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AICOM Stuck Recovery V2 Reference
This page documents the current Build 87 AI-commander stuck-recovery v2 system in origin/claude/build84-cmdcon36@6f2fc4bd10c8339fd13be087d327717ff58c85e8. It is the operator reference for the AICOM team recovery ladder, TARGET_ABANDON reasons, stuck-distance branches and RPT smoke tokens added around the PR #125 release-command-center work.
Scope note: line refs below cite the Chernarus source mission, Missions/[55-2hc]warfarev2_073v48co.chernarus/, on the current Build 87 branch. Maintained Vanilla/Takistan line numbers can drift and should be checked before release or source-patch wording.
This is not the player-owned AI watchdog. Player-group recovery is covered by Player AI watchdog and recovery. This page is for AI-commander combat teams driven by AI_Commander_AssignTowns.sqf, Common_RunCommanderTeam.sqf, AI_Commander_Strategy.sqf and the AICOM auto-unflip manager.
| Layer | File | Responsibility |
|---|---|---|
| Detection and retargeting | Server/AI/Commander/AI_Commander_AssignTowns.sqf |
Detects parked/stalled/orbiting assault teams, bumps wfbe_aicom_stuckstrikes, blacklists bad targets and publishes fresh HC/server orders. |
| Local recovery execution | Common/Functions/Common_RunCommanderTeam.sqf |
Runs where the team is local, reads the strike tier from the order, fires remount/reverse/lane-flip/road-snap recovery, and emits UNSTUCK_FIRED. |
| Relief/defense wedge release | Server/AI/Commander/AI_Commander_Strategy.sqf |
Detects teams wedged in defense/move modes, releases them back to offense and resets inherited stuck strikes. |
| AICOM auto-unflip | Common/Functions/Common_AICOM_AutoFlip.sqf |
Separate server/HC loop that rights local flipped AICOM ground vehicles after a stuck timer. |
| Operator telemetry | RPT diag_log
|
AICOMSTAT, STUCKSTAT, [AICOM ...] prose and WASPSCALE recov= together show detection, action and recovery counters. |
Common_AICOM_AutoFlip.sqf is started on the server for server-local founded teams (Server/Init/Init_Server.sqf:22) and on headless clients for HC-delegated teams (Headless/Init/Init_HC.sqf:243). The strike-spawn comments in Common_RunCommanderTeam.sqf explicitly say vehicle unflip is not added to that spawn because it already ships as this server/HC loop (Common_RunCommanderTeam.sqf:954-964).
| Constant | Default | Meaning | Source |
|---|---|---|---|
WFBE_C_AICOM_AUTOFLIP |
1 |
Enables the server/HC AICOM auto-unflip loop. | Common/Init/Init_CommonConstants.sqf:794 |
WFBE_C_AICOM_STUCK_SECS |
210 |
Breadcrumb age before a noncombat team can be considered stuck. | Init_CommonConstants.sqf:1113 |
WFBE_C_AICOM_STUCK_MOVED |
200 |
Movement below this distance counts as no progress. | Init_CommonConstants.sqf:1114 |
WFBE_C_AICOM_STUCK_FAR |
300 |
Team must still be farther than this from the target for the position-stuck branch. | Init_CommonConstants.sqf:1115 |
WFBE_C_AICOM_STUCK_ABANDON |
4 |
Strike count above which the team abandons and blacklists the target. | Init_CommonConstants.sqf:977 |
WFBE_C_AICOM_BLACKLIST_COOLDOWN |
600 |
Per-team blacklist cooldown seconds after abandon. | Init_CommonConstants.sqf:990 |
WFBE_C_AICOM_SIDE_BLACKLIST |
1 |
Enables side-wide town blacklisting after repeated different-team abandons. | Init_CommonConstants.sqf:982 |
WFBE_C_AICOM_SIDE_ABANDON |
3 |
Different-team abandons needed for side-wide blacklist. | Init_CommonConstants.sqf:983 |
WFBE_C_AICOM_SIDE_BLACKLIST_COOLDOWN |
900 |
Side-wide blacklist cooldown seconds. | Init_CommonConstants.sqf:984 |
WFBE_C_AICOM_STALL_ADVANCE_SECS |
420 |
Time parked on the same unflipped target before the stall-advance abandon bypass fires. | Init_CommonConstants.sqf:805 |
WFBE_C_AICOM_LADDER_DECAY |
1 |
On real progress, decay strikes by one instead of resetting to zero. | Init_CommonConstants.sqf:831 |
WFBE_C_AICOM_FAILED_JOURNEYS_RECYCLE |
6 |
Failed journey count before a team is latched for recycle. | Init_CommonConstants.sqf:832 |
WFBE_C_AICOM_RECOVERY_V2 |
1 |
Enables Recovery V2 additions inside the strike-spawn. | Init_CommonConstants.sqf:874 |
WFBE_C_AICOM_RECOVERY_REVERSE_SPEED |
6 |
Reverse-pulse speed in m/s for stuck vehicle recovery. | Init_CommonConstants.sqf:875 |
WFBE_C_AICOM_RECOVERY_SLOPE_Z |
0.85 Chernarus, 0.80 Takistan |
Foot snap treats surface normals below this as too steep. | Init_CommonConstants.sqf:876 |
WFBE_C_AICOM_RECOVERY_FOOT_ROAD_R |
200 Chernarus, 300 Takistan |
Road search radius for slope/water foot snaps. | Init_CommonConstants.sqf:877 |
WFBE_C_AICOM_GRADE_DWELL |
6 |
Seconds a grade must persist before careful-gear slope downshift. | Init_CommonConstants.sqf:334 |
WFBE_C_AICOM_SLOPE_Z |
0.86 Chernarus, 0.80 Takistan |
Careful-gear governor slope threshold for vehicle hulls. | Init_CommonConstants.sqf:1145 |
The stall-advance branch still has a literal fallback default of 240 if the constant is missing (AI_Commander_AssignTowns.sqf:417-423), but normal current source initializes the constant to 420 before the worker reads it.
| Trigger | Detection | What changes | RPT cue |
|---|---|---|---|
| Position-stuck far from target | After WFBE_C_AICOM_STUCK_SECS, not airborne, not in COMBAT, moved less than WFBE_C_AICOM_STUCK_MOVED, and still farther than WFBE_C_AICOM_STUCK_FAR. |
Bumps wfbe_aicom_stuckstrikes; if above WFBE_C_AICOM_STUCK_ABANDON, adds per-team blacklist, resets strikes and may tally side-wide abandons. |
`STUCKSTAT |
| Combat orbiter | In COMBAT, if distance to target fails to close by at least 100m for three watch windows. |
Bumps the same strike ladder, then resets the orbiter no-progress window. | `AICOMSTAT |
| Assault stranded | Dispatch stays open past the assault timeout. | Emits moved/stuck telemetry, closes the dispatch, increments failed-journey count and may latch recycle. | `AICOMSTAT |
| Uncapturable parked target | Team is within assault-arrive radius of the target, but the town remains enemy-held. | Refreshes breadcrumb without clearing strikes, bumps the strike ladder and records uncap context. | `STUCKSTAT |
| Stall-advance bypass | Same target has been booked longer than WFBE_C_AICOM_STALL_ADVANCE_SECS without a flip. |
Blacklists the target for this team, resets strikes, marks _needs=true so the selector retargets the same tick, and counts a failed journey. |
`AICOMSTAT |
| Uncapturable abandon | Uncap-parked strike count exceeds WFBE_C_AICOM_STUCK_ABANDON. |
Same per-team blacklist/reset path as position-stuck, with failed-journey tally. | `AICOMSTAT |
| Side-wide repeated abandon | Several different teams abandon the same town while side blacklist is enabled. | Adds the town to the side logic's side-wide blacklist. | `AICOMSTAT |
| Real progress after strikes | Team moves enough while still on the same goto. | With ladder decay on, strike count decrements by one; with it off, strikes reset to zero. Stall clock restarts. | No dedicated line; infer from lower later strike tiers (AI_Commander_AssignTowns.sqf:488-501). |
| Wedge in defense/move | Strategy sees a noncombat defense/move team with no progress for WFBE_C_AICOM_STUCK_SECS. |
Clears relief/strike state, sets move mode back to towns, clears wfbe_aicom_townorder, resets wfbe_aicom_stuckstrikes, and republishes an HC order if needed. |
[AICOM INFORMATION] ... WEDGE-WATCHDOG released ... plus `AICOMSTAT |
The detector does not directly shove the vehicle. It publishes a fresh order with the strike tier embedded:
-
AI_Commander_AssignTowns.sqfbuilds a road-node route for long legs, reading the current strike count as_hcStrk(:696-715). - The worker broadcasts
wfbe_aicom_routeandwfbe_aicom_unstuckto the team (:715-716). - If
_hcStrk > 0, it emitsUNSTUCK_STRIKE(:717-720). - The new
wfbe_aicom_orderis[nextSeq, "towns-target", destPos, _hcStrk], so the strike tier is tied to the same order sequence the executor accepts (:721). - The publish path emits
CAPTURE_TRACE|ORDER_PUBLISHEDwithroute=andstrike=fields (:722).
This fourth order slot matters. Common_RunCommanderTeam.sqf reads the tier from _order select 3, not from the out-of-band wfbe_aicom_unstuck flag, because a later commander cycle could reset the flag before the fresh-seq branch runs (Common_RunCommanderTeam.sqf:933-945).
Common_RunCommanderTeam.sqf runs the action where the group and hulls are local. Recovery V2 is gated by WFBE_C_AICOM_RECOVERY_V2 inside the fresh-order strike spawn (Common_RunCommanderTeam.sqf:954-965).
| Action | When it runs | Effect | Evidence |
|---|---|---|---|
UNSTUCK_FIRED marker |
Any fresh order with tier > 0. | Emits action telemetry and bumps wfbe_waspscale_recov on the local machine. |
Common_RunCommanderTeam.sqf:968-973 |
| Re-mount | Any strike tier. | Foot members with live assigned vehicles get orderGetIn true. |
Common_RunCommanderTeam.sqf:974-979 |
| Dead-driver swap | Recovery V2, lead hull alive/canMove but driver missing/dead and a live non-player crewman exists. | Moves the first live non-player crewman into the driver seat. | Common_RunCommanderTeam.sqf:986-998 |
| Reverse pulse and lane flip | Recovery V2 on a live lead hull. | Zeroes velocity, applies two reverse velocity pulses using WFBE_C_AICOM_RECOVERY_REVERSE_SPEED, then flips wfbe_aicom_lanejit so the next road route uses the opposite lateral lane. |
Common_RunCommanderTeam.sqf:1000-1023 |
| Vehicle road snap | Tier >= 3, or Recovery V2 water guard at any tier, on a live hull. | If no player is within 100m, snaps the hull to the nearest non-water road node within 150m. If a player is near at tier >= 3, gives a small upward velocity hop instead of a visible teleport. | Common_RunCommanderTeam.sqf:1025-1044 |
| Foot/dead-hull road snap | Tier >= 3, or Recovery V2 water guard, when leader is on foot or hull is null/dead/immobile. | Snaps the leader to a nearest non-water road node, widening the search radius when slope/water conditions justify it, then reforms foot squad members on the leader. | Common_RunCommanderTeam.sqf:1045-1083 |
| Careful-gear governor | Same-seq follow-up while team remains on the order. | Downshifts to LIMITED while slope dwell is active or a stuck strike is active; restores FULL once both clear. |
Common_RunCommanderTeam.sqf:1287-1348 |
AICOM auto-unflip is separate from the strike actions. Common_AICOM_AutoFlip.sqf watches local AICOM ground vehicles on server/HC, skips Air/Ship/Motorcycle, requires tilted, slow, grounded, dry and off cooldown, then sets vector up, lifts slightly, bumps the same local recovery counter, and emits AICOMSTAT|v1|EVENT|<isServer>|<min>|AUTOFLIP|righted=<type> (Common_AICOM_AutoFlip.sqf:21-75).
| Token | Prefix | Meaning | Where to look |
|---|---|---|---|
| `STUCKSTAT | ... | stuck` | STUCKSTAT |
| `STUCKSTAT | ... | uncap-parked` | STUCKSTAT |
ORBITER_STUCK |
`AICOMSTAT | v2 | EVENT` |
ASSAULT_STRANDED |
`AICOMSTAT | v2 | EVENT` |
TARGET_ABANDON |
`AICOMSTAT | v2 | EVENT` |
SIDE_BLACKLIST |
`AICOMSTAT | v2 | EVENT` |
UNSTUCK_STRIKE |
`AICOMSTAT | v2 | EVENT` |
| `CAPTURE_TRACE | ORDER_PUBLISHED` | `AICOMSTAT | v2 |
UNSTUCK_FIRED |
`AICOMSTAT | v2 | EVENT` |
AUTOFLIP |
`AICOMSTAT | v1 | EVENT` |
WEDGE_RELEASE |
`AICOMSTAT | v2 | EVENT` |
RALLY_FALLBACK |
`AICOMSTAT | v2 | EVENT` |
RECYCLE_FLAG |
`AICOMSTAT | v2 | EVENT` |
WASPSCALE recov= |
WASPSCALE |
Cumulative server-local recovery actions; HC-local recoveries remain visible on HC UNSTUCK_FIRED lines. |
Periodic AICOM supervisor summary (AI_Commander.sqf:915-917). |
Parser caution: STUCKSTAT is not AICOMSTAT, but it is part of the same operator story and carries the strike number. AUTOFLIP uses str isServer as its fourth field, not a side string. HC-delegated recovery actions can appear only in the HC RPT because the units and hulls are local there.
| Sequence | Healthy interpretation |
|---|---|
STUCKSTAT ... stuck ... strike=1 then UNSTUCK_STRIKE tier=1 then UNSTUCK_FIRED tier=1
|
Team was far from target, not in combat, barely moved, and the executor fired tier-1 recovery. Expect reverse/remount/lane-flip cues. |
Repeated STUCKSTAT with rising strike, then UNSTUCK_FIRED tier=3
|
Chronic wedger reached terminal recovery. Expect road-snap or player-near hop guard. |
STUCKSTAT ... uncap-parked then TARGET_ABANDON reason=uncapturable
|
Team reached the target but the town would not flip; it blacklisted that town and should choose another. |
TARGET_ABANDON reason=stall-advance without terminal strike tier |
Time-based bypass fired before the ladder completed; this is intentional for unflippable parked targets. |
ASSAULT_STRANDED ... stuck=false |
Dispatch timed out, but the moved/stuck fields say it was not the pure no-movement case; look for route length, combat, target flip or order churn. |
WEDGE_RELEASE followed by new offense dispatch |
A defense/move/relief team wedged and was reset to a clean towns leg with strikes cleared. |
UNSTUCK_STRIKE without matching UNSTUCK_FIRED on the server RPT |
Check the HC RPT if the team was delegated; local executor telemetry is emitted where the team runs. |
| Scenario | Expected result |
|---|---|
| Far no-progress convoy |
STUCKSTAT ... stuck appears after the breadcrumb window; fresh order publishes with strike=, and the local executor emits UNSTUCK_FIRED. |
| Chronic wedge with ladder decay on | Progress reduces strike count by one rather than zeroing it, so repeated wedges can reach tier 3 over time. |
| Flipped AICOM vehicle | Server/HC auto-unflip emits `AUTOFLIP |
| Water-stuck hull or leader | Recovery V2 forces the road-snap path even below tier 3. |
| Player near tier-3 vehicle | No visible teleport; expect the small upward velocity hop instead. |
| Uncapturable depot/center |
uncap-parked or stall-advance cues lead to TARGET_ABANDON and a different target, not an idle team. |
| HC-delegated team | Pair server UNSTUCK_STRIKE / ORDER_PUBLISHED with HC-side UNSTUCK_FIRED; do not require server RPT to show HC-local execution. |
Runtime map: AI runtime/HC loop map | Telemetry schema: AI Commander logging and AICOMSTAT telemetry | Team executor: Commander-team driver | Player-side recovery: Player AI watchdog and recovery | Vehicle unflip context: AutoFlip vehicle recovery
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