
Note that the azimuth of the Module in the editor will determine the direction that the composition is facing when it is spawned. The easiest way to review the compositions it to go into Zeus mode and look under Groups > Empty > ALiVE Compositions. There are a large number of custom compositions built specifically for ALiVE to choose from. In some instances, the random placement will have.
Place Ambient Vehicles (yes, default no): Place faction specific empty vehicles throughout the objective area? Note, use with caution. Place Supplies (default yes, no): Place default A3 supply boxes throughout the objective area?. Place Air Units (default yes, no): Place helicopters on helipads, planes on air strips?. If no buildings are found (including custom compositions) then no HQ will be created. The module will look for any HQ or military buildings within an area defined by the objective size parameter. If you choose to create an HQ, it is recommended to set the Create HQ option in any other Military Placement (Military Objectives) to No. This will also be used as the primary logistics hub for Military Logistics. Create HQ (default yes, no): Set this objective as an HQ. The direction of the module determines the facing of the comp. Spawn Composition (text field for className): Spawn a custom ALiVE, BIS, or ZEC composition. Note that a Military AI Commander may override the readiness level and send troops on missions and tasks. Readiness (integer): Determines how many groups of an occupying forces are patrolling around an objective or sitting idly inside. The faction used must support any group types you choose to include. Your options are Infantry, Motorized, Mechanized, Armour, and SpecOps. Unit Counts (5 fields, integers): Select how many of each group type to spawn at the objective. Military Logistics will also use Priority to determine whether it should be used as an insertion point for Battle Casualty Replacements. Size & Priority (2 fields, Integers): These are used by the AI Commander to determine the relative importance of the objective. Faction class names do NOT include brackets or quotes. Force Faction (text field for className): The faction class name of the faction to be spawned at this objective. Enable Debug (yes, default no): Enabling debug on this module will show you the location and priority markings of the custom objective on the map.
Place the Custom Military Objectives module in the editor and (optionally) sync to Military AI Commander. 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. The Military Placement (Custom Objectives) allows editors to populate the map with custom objectives without being restricted to those defined by the map itself. Military Placement (Custom Objectives) Module