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AI Commander Tunable Constants Reference
Source-verified 2026-07-12 against master 9d7482116. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Every AI-commander tunable lives in one contiguous block of Common/Init/Init_CommonConstants.sqf under the //--- AI. heading (now lines 317-1424; with late-defined stuck/assault/slope constants under //--- Camps. starting at line 1425). This page tabulates each constant by its exact source line, default value, and one-line role. It is a config catalog, not a behavior audit — for what is/isn't actually wired into the supervisor, see AI Commander Autonomy Audit. Rows marked
Two naming conventions coexist: the older WFBE_C_AI_COMMANDER_* (V0.x revival series) and the newer short WFBE_C_AICOM_* (B36/B37/V0.7+ tuning). Constants defined with if (isNil "X") then {X = ...} are param/override-overridable; bare X = ... assignments are forced (cannot be changed by a lobby param). None of the AI-commander constants carry a WF_Debug branch — START_FUNDS is a flat 200000 regardless of debug mode.
| Constant | Default | Line | Override? | Meaning |
|---|---|---|---|---|
WFBE_C_AI_COMMANDER_ENABLED |
1 |
318 | yes | Enable or disable the AI commanders. |
WFBE_C_AI_COMMANDER_LOCK |
0 |
321 | yes | When 1, AI retains full command regardless of who occupies the slot (protects eval/night sessions from accidental human takeover). B67 changed live default to 0 (hybrid commander enabled — players can vote out the AI). Set to 1 to relock. |
WFBE_C_AI_COMMANDER_ARTILLERY |
0 |
165 | no (forced) | if (isNil "WFBE_C_AI_COMMANDER_ARTILLERY") then {WFBE_C_AI_COMMANDER_ARTILLERY = 1} — flipped from forced-0 to overridable default-1 (comment at :912 dates this "2026-07-08, fable/alife-arty-dwell"). Semantics changed, not just the value — needs owner review before this row is rewritten. |
WFBE_C_AI_COMMANDER_LOG |
1 |
603 | no | V0.4: always-on [AICOM] diag_log (independent of WF_LOG_CONTENT; 0 to silence). |
WFBE_C_AI_COMMANDER_USE_ARC_APPROACH |
1 |
341 | no | 1: SetTownAttackPath arc approach; 0: simple AIMoveTo fallback. |
WFBE_C_AI_COMMANDER_LEVEL (line 606, default 1) drives a switch (lines 607-611) that sets three synthetic-money multipliers. Supply stays real on every level; only the synthetic FUNDS are tuned.
| Constant | Line | Easy (LEVEL 0) | Normal (LEVEL 1, default) | Hard (LEVEL 2) |
|---|---|---|---|---|
WFBE_C_AI_COMMANDER_LEVEL |
606 | 0 | 1 (default) | 2 |
WFBE_C_AI_COMMANDER_FUNDS_MULT |
608 / 610 / 609 | 1.0 |
1.5 |
2.0 |
WFBE_C_AI_COMMANDER_INCOME_MULT |
608 / 610 / 609 | 1.0 |
1.5 |
2.0 |
WFBE_C_AI_COMMANDER_INCOME_STIPEND |
608 / 610 / 609 | 0 |
6000 |
9000 |
The Normal branch is the default case at line 610: base commander UBI = $2000/min CASH (the 60s income tick means per-tick == per-min). It is an unconditional per-tick AI-commander funds drip that keeps the AI fielding armies on a near-empty server.
| Constant | Default | Line | Override? | Meaning |
|---|---|---|---|---|
WFBE_C_AI_COMMANDER_START_FUNDS |
200000 |
1518 | yes | B36 hotfix (Ray 2026-06-15): AI commander starts with a flat 200k cash (was FUNDS_START × FUNDS_MULT ≈ 45k); it runs the whole side. Players start with 30k. Defined in the //--- Economy. block, not the //--- AI. block. |
WFBE_C_AICOM_INCOME_MULT_MAX |
4.0 |
395 | no | Hard ceiling on the scaled commander income multiplier (packed-server runaway guard). B67: raised 3.0->4.0 to avoid clipping the low-pop inverted bonus. |
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AI_COMMANDER_TICK |
15 |
346 | Supervisor base tick (s); how often the order-executor runs (hybrid responsiveness). |
WFBE_C_AI_COMMANDER_BASE_INTERVAL |
60 |
347 | V0.2: base worker cadence (HQ deploy → doctrine build order → defenses). |
WFBE_C_AI_COMMANDER_TEAMS_INTERVAL |
90 |
348 | V0.2: team-founding cadence. |
WFBE_C_AI_COMMANDER_UPGRADE_INTERVAL |
300 |
342 | Upgrade-worker cadence (s). B67: raised from 120 to pace ~37-entry tech tree over ~185 min. |
WFBE_C_AI_COMMANDER_TOWN_INTERVAL |
120 |
343 | Town-assignment worker cadence (s). |
WFBE_C_AI_COMMANDER_PRODUCE_INTERVAL |
45 |
344 | Production worker cadence (s). |
WFBE_C_AI_COMMANDER_TYPES_INTERVAL |
30 |
345 | Team-typing worker cadence (s). |
WFBE_C_AI_COMMANDER_STRATEGY_INTERVAL |
60 |
612 | V0.5: war-strategy worker cadence (spearheads/relief/strike/arty). |
WFBE_C_AI_COMMANDER_MOVE_INTERVALS |
3600 |
337 | Movement re-issue interval (s). |
WFBE_C_AI_COMMANDER_TOTAL_AI_MAX |
140 |
340 | Per-side AI ceiling for AI-commander unit production (FPS safety cap). |
WFBE_C_AI_COMMANDER_SUPPLY_TRUCKS_MAX |
5 |
338 | Max supply trucks the AI commander fields. |
WFBE_C_AI_COMMANDER_DEFENSES_MAX |
4 |
353 | V0.2: manned base statics the AI places around its HQ. |
WFBE_C_AI_COMMANDER_BUILD_GRACE |
300 |
351 | B36: seconds with NO human commander (from start, re-armed when a human leaves) before the AI builds/spends. |
The static founding target plus the inverse-population team curve (B36.1, Ray 2026-06-15) consumed by AI_Commander_Teams.sqf. The team count is the dominant server-FPS lever, so the founding target scales INVERSELY with live human player count (headless clients excluded): more players → fewer HQ squads.
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AI_COMMANDER_TEAMS_TARGET |
2 |
349 | B36: HALVED 4→2 to cut HC saturation + group count. With MAX_EXTRA 1 the founding cap is 3 teams/side. Rollback: 4. |
WFBE_C_AI_COMMANDER_TEAMS_MAX_EXTRA |
0 |
352 | Pinned at 0 (punchy-AICOM): exactly TEAMS_TARGET teams at low pop; no banking-valve extras beyond TEAMS_LOWPOP_EXTRA. Rollback: 1. |
WFBE_C_AICOM_TEAMS_PC_LOW |
10 |
359 | 0-2 players bucket. B59 (2026-06-20): 10 stays (comment history shows a since-reverted 10→15 load-test experiment). |
WFBE_C_AICOM_TEAMS_PC_MID |
7 |
360 | 3-5 players bucket. Build83 (2026-07-01): 8→7 (~20% commander-team trim). |
WFBE_C_AICOM_TEAMS_PC_HIGH |
4 |
361 | 6-9 players bucket. Build83: 5→4 (~20% trim). |
WFBE_C_AICOM_TEAMS_PC_FULL |
3 |
362 | 10+ players bucket. Rollback the whole curve: set all four to 2. |
WFBE_C_AICOM_DISBAND_SAFE_DIST |
1200 |
372 | B36.1 on-join cleanup: retire a rear AI team only when NO player is within this many metres of its leader AND it is not in combat. punchy-AICOM (2026-06-17): 600→1200, wider no-retire radius so rear teams are kept; only retiring when truly far from any player. Rollback: 600. |
Inverted income bonus (highest at LOW pop, to fund the team-curve flood) plus the B37 banking valve that converts low-pop banked funds into squads.
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AICOM_INCOME_PC_BONUS |
0.06 |
373 | B36.1: +6% AI-commander CASH income per human player UNDER the REF pop (inverted; 0 disables → flat INCOME_MULT). |
WFBE_C_AICOM_INCOME_PC_REF |
10 |
374 | B36.1: player count at/above which the inverted income boost is ZERO (base income). |
WFBE_C_AICOM_BANKING_VALVE |
1 |
376 | B37: 1=on (low-pop funds→squads valve + income trim); 0=B36.1 behaviour. |
WFBE_C_AICOM_TEAMS_LOWPOP_EXTRA |
4 |
377 | B37: max extra HQ teams a rich low/mid-pop (≤5) commander may field when the valve is on (non-tiered fallback). B74 (Ray 2026-06-22): re-opened 0→4. Note: a newer per-tier WFBE_C_AICOM_LOWPOP_EXTRA_BY_TIER array (Init_CommonConstants.sqf:389) now supersedes this in most paths — not yet covered by this page. |
WFBE_C_AICOM_INCOME_PC_BONUS_VALVE |
0.045 |
394 | B37: gentler low-pop income boost when the valve is on (vs 0.06), so more-squads does not over-bank. |
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AICOM_TYPE_MIX |
[0.65, 0.20, 0.12, 0.03] |
521 | P1 combined-arms ratio: target class mix [infantry, light, heavy, air] for newly-typed teams. Weights need not sum to 1 (normalised at pick time); falls back to a lower class then infantry if the rolled class has no buildable. |
WFBE_C_AICOM_AIR_MIN_TOWNS |
3 |
396 | Aircraft are deferred until the AI holds this many towns (air is a late, established-only asset). 0 = no gate. B66: 4→3, bring air online a town sooner. |
The frontier prefilter + distance-dominant scorer that makes the army advance as a wave onto nearby objectives instead of cherry-picking the enemy's rear (claude-gaming 2026-06-14).
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AICOM_FRONTIER_RADIUS |
3000 |
187 | ((_wfbeAICOMMapRadius * 0.20) max 1500) — a map-size-scaled formula (cmdcon44-e, 2026-07-03 ZG fix), not a flat literal. On Chernarus this evaluates to 1536, not 3000. Semantics changed (flat constant → per-map formula) — needs owner review before this row is rewritten. |
WFBE_C_AICOM_DISTANCE_DIVISOR |
50 |
635 | Score divisor on distance-to-front: one supply point is worth this many metres of march. Was effectively 150 (too weak). |
WFBE_C_AICOM_HQ_PULL_DIVISOR |
250 |
636 | Score divisor on distance-to-ENEMY-HQ: small spearhead bias toward the enemy capital. Larger = weaker pull. 0 disables. |
WFBE_C_AICOM_FAR_PENALTY |
1000 |
637 | Flat score penalty applied to any candidate OUTSIDE the frontier radius, so a rich deep city can't buy its way over a near contestable town. |
WFBE_C_AICOM_CONCENTRATION |
6 |
651 | Base teams massed on the primary spearhead (used when a town's type is unknown; the per-tier table refines per target). B57: raised 4->6 to overwhelm garrisons via mass. |
WFBE_C_AICOM_SPEARHEAD_TOWNS_MAX |
2 |
652 | Cap on how many DISTINCT spearhead towns the army splits across (was implicitly 5). 1-2 keeps the punch concentrated early. |
WFBE_C_AI_COMMANDER_SPEARHEAD_PER_TOWN |
3 |
618 | V0.5: teams concentrated per spearhead town (legacy/fallback quota; per-tier quota overrides). |
V0.7 bootstrap: bias the first capture and trickle funds+supply per supervisor tick while town count == 0.
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AICOM_BOOTSTRAP_BIAS |
1 |
943 | 1 enable, 0 disable: bias target selection to the nearest-to-base, lowest-value town so the AI captures its first income source fast. |
WFBE_C_AICOM_BOOTSTRAP_FUNDS |
100 |
945 | Funds per minute (scaled to tick spacing) while 0 towns owned. |
WFBE_C_AICOM_BOOTSTRAP_SUPPLY |
120 |
946 | Supply per minute (scaled to tick spacing) while 0 towns owned. punchy-AICOM (2026-06-17): 50→120 so a zero-town AI tech-unlocks + builds faster out of the gate. Rollback: 50. |
WFBE_C_AICOM_BOOTSTRAP_MAXTIME |
7200 |
947 | Hard cutoff (s): stipend stops even if no town yet. punchy-AICOM (2026-06-17): 3600→7200, keep the zero-town stipend alive for 2h. Rollback: 3600. |
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AICOM_UPGRADE_FUNDS_RATE |
1 |
458 | |
WFBE_C_AICOM_SUPPLY_RESERVE |
8000 |
212 | 1000 with meaning "supply floor: do not start a tech upgrade that would drop supply below this... Research is SUPPLY-ONLY (the funds->supply fallback was removed for production)" — the FUNDS_RATE reroute this row describes no longer exists, not just a value change. Needs owner review before this row is rewritten. |
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AI_COMMANDER_RELIEF_MAX |
1 |
949 | V0.5: max simultaneous town-relief diversions. punchy-AICOM (2026-06-17): 2→1, at most one team diverted to defense at a time. Rollback: 2. |
WFBE_C_AI_COMMANDER_REINFORCE_RANGE |
1200 |
1316 | V0.5: Produce only refills teams this close to base (wiped teams reform at base). |
WFBE_C_AICOM_FWD_REINFORCE_RANGE |
900 |
1317 | Forward-reinforce: deep teams beyond REINFORCE_RANGE may still refill if their leader hugs an owned town within this radius (refill spawns at the nearest factory). FILL-FIX (2026-06-18): 500→900 (rollback 500). |
WFBE_C_AICOM_CRITICAL_STRENGTH |
0.55 |
1318 | Rank-2 health-gated refill: a team below this fraction of its template size is rushed to FULL strength in one Produce cycle. Bounded by funds/factory/AI-cap. 0 disables. FILL-FIX (2026-06-18): 0.30→0.55 (rollback 0.30). |
| Constant | Default | Line | Override? | Meaning |
|---|---|---|---|---|
WFBE_C_AI_COMMANDER_WILDCARD |
1 |
614 | yes | V0.6: one free random event per AI-commanded side per interval. 0 disables wildcard events entirely. |
WFBE_C_AI_COMMANDER_WILDCARD_INTERVAL |
900 |
615 | yes | Seconds between wildcard events per side (15 min testing cadence, claude-gaming 2026-06-14; was 1800/30min). |
Three late-defined groups sitting under the //--- Camps. heading (not //--- AI.), all if (isNil 'X')-guarded with single-quoted names.
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AICOM_STUCK_SECS |
210 |
1440 | Commander stuck-reaction: the AssignTowns breadcrumb re-issues a parked team's order after this many seconds (was hardcoded 600s). |
WFBE_C_AICOM_STUCK_MOVED |
200 |
1441 | Distance (m) under which a team counts as "not moved" for the stuck check. |
WFBE_C_AICOM_STUCK_FAR |
300 |
1443 | Distance (m) from objective beyond which a parked team is considered stuck-far. |
WFBE_C_AICOM_ASSAULT_ARRIVE_RADIUS |
250 |
1448 | Dispatch→arrival watcher: m to count "at the town" (≈ town SAD radius + leader margin; AIMoveTo uses 200). |
WFBE_C_AICOM_ASSAULT_TIMEOUT |
420 |
282 | WFBE_C_AICOM_ASSAULT_DYNTIMEOUT (line 1465, default 1 = ON) now makes this the "legacy flat" fallback only — with the flag on, the effective per-dispatch timeout is dynamic, clamped between WFBE_C_AICOM_ASSAULT_TIMEOUT_MIN (420, :1475) and WFBE_C_AICOM_ASSAULT_TIMEOUT_MAX (1500, :1476). The row's meaning ("the" dispatch→arrival budget) is no longer accurate by default. Needs owner review before this row is rewritten. |
WFBE_C_AICOM_ASSAULT_REACH_FOOT |
2500 |
1458 | m: foot teams won't be sent at ongoing-front spearheads farther than this; pick nearest reachable town instead. Value is now worldName-branched (Init_CommonConstants.sqf:1458): Takistan 1800, else (incl. Chernarus) 2500. History: 3500 (this page's prior value) → 3000 (B57) → 2500 (B66, cmdcon43-j). |
WFBE_C_AICOM_ASSAULT_REACH_MOUNTED |
9000 |
1459 | m: teams with a drivable vehicle may take the long leg to a far spearhead. |
WFBE_C_AICOM_SLOPE_Z |
0.86 |
1490 | Careful-gear governor: downshift NORMAL→LIMITED while the lead hull's surfaceNormal.z is below this (z = cos slope; 0.86 ≈ 31°) on Chernarus/Zargabad; Takistan branch uses 0.80. A2-fix: was 0.93 (~21°, too eager). |
These are not commander-namespaced but bound the same AI subsystem.
| Constant | Default | Line | Meaning |
|---|---|---|---|
WFBE_C_AI_MAX |
12 |
332 | Max AI allowed in each AI group. |
WFBE_C_TOWNS_ACTIVE_MAX |
12 |
326 | Active-town budget: max concurrently active towns (FPS lever). |
WFBE_C_GUER_GROUPS_MAX |
80 |
331 | Hard ceiling on total resistance groups (bounds runaway GUER growth toward the engine's ~144-groups/side limit). Raise to 999 for instant rollback. |
WFBE_C_SIM_GATING |
0 |
602 | 1 only on the NEXT arm: enableSimulation off for AI far from any active town. |
WFBE_C_AB_ARM |
"NEXT-T1c" |
584 | A/B experiment arm label + sim-gating switch (LEGACY arm = control, gating off). |
- AI Commander Autonomy Audit — what these constants actually drive (which workers are wired vs dead).
- Quad AI Commander — the four-side AI-commander architecture these tunables configure.
-
AI Squad Team Templates Catalog — the team templates the
TYPE_MIXand team-founding constants build. - Economy Towns And Supply — the real-supply income these synthetic FUNDS multipliers sit alongside.
- Commander HQ Lifecycle Atlas — HQ deploy and the build-grace gate the commander runs against.
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- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index