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Bank Reserve And Artillery Radar Structures
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/, Common/, Client/). Arma 2 OA 1.64.
Three buildable structures ship under the source's EXPERITAL FEATURES block (Common/Init/Init_CommonConstants.sqf:575), each toggled by its own constant and enabled by default (= 1): the Bank, the Reserve, and the Artillery Radar. They are appended to the WEST and EAST structure build menus only. The fourth experital structure, the Counter-Battery Radar, has its own page — see Counter-Battery Radar System.
The Bank is a full economy + raid subsystem (a periodic dividend to its side, and a large reward to whoever destroys it). The Reserve and Artillery Radar carry no unique gameplay logic of their own — they spawn a small decorative prop cluster and otherwise behave like any buildable structure (map-marker label, build announcement). This page documents all three on stable master.
| Structure | Gate constant (default) | Menu label (WEST / EAST) | Cost | Build time | Model | Definition |
|---|---|---|---|---|---|---|
| Bank |
WFBE_C_ECONOMY_BANK (1) |
Federal Reserve / Bank Rossii | 9500 supply | 300s | Land_fortified_nest_big_EP1 |
Structures_CO_US.sqf:110-119 |
| Artillery Radar |
WFBE_C_STRUCTURES_ARTILLERYRADAR (1) |
Artillery Radar | $2400 | 60s |
USMC_WarfareBArtilleryRadar / US_WarfareBArtilleryRadar_EP1
|
Structures_CO_US.sqf:121-130 |
| Reserve |
WFBE_C_STRUCTURES_RESERVE (1) |
Reserve | $2000 | 60s | Land_fortified_nest_small |
Structures_CO_US.sqf:132-141 |
Gate constants are set in the experital block at Common/Init/Init_CommonConstants.sqf:577-579. All three use the MediumSite construction site type (Structures_CO_US.sqf:116, :127, :138) and are valid structure types in the build dispatcher (Server/PVFunctions/RequestStructure.sqf:14). Build time is 1 second when WF_Debug is on (Structures_CO_US.sqf:115, :126, :137). Costs/models above are for the default Chernarus Combined-Operations factions (US for WEST, RU for EAST); the EAST file mirrors WEST and only the Bank's display label differs — "Bank Rossii" (Common/Config/Core_Structures/Structures_CO_RU.sqf:113) versus "Federal Reserve" (Structures_CO_US.sqf:113). Other faction roots load additional structure files (e.g. Structures_USMC.sqf:109-111 also defines the Bank).
The Artillery Radar and Reserve models are deliberate reskins of small, proven-buildable objects: _ARTRAD = if (IS_chernarus_map_dependent) then {"USMC_WarfareBArtilleryRadar"} else {"US_WarfareBArtilleryRadar_EP1"} (Structures_CO_US.sqf:15) and _RES = "Land_fortified_nest_small" (Chernarus) / Land_fortified_nest_small_EP1 (other maps) (Structures_CO_US.sqf:16). The Artillery Radar's menu label uses getText on the real model's displayName ("Artillery Radar") at Structures_CO_US.sqf:124.
The Bank is single-instance per side and must be placed outside the side's own base protection area, both enforced server-side in RequestStructure.sqf:
| Rule | Behavior | Evidence |
|---|---|---|
| One per side | If the side's bank reference is non-null and alive, the build is rejected and the side is shown the BankAlreadyBuilt message. |
RequestStructure.sqf:37-40 |
| Outside own base | The placement is rejected with BankTooCloseToBase if it lies within WFBE_C_BASE_PROTECTION_RANGE (default 800 m) of the side's base areas. |
RequestStructure.sqf:45, :51-52
|
The per-side reference variables WFBE_BANK_WEST and WFBE_BANK_EAST are initialised to objNull at server start when the gate is on (Server/Init/Init_Server.sqf:118-120).
When a Bank finishes construction, Server/Construction/Construction_MediumSite.sqf (the MediumSite handler) runs the Bank branch (:126-145):
- Spawns faction composition dressing from template
WFBE_NEURODEF_BANK_<SIDE>viaWFBE_SE_FNC_SpawnStructureDressing(:128-129; templates defined inServer/Init/Init_Defenses.sqf). - Registers itself in the single-instance reference
WFBE_BANK_WEST/WFBE_BANK_EAST(:131-132). - Creates a global
mil_warningmap markerwfbe_bank_<side>— coloredColorBluewith text"FEDERAL RESERVE"for WEST,ColorRedwith text"BANK ROSSII"for EAST (:134-140). - Spawns the income loop
WFBE_SE_FNC_BankIncome(:143).
Server/Functions/Server_BankIncome.sqf runs a per-bank loop for as long as the Bank is alive:
| Parameter | Value | Evidence |
|---|---|---|
| Payout interval | 300 s (5 minutes) | Server_BankIncome.sqf:20 |
| Dividend pool per tick | Fixed $6000, split among the side's living players |
Server_BankIncome.sqf:21, :38-41
|
| Per-player share | round(6000 / (playerCount max 1)) |
Server_BankIncome.sqf:40 |
| No-HQ skip | Payout is skipped if the side has no deployed (alive) HQ | Server_BankIncome.sqf:33-35 |
The pool is a fixed total, not a per-player amount: the loop counts living players on the owning side across playableUnits, divides the $6000, and sends the share side-targeted via [_side, "BankPayout", [_share]] Call WFBE_CO_FNC_SendToClients (Server_BankIncome.sqf:38-41) — not a raw public variable. The client handler Client/PVFunctions/BankPayout.sqf credits only living players (it exits early if the player is dead, :16), applies the amount with WFBE_CL_FNC_ChangeClientFunds (:17), and shows a BankDividend group-chat line (:19). The dead-player guard keeps total paid out within the $6000 pool.
When a Bank is destroyed, Server/Functions/Server_BuildingKilled.sqf runs the Bank special case (:88-111): it clears the side registry to objNull (:91), deletes the map marker (:92-93), and — only if the killer is a player and it is not a teamkill (:94) — pays a split reward:
| Reward | Value | Recipient | Evidence |
|---|---|---|---|
| Side supply | +10000 (clamped at the supply ceiling) | The raiding side (commander pool) | Server_BuildingKilled.sqf:103 |
| Cash bonus | $25000 | The killing player, routed by real UID |
Server_BuildingKilled.sqf:102, :104
|
The cash bonus reuses the same BankPayout client handler, addressed to the killer's real getPlayerUID (:104) — the comment notes this avoids the display-masked UID paying $0 when WFBE_C_GAMEPLAY_UID_SHOW == 0. A global BankDestroyed message (with the killer's name and the bank's side name) is broadcast to everyone (:108).
Unlike the Bank, the Artillery Radar and Reserve carry no unique gameplay logic on stable master. Their MediumSite branch (Construction_MediumSite.sqf:153-158) only spawns a faction composition dressing from WFBE_NEURODEF_<TYPE>_<SIDE>. The effective templates are the 2026-06-14 owner-override definitions — WFBE_NEURODEF_ARTILLERYRADAR_WEST/_EAST at Server/Init/Init_Defenses.sqf:226/:233 and WFBE_NEURODEF_RESERVE_WEST/_EAST at :240/:247 — which re-set the four variables after the earlier WDDM walled-compound versions (:151/:173/:201/:221), so the compound versions are overridden and dead. The override dressing is a tight cluster of ≤6 themed props (the core model plus ≤5 small items such as crates, a camo net, a bagfence and a flag, all within ~3.5 m) with 0 walls (Init_Defenses.sqf:223-225).
Because the dressing is decorative props rather than wall rings, the Artillery Radar and Reserve (plus the Bank and AARadar) are excluded from the auto-wall construction pass (Construction_MediumSite.sqf:160, :165-167). Like every buildable, each still gets a structure map-marker label — "AR" for the Artillery Radar and "RES" for the Reserve (Client/Functions/Client_GetStructureMarkerLabel.sqf:22-23) — and a localized "building started" command-chat announcement (see Localization keys). What they lack is any fire-mission, detection, income or other unique runtime behaviour.
The Artillery Radar carries no fire-mission or detection logic of its own — it is a buildable cosmetic/fort piece (the menu name is hardcoded; the model is a reskinned antenna). The actual counter-battery detection feature is a separate structure documented in Counter-Battery Radar System.
The AI commander builds all three structures, gated behind an economy threshold so it does not waste early supply (Server/AI/Commander/AI_Commander_Base.sqf:264-298). The gate is human-player-agnostic — players are unaffected:
- The side must hold more than
WFBE_C_AICOM_ECON_GATE_TOWNStowns (default6) —AI_Commander_Base.sqf:265,:267. - And current supply must exceed 1.5× the structure's construction cost —
AI_Commander_Base.sqf:272(Bank),:283(Reserve),:294(Artillery Radar).
Only when both conditions hold is the structure added to the AI's build order.
| Key | Used for | Evidence |
|---|---|---|
BankDividend |
Per-tick dividend group-chat line | stringtable.xml:9506 |
BankDestroyed |
Global bank-destroyed broadcast | stringtable.xml:9503 |
BankAlreadyBuilt |
One-per-side build rejection | stringtable.xml:9497 |
BankTooCloseToBase |
Base-proximity build rejection | stringtable.xml:9500 |
RB_Artillery_Radar |
Localized building name in the "building started" chat line — not the build-menu label, which is the hardcoded literal at Structures_CO_US.sqf:124
|
stringtable.xml:4931; consumed at Client/Functions/Client_FNC_Special.sqf:176, :188
|
RB_Reserve |
Localized building name in the "building started" chat line — menu label is hardcoded at Structures_CO_US.sqf:135
|
stringtable.xml:4947; consumed at Client/Functions/Client_FNC_Special.sqf:179, :188
|
| Gate | Default | Effect |
|---|---|---|
WFBE_C_ECONOMY_BANK |
1 (on) |
Adds the Bank to WEST/EAST build menus and enables its income, raid reward and registry (Init_CommonConstants.sqf:577). |
WFBE_C_STRUCTURES_ARTILLERYRADAR |
1 (on) |
Adds the Artillery Radar buildable (Init_CommonConstants.sqf:578). |
WFBE_C_STRUCTURES_RESERVE |
1 (on) |
Adds the Reserve buildable (Init_CommonConstants.sqf:579). |
WFBE_C_BASE_PROTECTION_RANGE |
800 |
Minimum distance the Bank must be placed from the side's own base; defined at Init_CommonConstants.sqf:254, read at RequestStructure.sqf:45. |
WFBE_C_AICOM_ECON_GATE_TOWNS |
6 |
Town count the AI commander must exceed before it builds Bank/Reserve/Artillery Radar (AI_Commander_Base.sqf:265). |
All three structure gates sit in the experimental feature block (Init_CommonConstants.sqf:575-579); set a gate to 0 to remove that structure from the build menu.
- Counter-Battery Radar System — the fourth experital structure (the one with active detection logic)
- Construction and CoIn Systems Atlas — how buildable structures are requested, sited and constructed
- Economy, Towns and Supply — the funds/supply economy the Bank feeds into
- Faction Base Structures Catalog — the standard (non-experital) base structures and their costs
- Victory and Endgame Atlas — endgame mechanics these structures are designed for
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