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AICOM Behavior Fix Taxonomy
This page maps fleet prompt shorthand such as F1, F2, and "losing press" to the current source behavior for AICOM triage and review.
Source snapshot: origin/claude/build84-cmdcon36@6f2fc4bd10c8, checked 2026-07-02 against the Chernarus source mission at Missions/[55-2hc]warfarev2_073v48co.chernarus. This is a routing page, not a duplicate of the detailed command or stuck-recovery references.
Use AICOM command verbs for RALLY, REFIT, and HOLD command semantics. Use AICOM stuck-recovery v2 for the recovery ladder. Use AICOM logging & telemetry for AICOMSTAT schema details.
| Prompt shorthand | Current source behavior | Primary flags/defaults | Source anchors | Operator proof |
|---|---|---|---|---|
| F1 march discipline | Long commander-team travel uses road routes and softer combat stance in transit, then reasserts combat at the objective. Ground-vehicle route legs emit ROAD-MARCH; long pure-infantry legs can use FOOT ROAD-ROUTE. | WFBE_C_AICOM_MARCH_YELLOW = 1 |
Common/Init/Init_CommonConstants.sqf:819; Common/Functions/Common_RunCommanderTeam.sqf:1201-1268,1360-1364
|
Common_RunCommanderTeam.sqf AICOMLog lines containing ROAD-MARCH or FOOT ROAD-ROUTE. |
| F2 front dwell and journey commit | The side front has hysteresis before changing spearhead target, and a team with an open dispatch that is still making progress keeps its journey instead of being retargeted every commander pass. |
WFBE_C_AICOM_FRONT_DWELL = 480; WFBE_C_AICOM_JOURNEY_COMMIT = 1
|
Common/Init/Init_CommonConstants.sqf:821,830; Server/AI/Commander/AI_Commander_Strategy.sqf:365-389; Server/AI/Commander/AI_Commander_AssignTowns.sqf:514-538
|
`AICOMSTAT |
| F3/F4 stuck and failed journeys | Stuck recovery escalates through the recovery ladder, target-abandon paths count failed journeys, and teams that fail enough journeys are flagged for recycle. Ladder progress decays instead of hard-resetting on progress. |
WFBE_C_AICOM_LADDER_DECAY = 1; WFBE_C_AICOM_FAILED_JOURNEYS_RECYCLE = 6; recovery v2 flags |
Common/Init/Init_CommonConstants.sqf:831-832,874-877; Server/AI/Commander/AI_Commander_AssignTowns.sqf:161-171,342-351,432-462,489-497; Server/AI/Commander/AI_Commander_Produce.sqf:109-123; Common/Functions/Common_RunCommanderTeam.sqf:960-1082
|
TARGET_ABANDON, RECYCLE_FLAG, UNSTUCK_STRIKE, UNSTUCK_FIRED, and recovery actions in the relevant server or HC RPT. |
| F5 fist spread and cap | The allocator keeps a widened fist target set, tracks current load per candidate town, and caps how many commander teams are assigned to one fist town before spilling to another eligible target. |
WFBE_C_AICOM_SPREAD_MODE = 1; WFBE_C_AICOM2_FIST_PERTOWN = 4
|
Common/Init/Init_CommonConstants.sqf:807-808; Server/AI/Commander/AI_Commander_Allocate.sqf:130,233-299
|
Inspect wfbe_aicom_targets / team target vars during a soak; there is no single dedicated spread token in current source. |
| HOLD after capture | The first captor of a flipped town can claim a timed defense hold, keeping a defender in place while the garrison settles instead of immediately leaving the town exposed. |
WFBE_C_AICOM_HOLD_MODE = 1; WFBE_C_AICOM_HOLD_SECS = 180
|
Common/Init/Init_CommonConstants.sqf:809-810; Common/Functions/Common_RunCommanderTeam.sqf:1961-1985
|
AICOMLog HOLD-CLAIM; team vars wfbe_aicom_hold_until and wfbe_aicom_holding_town. |
| F7 losing press | A side that is behind on towns but near strength parity and base-safe is forced up to PRESS posture instead of parking in DEFEND. | WFBE_C_AICOM_LOSING_PRESS = 1 |
Common/Init/Init_CommonConstants.sqf:822; Server/AI/Commander/AI_Commander_Strategy.sqf:931-947,963
|
`AICOMSTAT |
| Rally, refit, and top-up | Bleeding HC teams can be ordered to rally at a friendly HQ/town; service and top-up paths repair/rearm/heal or add infantry within cooldown and cost gates. |
WFBE_C_AICOM_WITHDRAW_EVAL = 1; WFBE_C_AICOM_WITHDRAW_MIN_ALIVE = 3; WFBE_C_AICOM_SERVICE_ENABLED = 1; WFBE_C_AICOM_TOPUP_UNIT_COST = 300; WFBE_C_AICOM_TOPUP_COOLDOWN = 240; WFBE_C_AICOM_TOPUP_HUMAN_MULT = 0.25
|
Common/Init/Init_CommonConstants.sqf:823-836,992; Server/AI/Commander/AI_Commander_Strategy.sqf:667; Server/AI/Commander/AI_Commander_Produce.sqf:146-194; Common/Functions/Common_AICOMServiceTick.sqf; Common/Functions/Common_RunCommanderTeam.sqf:2268-2273
|
RALLY_ORDER, SERVICE_ENROUTE, SERVICE_DONE, TOPUP_REQ, TOPUP_DONE. |
| Strike staging and base assault | HQ/base attackers can stage short of the enemy HQ until enough bodies arrive or a timeout releases the strike; structure damage is gated through real structure-damage flags. |
WFBE_C_AICOM_STRIKE_STAGE = 1; WFBE_C_AICOM_STRIKE_STAGE_BODIES = 14; WFBE_C_AICOM_STRIKE_STAGE_TIMEOUT = 240; WFBE_C_AICOM_STRIKE_STAGE_DIST = 800; WFBE_C_AICOM_STRIKE_STAGE_ARRIVE = 400
|
Common/Init/Init_CommonConstants.sqf:811-816,825-829; Server/AI/Commander/AI_Commander_Strategy.sqf:789
|
`AICOMSTAT |
| MHQ relocation F6 fallback | MHQ relocation tries a clearance ladder when no full 600+buffer ring candidate is available, with a hard floor and final deploy revalidation/fallback before release. |
WFBE_C_AICOM_MHQ_RELAX = 1; WFBE_C_AICOM_MHQ_RELAX_FLOOR = 350
|
Common/Init/Init_CommonConstants.sqf:945-946; Server/AI/Commander/AI_Commander_MHQReloc.sqf:118-136,169,203,530-541
|
`AICOMSTAT |
| HighClimb and AICOM AutoFlip | AICOM ground vehicles have default-on assistance for bogged tanks and flipped vehicles. AutoFlip is a shared AICOM helper separate from the player-facing AutoFlip module. |
WFBE_C_AICOM_HIGHCLIMB = 1; WFBE_C_AICOM_AUTOFLIP = 1
|
Common/Init/Init_CommonConstants.sqf:793-794; Common/Functions/Common_AICOM_AutoFlip.sqf; Client/Module/AutoFlip/AutoFlip.sqf
|
`AICOMSTAT |
| Symptom in prompt, RPT, or soak notes | Start here | Then check |
|---|---|---|
| Teams crawl cross-country or stop fighting only at the wrong time. | F1 march discipline | Road-route generation in AI_Commander_AssignTowns.sqf and execution in Common_RunCommanderTeam.sqf. |
| Teams twitch between targets, abandon progress, or keep switching spearheads. | F2 front dwell and journey commit |
FRONT_DWELL_HOLD, JOURNEY_COMMIT, and target-assignment diffs. |
| The same town eats every commander team. | F5 fist spread and cap |
WFBE_C_AICOM2_FIST_TOWNS, WFBE_C_AICOM2_FIST_PERTOWN, and allocator load counters. |
| A newly captured town immediately falls back. | HOLD after capture |
HOLD-CLAIM, holder team vars, and capture timing. |
| The losing side camps or never pressures despite parity. | F7 losing press |
LOSING_PRESS_FLOOR, POSTURE, and base-safety inputs. |
| Teams get permanently wedged after repeated failed orders. | F3/F4 stuck and failed journeys | Stuck-recovery v2, TARGET_ABANDON, RECYCLE_FLAG, and HC/server split RPTs. |
| MHQ relocation aborts for the whole match while surrounded by towns. | MHQ relocation F6 fallback |
MHQRELOC RELAXED, ABORT, and FINAL_REVALIDATE tokens. |
- This page is source-backed for the snapshot listed at the top. If an open PR changes AICOM behavior, update this page only after checking the branch or after merge.
-
AI_Commander_HCTopUp.DRAFT.sqfis a draft/default-off worker. Default-on refit and top-up behavior for this taxonomy is the liveTOPUP_REQ/TOPUP_DONEpath above unless a lane explicitly enables the draft worker. - Do not use this page as a source-edit claim. Check Agent collaboration protocol,
agent-collaboration.json, and open PRs before claiming an implementation lane.
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