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AICOM Command Verbs Reference

rayswaynl edited this page Jul 2, 2026 · 1 revision

AICOM Command Verbs Reference

Source-verified 2026-07-02 against origin/claude/build84-cmdcon36@6f2fc4bd10c8339fd13be087d327717ff58c85e8. Paths below are Chernarus source mission paths unless noted. The maintained Vanilla/Takistan root carries the same relevant command-driver behavior. This page changes wiki documentation only.

This page is the operator/source-backed map for the current AICOM vocabulary around RALLY, REFIT, and HOLD. The important distinction is that not every word is a literal wfbe_aicom_order mode. Some are driver modes, some are strategy posture labels, some are waypoint types, and "refit" is the service-detour subsystem exposed in RPT as SERVICE_*.

Quick Matrix

Word What it is Producer Runtime effect RPT proof
RALLY Public HC driver mode: wfbe_aicom_order = [seq, "rally", pos] Graceful-withdraw logic in Server/AI/Commander/AI_Commander_Strategy.sqf:620-668 Driver uses the normal fast MOVE transit toward the rally point, marks wfbe_aicom_rallying, then on arrival clears the stale goto and retasks the team to "towns" without laying an assault SAD RALLY_ORDER, RALLY_FALLBACK, RALLY_ARRIVED
REFIT Operator shorthand for AICOM self-service, not an order mode Common/Functions/Common_RunCommanderTeam.sqf:2184-2189 calls Common/Functions/Common_AICOMServiceTick.sqf Damaged, low-ammo or badly understrength teams detour to a safe friendly town or airfield, repair/rearm/heal, then clear goto so AssignTowns retargets them SERVICE_ENROUTE, SERVICE_DONE
HOLD posture Strategy/console posture word Server/AI/Commander/AI_Commander_Strategy.sqf:920-963 and command-console posture constants in Common/Init/Init_CommonConstants.sqf:659-661 Means consolidate or bias the engage gate. It is not a per-team freeze and does not mean every team receives a HOLD waypoint `AICOMSTAT
HOLD waypoint Server-local direct defense waypoint type Server/AI/Commander/AI_Commander_Execute.sqf:102-124 Non-HC server-local teams ordered to defend get a literal HOLD waypoint at the commander-selected position. HC teams instead receive driver mode "defense" AICOMLog direct-order line, plus normal order movement

Order Surface

The HC driver reads one public group variable, wfbe_aicom_order = [seq, mode, pos], then applies an order only when seq changes (Common/Functions/Common_RunCommanderTeam.sqf:9-16, :918-932). The header names "towns-target", "defense", and "rally" because those are the intended AI-brain modes. Current strategy code also uses "goto" for HQ-strike and base-assault movement, and human command execution can publish "move" or "patrol" to HC teams. Those non-defense, non-town modes go through the driver's arrival assault branch rather than the town-capture branch.

The driver emits AICOMSTAT|v2|EVENT|...|CAPTURE_TRACE|ORDER_ACCEPT|...|mode=... on a fresh sequence. That line is the quickest proof that a team accepted a new public order (Common/Functions/Common_RunCommanderTeam.sqf:918-932).

RALLY

RALLY is the actual lowercase driver mode "rally". The strategy layer produces it when a headless-client AICOM team explicitly wants a rally or has fallen below the configured graceful-withdraw alive threshold. It skips player-led teams, null teams, teams that are already rallying, and the big punch units: MBTs and attack helicopters are exempt so they keep fighting (Server/AI/Commander/AI_Commander_Strategy.sqf:620-647).

The rally point is the nearest safe fallback the strategy can produce: own HQ if present, otherwise an own-side town center, otherwise the team's current position so it is never left orderless. The strategy bumps wfbe_aicom_order with mode "rally", clears wfbe_aicom_wantrally, marks wfbe_aicom_rallying, and emits RALLY_ORDER (Server/AI/Commander/AI_Commander_Strategy.sqf:648-668).

On the driver side, rally does not install a special frozen waypoint. The normal transit code already lays live MOVE orders toward _dest; when the fresh mode equals "rally", the driver stamps wfbe_aicom_rallying and emits RALLY_FALLBACK (Common/Functions/Common_RunCommanderTeam.sqf:1248-1284). On arrival, a rallying team does not lay the normal assault SAD. It clears wfbe_aicom_rallying, clears wfbe_teamgoto, clears stale townorder/strike/relief state, sets wfbe_teammode back to "towns", emits RALLY_ARRIVED, and lets AssignTowns choose the next fight (Common/Functions/Common_RunCommanderTeam.sqf:1360-1401).

HQ-strike staging also uses the word "rally" in comments, but it is not the same "rally" mode. Staged strikers are sent to a massing point with driver mode "goto", then reissued to the enemy HQ when enough bodies have arrived or the timeout fires. The release proof is STRIKE_STAGE_RELEASE (Server/AI/Commander/AI_Commander_Strategy.sqf:735-789, :829-832).

REFIT / Service

REFIT is the player/operator word for AICOM self-service. There is no wfbe_aicom_order mode named "refit". The team driver calls the service tick from its normal loop when WFBE_C_AICOM_SERVICE_ENABLED is on (Common/Functions/Common_RunCommanderTeam.sqf:2184-2189). The current constants hard-set that feature on and expose the thresholds: damage 0.5, ammo fraction 0.35, safe distance 600m, reach 4000m, timeout 300s, armour-only 0, and trigger distance 300m (Common/Init/Init_CommonConstants.sqf:991-999). Understrength infantry are also admitted by WFBE_C_AICOM_SVC_ALLTEAMS = 1 (Common/Init/Init_CommonConstants.sqf:833).

The service tick's contract is intentionally conservative. It will not start if the leader is in COMBAT or enemies are inside the trigger radius, and it aborts an en-route detour if an enemy enters safe distance or the timeout expires. Abort and completion both clear the service state, clear goto/townorder, and put the team back into "towns" retargeting (Common/Functions/Common_AICOMServiceTick.sqf:1-23, :56-69, :93-99, :103-109).

A team qualifies when it has a damaged member, a low-ammo weaponed combat vehicle, or a badly understrength foot team admitted by the all-teams gate. It then picks the nearest safe friendly town within reach; air teams prefer a captured airfield/hangar when one is safe and reachable. The detour lays a live MOVE waypoint and emits SERVICE_ENROUTE; arrival repairs, rearms, refuels air vehicles, heals members, and emits SERVICE_DONE (Common/Functions/Common_AICOMServiceTick.sqf:115-205).

HOLD

HOLD appears in three different contexts. Treat them separately.

First, HOLD can be a strategy posture. The strategy tick computes posture as HQ_STRIKE, DEFEND, PRESS, or HOLD from strike state, town counts, raw strength, and town-credited effective strength. It then logs AICOMSTAT|v1|POSTURE|...|HOLD|... when the side is neither clearly pressing nor clearly defending (Server/AI/Commander/AI_Commander_Strategy.sqf:920-963). Command-console PUSH/HOLD posture nudges are small temporary engage-gate biases: the TTL is WFBE_C_AICOM_POSTURE_TTL = 300, and WFBE_C_AICOM_POSTURE_ENGAGE_DELTA = 4 adds or subtracts towns from the expansion-first gate (Common/Init/Init_CommonConstants.sqf:659-661). This is strategic pressure, not a team-level stop command.

Second, HOLD can be a literal waypoint type, but only in the server-local direct-order path. AI_Commander_Execute.sqf maps explicit human/AI defense orders to _wpType = "HOLD" with radius 30 for non-HC teams; patrol maps to SAD, and other direct movement defaults to MOVE (Server/AI/Commander/AI_Commander_Execute.sqf:102-124). HC-resident teams cannot rely on server-side waypoint writes, so the executor publishes wfbe_aicom_order instead. For HC direct defense, "defense" is sent to the driver; "move" and "patrol" pass through to the driver's non-defense arrival branch (Server/AI/Commander/AI_Commander_Execute.sqf:69-100).

Third, the team driver has hold-like combat loops that are still active movement/combat, not idling. A fresh "defense" driver order lays a tight SAD radius 100 at the destination. Other non-rally arrival modes lay the configured assault SAD radius (WFBE_C_AICOM_ASSAULT_SAD, currently 80) (Common/Functions/Common_RunCommanderTeam.sqf:1456-1459, Common/Init/Init_CommonConstants.sqf:971). The town-capture and base-assault phases are time-boxed live SAD/MOVE/reveal/fire loops, with the base-assault hold budget defaulting to WFBE_C_AICOM_ASSAULT_HOLD = 360 (Common/Functions/Common_RunCommanderTeam.sqf:1480-1536, :1618-1620, Common/Init/Init_CommonConstants.sqf:969).

Operator Smoke

Token What it proves
`CAPTURE_TRACE ORDER_ACCEPT
RALLY_ORDER Strategy issued a graceful-withdraw rally order
RALLY_FALLBACK Driver began the rally transit leg
RALLY_ARRIVED Driver reached the rally point and retasked the team back to "towns" without an assault SAD
SERVICE_ENROUTE Service/refit found a safe destination and laid a live MOVE detour
SERVICE_DONE Service/refit arrived safely and repaired/rearmed/healed the team
STRIKE_STAGE_RELEASE HQ-strike staging released massed "goto" strikers to the enemy HQ
`AICOMSTAT v1

Pitfalls

  • REFIT is not a public order mode. Search for SERVICE_ENROUTE and SERVICE_DONE in RPT, not mode=refit.
  • HOLD in posture telemetry is not a literal waypoint and does not mean frozen teams.
  • HC direct defense does not use the server-local HOLD waypoint path. It publishes "defense" and the HC driver lays a tight defensive SAD.
  • HQ-strike staging uses a rally point but sends mode "goto" to teams, not "rally".
  • PUSH/HOLD command-console posture nudges bias allocation; they do not rewrite every team's active wfbe_aicom_order.

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