changes. Make sure to speak with leadership whenever you log onto the server, as Warfare Wednesday might be taking placeor a COIN mission might be loaded.

Counter Insurgency (COIN)

Simply put, counter insurgency mission files are setup in such a way, as to allow a very realistic and engaging asymetrical/unconventional warfare environment. You can expect to encounter Improvised Explosive Devices (IEDs), Vehicle Bourne Explosive Devices (VBEDs), and hostile civilains. Many times, civilains may wish to take up arms against your faction. One minute a civilian might be friendly. Ten minutes later, when he comes out of his shack, he could be wearing a suicide vest or weild an AK.

As you might tell from reading this, Civilian interaction is incredibly important to COIN. As such, these missions are only available when a ZEUS or ADMIN is online, so he/she can switch the map to these game-modes. These game-modes are also persistant, which means that, between server restarts, you won't lose progress on the mission. This allows you to setup FOBs, take towns, etc, without losing progress between play sessions. Think of it as CO-OP multiplayer, but without any of the hassle.

Logistics

The Role of Logistical Support

Apollo is the callsign we use for the server's logistical support assets. Apollo is in charge of creating Forward Operating Bases, Combat Outposts, and Forward Rearm and Repair Points. This is more important now than ever before, because fights can last hours. Without resupply or a fallback point, squads and vehicles who are in combat run the risk of running out of ammunition or fuel. Perhaps more important, vehicles such as Saber and Buffallo may need repairs, but might not be able to make it all the way back to base. Having a forward rearm point enables the possibility of long, sustained combat actions.

FOBs and Persistance

In standard rotation missions, persistance isn't enabled by default. This means that, between server restarts, FOBs and progress will not be maintained. On other map variants, such as COIN or Warfare Wednesday, persistance is enabled. This means that, if you build a FOB during Warfare Wednesday, that FOb will remain there after the next server restart. This is the same for COIN operations as well.

View Distance Settings

ACE View Distance Limiter

Escape -> Configure -> Addon Options -> Ace View Distasnce Limiter

The settings are pretty self explanatory with the exception of Dynamic Object View Distance. When set to between 'Low' to 'Very High', this represents the percentage (between 0-100) of your view distance that objects will be rendered. 'FOV Based' means that, when you scope in, the object view distance will increase.

ALiVE Player Options

App Menu Button -> Player Options -> View Settings -> View Settings / Terrain Grid

The 'App Menu Button' is the button between the R.CTRL and R.Win button. Using this method immmediately overrides ACE View Distance Limiter, but is set on a per-respawn or per-mission basis. This means that it resets every time you log into the server and every time the mission file changes.

How To Rebind ALiVE Options Menu

Configure -> Controls -> Configure Addons -> Open Menu (Requires Restart)

The 'App Menu Button' is the button between the R.CTRL and R.Win button. I rccomend changing to something like CTRL + Home or something weird that you'll never use.

How to Zeus with ALiVE

Working With Profiled Units

Units that are spawned by ALiVE are most always profiled. The only exception to this are the CQB AI which are procedurally generated. To delete units from an area, for example if you wanted to run an MCC, you can simply press 'END' on your keyboard. This will Kill the unit. When the unit is killed, you can either delete the unit like you normally would or you can move the dead unit to a corner of the map where ALiVE will automatically despawn it on its own.