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Anti Stack Skill Balance Mechanic
Anti-Stack Skill-Balance Compensation and Join Gate (skill-tick hysteresis, supply compensation %, effective-skill join denial)
Source-verified 2026-06-23 against master f8a76de3. Note: f8a76de3 is a B74.1/aicom branch head not currently in local history; line references for Init_Server.sqf reflect that larger file (1000+ lines) and will differ from origin/master (0139a346, 860 lines). Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The anti-stack subsystem keeps the two playable sides balanced through two independent mechanisms that share the same DB skill source and the same master switch (WFBE_C_ANTISTACK_ENABLED, default 1, Common/Init/Init_CommonConstants.sqf:565):
-
Supply-compensation loop — a server-only scheduled loop (
Server/Module/AntiStack/skillDiffCompensation.sqf) that periodically grants free supply income to whichever side has the lower accumulated DB skill. It runs on a coarse 120 s outer cadence, enters a finer 60 s inner loop when a divergence threshold is crossed, and stays active until a separate end threshold is satisfied — a deliberate hysteresis band so compensation does not flicker on and off. -
Join gate — a per-join decision (
Server/Module/AntiStack/compareTeamScores.sqf, invoked fromServer/PVFunctions/RequestJoin.sqf) that compares each side's effective skill (raw DB skill scaled by a player-count handicap) and silently denies a join that would put the joining player on the side that is already ahead. The denied player is bounced with aTeamstackchat message.
Both read side skill from the database via WFBE_SE_FNC_CallDatabaseRequestSideTotalSkill (Server/Module/AntiStack/callDatabaseRequestSideTotalSkill.sqf). This page documents the formulas and lifecycle; the DB transport itself is owned elsewhere (see Continue Reading).
A third anti-stack-adjacent mechanism — the no-players supply-income stagnation throttle — interlocks with the compensation loop through the shared ChangeSideSupply call but is out of scope here; see Empty-Side-Supply-Income-Stagnation. The compensation loop explicitly opts out of that throttle (see The stagnation interlock).
| Step | Source | Behavior |
|---|---|---|
| Compile gate flag |
Server/Init/Init_Server.sqf:1001 (B74.1 f8a76de3) |
_antiStackEnabled = ((missionNamespace getVariable ["WFBE_C_ANTISTACK_ENABLED", 1]) == 1) |
| Spawn loop |
Server/Init/Init_Server.sqf:1011 (B74.1 f8a76de3) |
[] execVM "Server\Module\AntiStack\skillDiffCompensation.sqf" — only inside if (_antiStackEnabled) at Init_Server.sqf:1008 (B74.1 f8a76de3) |
| Sibling loops |
Server/Init/Init_Server.sqf:1009-1011 (B74.1 f8a76de3) |
countPlayerScores.sqf, monitorTeamToJoin.sqf launched in the same block |
Self-guard (direct execVM) |
skillDiffCompensation.sqf:4-6 |
Hard exitWith + log if WFBE_C_ANTISTACK_ENABLED == 0, defending against a manual re-launch when the module is disabled |
The join gate's compiler is registered at Server/Init/Init_Server.sqf:101 (B74.1 f8a76de3) (WFBE_SE_FNC_CompareTeamScores), and the join PVF is registered through the public-variable name list at Common/Init/Init_PublicVariables.sqf:16 (RequestJoin).
Server/Module/AntiStack/skillDiffCompensation.sqf. Runs only on the server; WFBE_GameOver ends every loop.
The outer while {!WFBE_GameOver} loop sleeps 120 seconds per iteration (skillDiffCompensation.sqf:10). Each iteration:
- Pulls current side skill from the DB (
skillDiffCompensation.sqf:12-13). -
Accumulates it into running totals (
skillDiffCompensation.sqf:15-16):These accumulators are seeded toTEAM_SKILL_TICKS_WEST = TEAM_SKILL_TICKS_WEST + _teamSkillWest; TEAM_SKILL_TICKS_EAST = TEAM_SKILL_TICKS_EAST + _teamSkillEast;
0at init (Init_CommonConstants.sqf:566-567) and reset to0after a compensation episode ends (skillDiffCompensation.sqf:82-83/:140-141). - Evaluates the trigger condition for each side (
skillDiffCompensation.sqf:18-19): a side is the "stronger" side when its accumulated ticks exceed the other side's by more thanTEAM_SKILL_TICKS_DIFF_THRESHOLD(= 30,Init_CommonConstants.sqf:568).
Note:
TEAM_SKILL_TICKS_DIFF_THRESHOLDis a skill-tick accumulator difference, not a player-count difference. The constants-catalog page historically mislabeled it as "Player-count diff at which compensation engages" — that role text is wrong. Player-count handicapping lives only in the join gate (Part 2).
The trigger and the end conditions use different thresholds, forming a hysteresis band:
| Condition | Threshold constant | Value | Source |
|---|---|---|---|
| Enter compensation (per side) | TEAM_SKILL_TICKS_DIFF_THRESHOLD |
30 |
Init_CommonConstants.sqf:568; test skillDiffCompensation.sqf:18-19
|
| End compensation (per side) | TEAM_SKILL_TICKS_END_THRESHOLD |
10 |
Init_CommonConstants.sqf:570; test skillDiffCompensation.sqf:48 / :106
|
When the WEST trigger fires (skillDiffCompensation.sqf:29), the loop drops into a nested while (skillDiffCompensation.sqf:31) that keeps running until the weaker side (here EAST) has out-skilled WEST by more than the end threshold of 10, accumulated tick-by-tick:
_skillDiff = _teamSkillEast - _teamSkillWest; // :36 (WEST branch)
if (_skillDiff < 0) then { _skillDiff = 0; }; // :38-40 — only positive catch-up counts
TEAM_WEST_SKILL_TICKS_END_TRIGGER_VALUE = TEAM_WEST_SKILL_TICKS_END_TRIGGER_VALUE + _skillDiff; // :42
if (TEAM_WEST_SKILL_TICKS_END_TRIGGER_VALUE > TEAM_SKILL_TICKS_END_THRESHOLD) then { // :48
_teamWestSkillTicksEndTriggerThresholdExceeded = true;
} ...The end-trigger accumulator (TEAM_WEST_SKILL_TICKS_END_TRIGGER_VALUE / TEAM_EAST_…) is zeroed at the top of each outer iteration (skillDiffCompensation.sqf:24-25) and only counts iterations in which the weaker side gained on the stronger side (negative diffs are floored to 0). This means compensation persists until the lagging side has demonstrably caught up by > 10 cumulative skill, not merely until the instantaneous gap closes — the lingering effect.
The EAST branch (skillDiffCompensation.sqf:87-143) is structurally identical with WEST/EAST swapped.
Inside the nested loop, every 60 seconds (skillDiffCompensation.sqf:77 / :135) the loop computes and applies a grant to the weaker side:
_teamWestSupplyIncome = (west) call WFBE_CO_FNC_GetTownsSupply; // :54 (WEST stronger → EAST weaker)
_skillTicksDifference = _teamSkillWest - _teamSkillEast; // :56
_supplyCompensationPercentage = _skillTicksDifference * TEAM_SKILL_TICKS_COMPENSATION_MULTIPLIER * 100; // :57TEAM_SKILL_TICKS_COMPENSATION_MULTIPLIER = 0.045 (Init_CommonConstants.sqf:569). The percentage is then clamped to [0, 100] (skillDiffCompensation.sqf:59-65):
pct = clamp( (skillStronger - skillWeaker) × 0.045 × 100 , 0 , 100 )
So a raw skill-tick gap of 1 yields 4.5%; the percentage saturates at 100% once the gap reaches ≈ 22.2 (1 / 0.045).
The grant amount is a rounded fraction of the stronger side's town supply income (skillDiffCompensation.sqf:67 / :125):
_supplyCompensationAmount = round(_teamWestSupplyIncome * (_supplyCompensationPercentage / 100));WFBE_CO_FNC_GetTownsSupply (registered Common/Init/Init_Common.sqf:148) supplies the per-tick town income figure used as the base. The grant is sized off the stronger side's income — the compensation scales with how much economy the lead side is actually producing.
When the rounded amount is positive (skillDiffCompensation.sqf:69 / :127), it is handed to the weaker side via ChangeSideSupply:
[east, _supplyCompensationAmount, format ["Anti-stack skill difference compensation applied: ...", ...], _includeStagnation] Call ChangeSideSupply; // :70 (grants to EAST)
SUPPLY_COMPENSATION_AMOUNT_EAST = _supplyCompensationAmount; // :73
publicVariable "SUPPLY_COMPENSATION_AMOUNT_EAST"; // :75The mirror EAST-stronger branch grants to WEST and publishes SUPPLY_COMPENSATION_AMOUNT_WEST (skillDiffCompensation.sqf:128,131,133). Both PV slots are seeded to 0 at init (Init_CommonConstants.sqf:571-572). Clients consume these published values for HUD display of active compensation.
| Direction | Stronger side | Weaker (granted) side | Income base read | PV published | Source lines |
|---|---|---|---|---|---|
| WEST ahead | WEST | EAST | (west) call …GetTownsSupply |
SUPPLY_COMPENSATION_AMOUNT_EAST |
:54,67,70,73,75 |
| EAST ahead | EAST | WEST | (east) call …GetTownsSupply |
SUPPLY_COMPENSATION_AMOUNT_WEST |
:112,125,128,131,133 |
When the end threshold is finally exceeded, the nested loop exits, an INFORMATION log line is emitted (skillDiffCompensation.sqf:80 / :138), and both tick accumulators reset to 0 (skillDiffCompensation.sqf:82-83 / :140-141), re-arming the outer trigger for a future divergence.
ChangeSideSupply (Common/Functions/Common_ChangeSideSupply.sqf) accepts an optional 4th argument _includeStagnation (Common_ChangeSideSupply.sqf:8-10). When that flag is true and the amount is positive, the supply passes through the no-players decay throttle (Common_ChangeSideSupply.sqf:16-18):
if (_amount > 0 && _includeStagnation) then {
_amount = [_amount, _side] call WFBE_CO_FNC_StagnateSupplyIncomeNoPlayers;
};The compensation loop sets _includeStagnation = false (skillDiffCompensation.sqf:27) and passes it as the 4th arg, so compensation grants bypass the stagnation throttle — a weaker, empty side still receives its full anti-stack catch-up. This is the only interlock between the two systems; the throttle's ramp formula and TEAM_*_TICKS_NO_PLAYERS accumulators are documented in Empty-Side-Supply-Income-Stagnation and are not repeated here.
Server/PVFunctions/RequestJoin.sqf → Server/Module/AntiStack/compareTeamScores.sqf.
RequestJoin.sqf only reaches the skill check on a player's true first join of the match. Earlier branches handle returning players and team-swap protection:
| Branch | Source | Outcome |
|---|---|---|
JIP record exists (WFBE_JIP_USER…_TEAM_JOINED) |
RequestJoin.sqf:17-29 |
Allowed only if re-joining the same side; otherwise Teamswap denial |
Launch-connect record exists (WFBE_PLAYER_…_CONNECTED_AT_LAUNCH) |
RequestJoin.sqf:33-44 |
Same same-side check / Teamswap denial |
| No prior record → first join | RequestJoin.sqf:46-68 |
Runs the skill check (below) |
Inside the first-join branch, the module switch is re-checked (RequestJoin.sqf:50-54): if WFBE_C_ANTISTACK_ENABLED == 0, the skill check is skipped and the join is allowed unconditionally (team-swap protection still applies). Otherwise it reads both sides' skill and calls the gate (RequestJoin.sqf:58-61):
_skillBLUFOR = [west, _uid] Call WFBE_SE_FNC_GetTeamScore;
_skillOPFOR = [east, _uid] Call WFBE_SE_FNC_GetTeamScore;
_canJoin = [_side, _name, _uid, _player, _skillBLUFOR, _skillOPFOR] call WFBE_SE_FNC_CompareTeamScores;compareTeamScores.sqf counts live players per side from allUnits (compareTeamScores.sqf:20-30), then decrements the joining side's count by one so the comparison reflects the team before this player lands (compareTeamScores.sqf:32-38). It then forms a signed player-count difference per side (compareTeamScores.sqf:40-41).
Effective skill = raw DB skill scaled up by a handicap coefficient, applied only to the side that has more players (_playerNumberDifference… > 0). The coefficient depends on the combined player count, giving small games a stronger correction:
| Combined players | Coefficient _diffCoef
|
Source |
|---|---|---|
< 8 |
playerDiff × PLAYER_NUMBER_DIFFERENCE_MODIFIER × 2 |
compareTeamScores.sqf:43-45 (BLUFOR), :56-58 (OPFOR) |
< 12 (and ≥ 8) |
playerDiff × PLAYER_NUMBER_DIFFERENCE_MODIFIER × 1 |
compareTeamScores.sqf:47-49 (BLUFOR), :60-62 (OPFOR) |
≥ 12 |
0 (no handicap) |
compareTeamScores.sqf:50-53 (BLUFOR), :63-66 (OPFOR) |
PLAYER_NUMBER_DIFFERENCE_MODIFIER = 0.15 (Init_CommonConstants.sqf:573). The effective skill is then:
effectiveSkill = rawSkill × (1 + _diffCoef)
(compareTeamScores.sqf:45,49,58,62). For example, in a < 8-player game where one side leads by 2 players, the more-populated side's skill is scaled by 1 + (2 × 0.15 × 2) = 1.6 — a 60% effective-skill penalty for being numerically stacked.
The gate returns _canJoin (compareTeamScores.sqf:87). It denies the join when the joining side's effective skill would already exceed the other side's effective skill:
| Joining side | Denial test | Source |
|---|---|---|
west |
_totalEffectiveSkillBLUFOR > _totalEffectiveSkillOPFOR → _canJoin = false
|
compareTeamScores.sqf:69-74 |
east |
_totalEffectiveSkillOPFOR > _totalEffectiveSkillBLUFOR → _canJoin = false
|
compareTeamScores.sqf:76-82 |
On denial the player's group leader is sent a Teamstack localized message (compareTeamScores.sqf:73 / :80) — keyed STR_WF_CHAT_Teamstack (stringtable.xml:88) — and an INFORMATION line is logged. This is a silent gate from the joining player's perspective: they simply cannot land on the stacking side and are informed via the Teamstack chat string; there is no kick or score change.
Back in RequestJoin.sqf, the verdict is returned to the client (RequestJoin.sqf:73-81) with a human-readable reason (RequestJoin.sqf:63-67: "joined the weaker team" vs "attempted to join the stronger team"). On allow, the join is persisted (RequestJoin.sqf:86-90): the JIP side variable is written and WFBE_SE_FNC_CallDatabaseStoreSide records the chosen side in the DB.
All declared in Common/Init/Init_CommonConstants.sqf, anti-stack block (lines 564-573).
| Constant | Default | Role | Source |
|---|---|---|---|
WFBE_C_ANTISTACK_ENABLED |
1 (enabled) |
Master switch for both the compensation loop and the join skill check |
Init_CommonConstants.sqf:565 (B74.1 f8a76de3) |
TEAM_SKILL_TICKS_WEST |
0 |
WEST accumulated skill-tick total (runtime state) | Init_CommonConstants.sqf:566 |
TEAM_SKILL_TICKS_EAST |
0 |
EAST accumulated skill-tick total (runtime state) | Init_CommonConstants.sqf:567 |
TEAM_SKILL_TICKS_DIFF_THRESHOLD |
30 |
Enter threshold: skill-tick accumulator gap that arms compensation | Init_CommonConstants.sqf:568 |
TEAM_SKILL_TICKS_COMPENSATION_MULTIPLIER |
0.045 |
Per-point multiplier in the compensation percentage formula | Init_CommonConstants.sqf:569 |
TEAM_SKILL_TICKS_END_THRESHOLD |
10 |
End threshold: cumulative catch-up that ends compensation (hysteresis) | Init_CommonConstants.sqf:570 |
SUPPLY_COMPENSATION_AMOUNT_WEST |
0 |
Last grant to WEST; published when EAST is stronger | Init_CommonConstants.sqf:571 |
SUPPLY_COMPENSATION_AMOUNT_EAST |
0 |
Last grant to EAST; published when WEST is stronger | Init_CommonConstants.sqf:572 |
PLAYER_NUMBER_DIFFERENCE_MODIFIER |
0.15 |
Per-player handicap factor in the join-gate effective-skill formula | Init_CommonConstants.sqf:573 |
Stagnation-throttle constants (
TEAM_WEST_TICKS_NO_PLAYERS,TEAM_EAST_TICKS_NO_PLAYERS,SUPPLY_INCOME_TICK_MODIFIER_MULTIPLIER,Init_CommonConstants.sqf:578-580) sit in an adjacent block and belong to Empty-Side-Supply-Income-Stagnation, not to this mechanic.
The end-trigger accumulators TEAM_WEST_SKILL_TICKS_END_TRIGGER_VALUE / TEAM_EAST_SKILL_TICKS_END_TRIGGER_VALUE are not pre-declared in the constants file; they are first assigned at the top of each outer loop iteration (skillDiffCompensation.sqf:24-25).
- Player-Join-Disconnect-And-AntiStack-Lifecycle owns the join/disconnect lifecycle and PV edges but treats skill comparison as a black box — it lists "AntiStack skill data when AntiStack is enabled" without the effective-skill formula or the player-count tiers documented here.
-
AntiStack-Database-Extension-Audit owns the DB side (the
callDatabase…wrappers, extension transport, safe-shape fallbacks). It notes the system "can grant side-supply compensation when total team skill diverges" as a single bullet but does not own the compensation percentage formula, the hysteresis band, or the join-gate math. - The DB return path used by both mechanisms (
callDatabaseRequestSideTotalSkill.sqf, including its0-on-disabled and[1,1]-on-error fallbacks at:5-7,67-70) is that page's territory; this page treats side skill as an input scalar.
| File | Role |
|---|---|
Server/Module/AntiStack/skillDiffCompensation.sqf |
The 120 s/60 s compensation loop; hysteresis; percentage formula; PV publish |
Server/Module/AntiStack/compareTeamScores.sqf |
Join gate: player-count tiers, effective-skill comparison, Teamstack denial |
Server/PVFunctions/RequestJoin.sqf |
First-join dispatch into the gate; team-swap guards; disabled-mode bypass |
Server/Module/AntiStack/callDatabaseRequestSideTotalSkill.sqf |
DB read of per-side total skill (input to both mechanisms) |
Common/Functions/Common_ChangeSideSupply.sqf |
Supply-grant entry; _includeStagnation 4th-arg interlock |
Common/Init/Init_CommonConstants.sqf:564-573 |
Anti-stack tunable block |
Server/Init/Init_Server.sqf:1009-1011 |
Gated spawn of the compensation loop and siblings |
-
Empty-Side-Supply-Income-Stagnation — the no-players supply decay throttle that the compensation loop deliberately bypasses (
_includeStagnation = false); itsTICKS_NO_PLAYERSramp andSUPPLY_INCOME_TICK_MODIFIER_MULTIPLIER - Player-Join-Disconnect-And-AntiStack-Lifecycle — the join/disconnect lifecycle and PV edges that wrap the join gate; treats this page's skill comparison as a black box
- AntiStack-Database-Extension-Audit — the DB extension wrappers, transport, and safe-shape fallbacks feeding side skill into both mechanisms
-
Mission-Tunable-Constants-Catalog — value-catalog home of the anti-stack constants (note the corrected
TEAM_SKILL_TICKS_DIFF_THRESHOLDrole) -
Economy-Towns-And-Supply — town supply income (
GetTownsSupply) andChangeSideSupply, the economy base the compensation grant scales off
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- Hardening and authority
- 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