Who's behind this? The guys that spent 2 years developing the Multi-Session Operations persistent mission framework teamed up with other Arma community veterans to bring a new brand of addon to Arma 3. We have currently serving and ex-forces guys as well as long serving Arma modders and clan members. The addon is aimed squarely at the COOP community that want full map, realistic company level operations. Is ALiVE for Arma2, Operation Arrowhead or Arma3? It's for Arma 3. We technically could back-port most of it to Arma 2 OA, but we didn't think that supported our fresh start on a shiny new gaming platform. Will ALiVE support Headless Client (HC)? Server performance with Profiled Virtual AI is already sufficient, so there's been no driver to use HC yet. However, we will provide an option in Profile System to spawn on HC in the first release! ALIVE Object Oriented SQF - what is this wizardry, something you guys designed in-house? Wolffy first wrote OOSQF about in Sept 2012 on the MSO Developers Blog. Its a bit clunky - yes,. But it serves its purpose in the way we code cleaner and more reliably. And puts us in good stead when/if BIS release Java support for ARMA. Will it be possible to set up the AI skill with your stand-alone admin actions? Yes, we have a module that allows you to customise AI skill for the mission. How's the performance in multiplayer when there are players mixed at two or more different objective areas on the map? Does it noticeably take a steep dive in performance? We are working on a limiter to the profile system, where the mission maker can set a hard top limit on the amount of 'active' profiles that can be in play at any one time. This will of course require testing on your hardware, and configured for the types of ops you are looking to support. I think it will be a reasonable compromise, as we all know Arma can only run X number of AI for any given system with Y number of players.

How do I get access to the test version? We will not be extending the closed testing of ALiVE to any other groups at this stage. However, we will be releasing a public alpha for you all to test in due course. Do you have any general performance concerns? Profiling or not, there is clearly a limit to what servers can handle with 'Visual' AI - lots of players in lots of locations across the map spawning lots of AI into the Visual World will of course have an impact and BIS is the only one that can do anything about that. However, note that ALiVE Placement (the system that analyses maps for objectives and automatically places AI groups) is completely customisable - for example, you can limit it to only a Platoon strength group and set a small Tactical Area of Responsibility (TAOR). Then place one for the other faction and watch them fight it out. Synch a Logistics module with unlimited supplies too if you want a perpetual micro battle. This would take about 5 minutes in the editor. Can it be used on all maps? Our military placement and objectives modules, automatically scan maps for military, civilian infrastructure etc. We have it already working for a number of BIS and community made maps. Also are you guys wizards by any chance? No Can I create my own pbo that changes the way ALiVE works, such as replacing functions or features to work with my own addons? No, users and the community do not have permission to edit, change, replace ALiVE content through the use of new addons. Clearly any changes required with ALiVE should be submitted to the dev team for inclusion in the official ALiVE build for all to enjoy.