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Arty Module Special Munitions
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The Common/Module/Arty/ directory contains four scripts that implement special artillery munition simulation. They run entirely outside the fire-mission UI path documented in Support-Specials-And-Tactical-Modules-Atlas. All four are compiled at mission start by Common/Init/Init_Common.sqf (lines 88–91) and invoked from the Fired event-handler dispatcher Common/Functions/Common_HandleArtillery.sqf or the mobile-gun emplacement wrapper Common/Functions/Common_FireArtillery.sqf.
These four module functions are compiled once per session and stored as global variables (Compile preprocessFile), making them callable anywhere on the machine that ran Init_Common.sqf.
| Global variable | Source file | Lines in Init_Common.sqf |
|---|---|---|
ARTY_HandleILLUM |
Common/Module/Arty/ARTY_HandleILLUM.sqf |
91 |
ARTY_HandleSADARM |
Common/Module/Arty/ARTY_HandleSADARM.sqf |
89 |
ARTY_Prep |
Common/Module/Arty/ARTY_mobileMissionPrep.sqf |
90 |
ARTY_Finish |
Common/Module/Arty/ARTY_mobileMissionFinish.sqf |
91 |
All four use preprocessFile (not preprocessFileLineNumbers), so line-number macros are unavailable in their bodies. (Common/Init/Init_Common.sqf:88-91)
Common/Functions/Common_HandleArtillery.sqf is the Fired event-handler body registered per artillery unit. It receives the ammo classname and checks it against per-side lists before dispatching.
// SADARM Rounds.
if (_ammo in (missionNamespace getVariable Format ["WFBE_%1_ARTILLERY_AMMO_SADARM",_side])) then {
[_projectile,_landDestination,_velocity] Spawn ARTY_HandleSADARM;
_keepShellAlive = false; //--- SADARM Destroy the original round.
};
// ILLUM Rounds.
if (_ammo in (missionNamespace getVariable Format ["WFBE_%1_ARTILLERY_AMMO_ILLUMN",_side])) then {
[_projectile,_landDestination,_velocity] Spawn ARTY_HandleILLUM;
_keepShellAlive = false; //--- ILLUM Destroy the original round.
};(Common/Functions/Common_HandleArtillery.sqf:32-41)
Both handlers receive [_projectile, _landDestination, _velocity] as _this and are called with Spawn so they run in a separate thread, detached from the Fired EH. Setting _keepShellAlive = false suppresses the standard ballistic repositioning that runs for HE/WP/LASER rounds.
File: Common/Module/Arty/ARTY_HandleILLUM.sqf
| Index | Variable | Description |
|---|---|---|
| 0 | _shell |
The actual projectile object from the Fired EH |
| 1 | _destination |
Computed land position [x, y, z]
|
| 2 | _velocity |
Projectile fall velocity (from per-faction config) |
| Step | What happens | Source line |
|---|---|---|
| 1 | Override destination altitude to 1000 m: _destination set [2, 1000]
|
ARTY_HandleILLUM.sqf:8 |
| 2 | Teleport _shell to that position with _shell setPos _destination
|
ARTY_HandleILLUM.sqf:11 |
| 3 | Force straight-down velocity: _shell setVelocity [0,0,-_velocity]
|
ARTY_HandleILLUM.sqf:15 |
| 4 | Wait until shell altitude drops below 310 m (waitUntil {(getPos _shell select 2) < 310}) |
ARTY_HandleILLUM.sqf:18 |
| 5 | Record deploy position, delete the original shell | ARTY_HandleILLUM.sqf:21-22 |
| 6 | Spawn "ARTY_Flare_Medium" at deploy position and re-set its position |
ARTY_HandleILLUM.sqf:25-26 |
The shell is replaced by the flare when its altitude first drops below 310 m above the target grid. No further physics manipulation of the flare is performed; it uses its own CfgAmmo simulation from there.
File: Common/Module/Arty/ARTY_HandleSADARM.sqf
SADARM (Sense and Destroy Armor) is a fully scripted guided-munition simulation. It replaces the ballistic shell with a parachute-suspended seeker unit that locates a random vehicle in a scan window, then fires a kinetic sub-munition at it.
| Index | Variable | Description |
|---|---|---|
| 0 | _shell |
Original projectile from Fired EH |
| 1 | _destination |
Computed target area position [x, y, z]
|
| 2 | _velocity |
Fall velocity (per-faction config) |
The seeker treats the following base classes as air targets — a distinct hit path is used for these (see Hit Path below):
"Plane", "AH1_Base", "AH64_base_EP1", "AW159_Lynx_BAF", "BAF_Merlin_HC3_D",
"Kamov_Base", "Mi17_base", "Mi24_Base", "UH1Y", "UH60_Base"
(ARTY_HandleSADARM.sqf:7-9)
| Step | What happens | Source lines |
|---|---|---|
| 1 | Override destination altitude to 1000 m | ARTY_HandleSADARM.sqf:12 |
| 2 | Teleport _shell to position, init _targetToHit = objNull, _impactAreaSimulation = objNull
|
ARTY_HandleSADARM.sqf:15-18 |
| 3 | Set straight-down velocity on shell | ARTY_HandleSADARM.sqf:21 |
| 4 | Wait until shell altitude < 600 m; record _deployPos, delete shell |
ARTY_HandleSADARM.sqf:24-28 |
| 5 | Spawn parachute model: missionNamespace getVariable Format ["WFBE_%1PARACHUTE",sideJoined] at _deployPos
|
ARTY_HandleSADARM.sqf:31-33 |
| 6 | Create "Barrel4" and attach it to the parachute (attachTo) as the seeker body |
ARTY_HandleSADARM.sqf:34-35 |
| 7 |
DR-56 throttled descent loop (0.1 s sleep per tick): set _parachute setVelocity [vx, vy, -_velocity] each tick; wait until altitude < 400 m |
ARTY_HandleSADARM.sqf:38-45 |
| 8 |
Scan loop (0.2 s sleep per tick): active while barrel altitude is in 275–75 m window; calls nearEntities with WFBE_C_ARTILLERY_AMMO_RANGE_SADARM; picks a random target, sleeps up to 3 s (simulated acquisition delay) |
ARTY_HandleSADARM.sqf:51-73 |
| 9 | Loop exits when altitude < 10 m (miss) or _targetFound = true
|
ARTY_HandleSADARM.sqf:72 |
| 10 | If target found and barrel still alive: delete barrel + parachute, spawn "ARTY_SADARM_BURST" +5 m above barrel position |
ARTY_HandleSADARM.sqf:76-87 |
| 11 | Hit path branches on target type (air vs ground — see below) | ARTY_HandleSADARM.sqf:89-131 |
| 12 | Cleanup: deleteVehicle _barrel (unconditional); if !(isNull _parachute) then {deleteVehicle _parachute} (nil-guarded) |
ARTY_HandleSADARM.sqf:135-136 |
| 13 | If air path: sleep 1; deleteVehicle _impactAreaSimulation (DR-56 fix — was a leaking while {true} thread) |
ARTY_HandleSADARM.sqf:138-141 |
| Parameter | Value | Source |
|---|---|---|
| Seeker activation altitude (upper) | 275 m | ARTY_HandleSADARM.sqf:59 |
| Seeker activation altitude (lower) | 75 m | ARTY_HandleSADARM.sqf:59 |
| Scan descent start | < 400 m (end of stabilisation loop) | ARTY_HandleSADARM.sqf:44 |
| Deploy (shell → parachute) altitude | < 600 m | ARTY_HandleSADARM.sqf:24 |
| Seeker radius |
WFBE_C_ARTILLERY_AMMO_RANGE_SADARM (default 200 m) |
ARTY_HandleSADARM.sqf:61 |
| Target selection | Random from list (floor(random count _targets)) |
ARTY_HandleSADARM.sqf:64 |
| Acquisition delay |
sleep (random 3) — up to 3 s |
ARTY_HandleSADARM.sqf:65 |
| Scan loop cadence | 0.2 s | ARTY_HandleSADARM.sqf:70 |
Entity types scanned: ["Car","Motorcycle","Tank","Ship","StaticCannon"] plus the _airTypes list above. (ARTY_HandleSADARM.sqf:61)
Ground target (not isKindOf "Air"):
A "ARTY_SADARM_PROJO" projectile is created 5 m above the barrel position, then given a computed velocity of 300 m/s aimed at the target's current position ([(_dir select 0)*300, (_dir select 1)*300, (_dir select 2)*300]). (ARTY_HandleSADARM.sqf:109-130)
Air target (isKindOf "Air"):
The projectile ("ARTY_SADARM_PROJO") and a weaponHolder (_impactAreaSimulation) are both created at the target's position with a random offset of up to 8 m on X and Y and up to 5 m on Z (all positive/unidirectional: +0–8 m X/Y, +0–5 m Z). Their collision causes a mid-air explosion. The _impactAreaSimulation is deleted after a 1 s sleep (ARTY_HandleSADARM.sqf:138-141), resolving DR-56 (was a permanently-sleeping thread leak per air-kill, now removed).
Defined in Common/Init/Init_CommonConstants.sqf:607 as a hard constant (not config-gated):
WFBE_C_ARTILLERY_AMMO_RANGE_SADARM = 200; //--- Artillery SADARM rounds operative range (Per Shell).
This value is read at scan time via missionNamespace getVariable "WFBE_C_ARTILLERY_AMMO_RANGE_SADARM" (ARTY_HandleSADARM.sqf:61). Changing this constant directly scales the per-shell lethal radius; it is not per-faction. The complementary laser constant is WFBE_C_ARTILLERY_AMMO_RANGE_LASER = 175 (Init_CommonConstants.sqf:111).
The seeker parachute is missionNamespace getVariable Format ["WFBE_%1PARACHUTE",sideJoined] — the same per-side variable used for supply paradropping:
| Faction config file |
WFBE_%1PARACHUTE value |
Source line |
|---|---|---|
Root_CDF.sqf |
ParachuteMediumWest |
Common/Config/Core_Root/Root_CDF.sqf:35 |
Root_GUE.sqf |
ParachuteC |
Common/Config/Core_Root/Root_GUE.sqf:34 |
Root_INS.sqf |
ParachuteMediumEast |
Common/Config/Core_Root/Root_INS.sqf:34 |
Root_PMC.sqf |
ParachuteMediumEast_EP1 |
Common/Config/Core_Root/Root_PMC.sqf:33 |
Root_RU.sqf |
ParachuteMediumEast |
Common/Config/Core_Root/Root_RU.sqf:39 |
Root_TKA.sqf |
ParachuteMediumEast_EP1 |
Common/Config/Core_Root/Root_TKA.sqf:41 |
Root_TKGUE.sqf |
ParachuteMediumEast_EP1 |
Common/Config/Core_Root/Root_TKGUE.sqf:33 |
Root_US.sqf |
ParachuteMediumWest_EP1 |
Common/Config/Core_Root/Root_US.sqf:43 |
Root_USMC.sqf |
ParachuteMediumWest |
Common/Config/Core_Root/Root_USMC.sqf:41 |
Root_US_Camo.sqf |
ParachuteMediumWest |
Common/Config/Core_Root/Root_US_Camo.sqf:42 |
Each faction's artillery config file (in Common/Config/Core_Artillery/) defines which projectile classnames trigger SADARM or ILLUM handling. The dispatcher (Common_HandleArtillery.sqf:32,38) matches _ammo in these lists.
| Config file | WFBE_%1_ARTILLERY_AMMO_SADARM |
WFBE_%1_ARTILLERY_AMMO_ILLUMN |
Source lines |
|---|---|---|---|
Artillery_CDF.sqf |
['ARTY_Sh_122_SADARM'] |
['ARTY_Sh_122_ILLUM','ARTY_Sh_82_ILLUM'] |
13–14 |
Artillery_RU.sqf |
['ARTY_Sh_122_SADARM'] |
['ARTY_Sh_122_ILLUM','ARTY_Sh_82_ILLUM'] |
13–14 |
Artillery_INS.sqf |
['ARTY_Sh_122_SADARM'] |
['ARTY_Sh_122_ILLUM','ARTY_Sh_82_ILLUM'] |
13–14 |
Artillery_USMC.sqf |
['ARTY_Sh_105_SADARM'] |
['ARTY_Sh_105_ILLUM','ARTY_Sh_81_ILLUM'] |
13–14 |
Artillery_GUE.sqf |
[] (no SADARM)
|
['ARTY_Sh_82_ILLUM'] |
13–14 |
Artillery_CO_RU.sqf |
['Sh_122_SADARM'] |
['Sh_122_ILLUM','Sh_82_ILLUM'] |
13–14 |
Artillery_CO_GUE.sqf |
['Sh_122_SADARM'] |
['Sh_122_ILLUM','Sh_122_ILLUM'] |
13–14 |
Artillery_CO_US.sqf |
['Sh_105_SADARM'] |
['Sh_105_ILLUM','Sh_81_ILLUM'] |
13–14 |
Artillery_OA_TKA.sqf |
['Sh_122_SADARM'] |
['Sh_122_ILLUM','Sh_122_ILLUM'] |
13–14 |
Artillery_OA_TKGUE.sqf |
['Sh_122_SADARM'] |
['Sh_122_ILLUM','Sh_122_ILLUM'] |
13–14 |
Artillery_OA_US.sqf |
['Sh_105_SADARM'] |
['Sh_105_ILLUM','Sh_81_ILLUM'] |
13–14 |
Note: ARTY-prefixed classnames (ARTY_Sh_*) are WASP custom projectiles; non-prefixed ones (Sh_*) use base-game or OA/BAF assets. GUE (Guerrilla) is the only faction with an empty SADARM list — their artillery fires no sensor-fuzed munitions.
These two scripts manage the emplacement cycle for AI-crewed mobile artillery. They are called synchronously (Call) by Common/Functions/Common_FireArtillery.sqf.
File: Common/Module/Arty/ARTY_mobileMissionPrep.sqf
Called at: Common/Functions/Common_FireArtillery.sqf:26 — before the fire mission begins.
Parameter: [_vehicle] (the artillery unit)
| Step | Action | Source line |
|---|---|---|
| 1 | If driver is alive: driver action ["engineOff", _vehicle]
|
ARTY_mobileMissionPrep.sqf:6 |
| 2 | Re-enable AI modes: enableAI "MOVE", "TARGET", "AUTOTARGET" on the driver |
ARTY_mobileMissionPrep.sqf:7 |
| 3 |
waitUntil {speed _vehicle < 1} — block until the vehicle has stopped |
ARTY_mobileMissionPrep.sqf:10 |
| 4 |
sleep 3 — settle delay before gunner begins aiming |
ARTY_mobileMissionPrep.sqf:12 |
The engine-off + AI-re-enable pattern ensures the driver is stationary but still able to respond to orders once the mission ends.
File: Common/Module/Arty/ARTY_mobileMissionFinish.sqf
Called at: Common/Functions/Common_FireArtillery.sqf:93 — after the burst completes and the Fired EH is removed.
Parameter: [_vehicle] (the artillery unit)
| Step | Action | Source line |
|---|---|---|
| 1 | Compute a look-at position 20 m ahead on the vehicle's bearing, 5 m below vehicle Z: _lookPos = [x + sin(dir)*20, y + cos(dir)*20, z - 5]
|
ARTY_mobileMissionFinish.sqf:6 |
| 2 | If driver is alive: re-enable "MOVE", "TARGET", "AUTOTARGET" on driver |
ARTY_mobileMissionFinish.sqf:8-10 |
| 3 |
gunner lookAt _lookPos — depress the gun/missile racks to a safe travel attitude |
ARTY_mobileMissionFinish.sqf:11 |
There is no engine-restart call. The AI driver's MOVE AI was already re-enabled in ARTY_Prep; ARTY_Finish only re-enables it again in case it was disrupted, and directs the gunner to lower the barrel.
All constants live in Common/Init/Init_CommonConstants.sqf (Artillery block, lines 603–614).
| Constant | Default | Description | Source line |
|---|---|---|---|
WFBE_C_ARTILLERY |
1 (isNil-gated) |
0=off, 1=Short, 2=Medium, 3=Long range tier | 109 |
WFBE_C_ARTILLERY_UI |
0 (isNil-gated) |
0=off, 1=enable direct-fire UI | 110 |
WFBE_C_ARTILLERY_AMMO_RANGE_LASER |
175 |
Laser round acquisition radius (m), per shell | 111 |
WFBE_C_ARTILLERY_AMMO_RANGE_SADARM |
200 |
SADARM scan radius (m), per shell | 112 |
WFBE_C_ARTILLERY_AREA_MAX |
300 |
Maximum spread area of a fire mission (m) | 113 |
WFBE_C_ARTILLERY_INTERVALS |
[550,500,450,400,350,300,250] (live) / [15×7] (debug) |
Per-upgrade reload interval in seconds | 116–119 |
Two concurrency bugs were addressed in the current master and annotated inline:
| DR | Location | Original bug | Fix |
|---|---|---|---|
| DR-56 (descent loop) | ARTY_HandleSADARM.sqf:40 |
setVelocity called every frame in waitUntil body with no sleep — high CPU load for the full descent |
Added sleep 0.1 inside the loop body |
| DR-56 (air-kill leak) | ARTY_HandleSADARM.sqf:139 |
while {true} do {sleep 1; deleteVehicle _impactAreaSimulation} — spawned a permanently-sleeping thread for each air-kill that never exited |
Replaced with a single sleep 1; deleteVehicle _impactAreaSimulation after the if (_targetFound) block |
Both fixes are in-source via comments at lines 40 and 139.
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- 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