Arma 3
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ALiVE - Tanoa Showcase
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Persistent
Scenario Map: Tanoa
Meta: Dependency
File Size
Posted
Updated
609.301 KB
5 Jul, 2017 @ 9:56pm
25 Oct, 2020 @ 6:15pm
17 Change Notes ( view )
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ALiVE - Tanoa Showcase

Description
[SP/COOP 1-10] With the Tanoan economy in shambles, local insurgents 'The Syndikat' have established a stronghold on the island thanks to the financial and military support of CSAT. NATO is tasked with neutralizing the threat, and removing CSAT from power.

ALiVE is a powerful mission making framework which provides resources for mission makers and players to easily setup and experience persistent multi-operational battles by land, sea and air. The ALiVE Virtual AI System is robust enough to populate maps with thousands of units with minimal performance impact, but refined enough to have these groups be guided by AI Commanders that autonomously and dynamically coordinate, direct and task their forces to objectives around the Area of Operations, reacting to changes around the battlefield in real-time.

This showcase is designed to demonstrate some specific features of the ALiVE mod. Whether you're a new player just discovering ALiVE (or even Arma 3 itself), or a veteran of the series that would like to dive in and play without the need for outside dependencies, ALiVE - Tanoa Showcase is intended as just one example of what ALiVE is capable of, and also as a resource for curious players to unpack in the editor and learn from. Features include:

Combat Support such as CAS, Transport and Artillery
An Insurgency in the east
Civilians that can provide intel on insurgent activity
Suicide bombers, IED's and VBIED's
Conventional forces operating in the north and south
Ambient sea patrols
A persistent saving option to easily save and load your progress locally on your own PC
A Logistics Commander that can deliver you units, groups, supplies and base building materials
A task generator you can turn on, off or have automatically generate tasks for you at any time
An Operations menu to micro-manage and fine-tune friendly group positions and behavior
Intel near dead enemy bodies (Insurgency only)
Virtual Arsenal
Zeus Game Master for Admins

For an in-depth analysis of what the ALiVE mod entails, please visit the ALiVE wiki: http://alivemod.com/wiki/index.php/Main_Page

Saving your progress: This mission uses a local saving feature, which is accessed in the esc menu and initiated by the "server save and exit" function. To continue your save, simply act as if you're starting the mission for the first time and your data will load automatically. To start your progress over, change the PBO name or execute "call ALiVE_fnc_ProfileNameSpaceClear" and then click "local exec" in the debug console.

Mission PBO: https://www.dropbox.com/s/irukmgqb642fs9v/ALiVE-Tanoa_Showcase.Tanoa.pbo?dl=0 (this will always be up-to-date)

DISCLAIMER: This is an UNOFFICIAL showcase for the ALiVE mod. Any questions, comments or suggestions should be posted here and NOT on any of the official ALiVE channels. The mission loading screen image with the ALiVE logo was provided by the ALiVE team and is used with permission.
55 Comments
Isebaille Tobany 12 Nov, 2023 @ 8:00pm 
Look forward to an Altis map :)
Isebaille Tobany 12 Nov, 2023 @ 8:00pm 
AMAZING Mission .. Love it!!!! I tried to build one of these Alive missions but was totally confused!!
[|87 16 Mar, 2023 @ 11:34am 
When I try to load up any of your missions, there is no selectable units in the lobby screen? Even this one, with no mod requirements - I'm a little confused!
Sionna 12 Oct, 2022 @ 12:52pm 
I will download this to learn, because I tried to make a giant battle with ALIVE in tanoa where both teams defend and atack, but only GREEN team sends squads to atack, my team just patroll there doing nothing lmao.
Restiphani 14 Sep, 2020 @ 5:01am 
@HerosandvilliansOS first off love the mission it is working well once I got all the bugs worked out on my end. Just a couple quick questions about the operations panel. I can't seem to figure out how to get the troops to secure areas that I have taken. You mention something about changing their waypoints. I tried to do that but they don't move?
HeroesandvillainsOS  [author] 13 Aug, 2019 @ 7:29am 
@Ian-C thanks for the reply! Hmm, I’ll pass along the intel thing. Our lead dev in the last ALiVE update wanted to increase the intel percentages. Wondering now if that got in or if it did, if it broke it somehow. He’s pretty busy IRL but I’ll poke around.
Ian-C 11 Aug, 2019 @ 1:04am 
It has taken about 5 days with up to 4 players on but most of the time 1 or 2 just preventing the growth of the Syndikat force. I have been putting in about 10 to 12 hours a day with the odd drop in by other players and a couple of evenings with all 4 on.

One thing i have noticed is the almost complete lack of intel gained from talking to the civs, i think it's only been once i got any specific intel and most of the time finding recruitment centres and IED factories etc. has been purely by chance.
HeroesandvillainsOS  [author] 10 Aug, 2019 @ 7:47am 
@Ian-C There is no end state. Most of my missions are designed to be ambiguous, sort of like a real war, where “winning” is really whatever you feel like it is. One way some players will handle ops like these is to clear it, then begin doing recon to see if any enemy cells are left. Once the map feels beaten, I’d suggest having some players take some helicopters out and seeing if any enemy presence remains. If not, then technically you won, but it’s up to you to decide.

Just curious, how long did it take you to clear it?
Ian-C 10 Aug, 2019 @ 3:26am 
Is there an end state to this mission either win or lose?

My team has been clearing all the Syndikat forces out of the green zone and we are now rarely seeing any within the green zone and i have been asked a couple of times if there will ever be an end to the campaign.

What do we have to do to complete the campaign?
How will we know we have done it?
How would we know if we have lost?
HeroesandvillainsOS  [author] 23 Apr, 2019 @ 7:48am 
@Sam from Jimmy Neutron Ah yep bet I know what it is now. Changing the player loadout isnlikely removing the object required to use Logistics. Fairly certain in this op I require the player to have either a compass or laser designator in their inventory for Logistics to be used.