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Batch AI Spawner Orchestrator
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Two Common\Functions orchestrators sit one tier above the single-entity spawn primitives (WFBE_CO_FNC_CreateTeam, WFBE_CO_FNC_CreateUnit). They take a list of group templates and loop over it, instantiating each template and then wiring the spawned AI into the surrounding gameplay systems (patrols, garrison tracking, stats, cleanup). WFBE_CO_FNC_CreateTownUnits is the town garrison/defender spawner; WFBE_CO_FNC_CreateUnitsForResBases is the resistance-base spawner. Both run on whichever machine the AI was delegated to — server, a player client, or a headless client — which is why so much of their bookkeeping is locality-aware (public setVariable tags, machine-side group diagnostics, per-machine cleanup registries).
Both are compiled once in Common/Init/Init_Common.sqf:
| Function | Registration | Source file |
|---|---|---|
WFBE_CO_FNC_CreateTownUnits |
Common/Init/Init_Common.sqf:105 |
Common/Functions/Common_CreateTownUnits.sqf |
WFBE_CO_FNC_CreateUnitsForResBases |
Common/Init/Init_Common.sqf:115 |
Common/Functions/Common_CreateUnitsForResBases.sqf |
The town defender spawner. For each group template it calls WFBE_CO_FNC_CreateTeam, tags every spawned entity as a town defender, launches a patrol FSM, and registers vehicles for cleanup.
| Property | Detail | Source |
|---|---|---|
| Parameters | [_town, _side, _groups, _positions, _teams] |
Common_CreateTownUnits.sqf:13-17 |
_groups |
Array of group templates; the loop runs 0 to count(_groups)-1
|
Common_CreateTownUnits.sqf:34 |
_positions / _teams
|
Parallel arrays indexed by _i — one spawn position and one preallocated group per template |
Common_CreateTownUnits.sqf:35-36 |
| Returns |
[_town_teams, _town_vehicles] — the actual groups and vehicles created |
Common_CreateTownUnits.sqf:132 |
| Step | Detail | Source |
|---|---|---|
| Lock resolution (Task 34) |
_lock is computed once before the loop. When _side == WFBE_DEFENDER and WFBE_C_TOWNS_DEFENDER == 0 (resistance AI disabled) vehicles are unlocked (false); otherwise the WFBE_C_TOWNS_VEHICLES_LOCK_DEFENDER parameter governs the defender lock; all other sides lock (true) |
Common_CreateTownUnits.sqf:25-32 |
| Spawn the template |
[_groups select _i, _position, _side, _lock, _team, true, 90] call WFBE_CO_FNC_CreateTeam — the true is the global-init flag, 90 the placement radius |
Common_CreateTownUnits.sqf:40 |
| Unpack the return |
CreateTeam returns [_units, _vehicles, _team, _crews]; _crews is read defensively (if (count _retVal > 3)) |
Common_CreateTownUnits.sqf:41-45; see Common_CreateTeam.sqf:185
|
Re-read _team
|
The returned group replaces the passed-in one — "delegated HC creation may replace grpNull locally" (Marty note) | Common_CreateTownUnits.sqf:43-44 |
| Defender tag (PUBLIC) |
_x setVariable ["WFBE_IsTownDefenderAI", true, true] over _units + _crews + _vehicles. The third arg true (broadcast) is deliberate: town AI may be built on an HC while the activation scan that must ignore these runs on the server, so a local-only tag would be invisible |
Common_CreateTownUnits.sqf:47-50 |
| Airfield garrison tag | When _town getVariable "wfbe_town_type" == "PMCAirfield", every entity is also tagged wfbe_airfield_garrison (public), and on the server the entities are appended into the town's wfbe_airfield_garrison_units array for bulk deletion on capture |
Common_CreateTownUnits.sqf:53-69 |
| Empty-team guard | If _team is null or the template produced zero units+vehicles, patrol setup is skipped with a WARNING log |
Common_CreateTownUnits.sqf:74-77 |
| Patrol wiring | On a valid team: stamp WFBE_TownAI_Town / _Side / _Group (all local), execVM "Server\FSM\server_town_patrol.sqf", spawn WFBE_CO_FNC_RevealArea over a 400 m radius, push into _town_teams, and _team allowFleeing 0 (brave) |
Common_CreateTownUnits.sqf:78-84 |
| Vehicle wiring | Each vehicle is pushed into _town_vehicles; on the server only, spawn WFBE_SE_FNC_HandleEmptyVehicle and _x setVariable ["WFBE_Taxi_Prohib", true] (excludes it from the taxi pool) |
Common_CreateTownUnits.sqf:87-93 |
| Step | Detail | Source |
|---|---|---|
| Statistics |
UnitsCreated and VehiclesCreated are incremented via UpdateStatistics keyed on str _side
|
Common_CreateTownUnits.sqf:96-97 |
TOWN_GROUP_COUNT diagnostic |
If the town activated with zero assets, the function counts every group on the current machine by side, identifies the machine (SERVER/CLIENT/HC), and emits a TOWN_GROUP_COUNT town_empty ... WARNING — a failure-diagnostic for group-cap saturation |
Common_CreateTownUnits.sqf:99-128 |
| Closing log | Always logs the activation total before returning | Common_CreateTownUnits.sqf:130 |
| Caller | Context | Source |
|---|---|---|
server_town_ai.sqf |
The server fallback path when delegation is disabled or unavailable (_use_server branch) |
Server/FSM/server_town_ai.sqf:254 |
Server_FNC_Delegation.sqf |
Server-side creation of the residual templates that were not handed to clients (after the **NIL** filter) |
Server/Functions/Server_FNC_Delegation.sqf:56 |
Client_DelegateTownAI.sqf |
The delegated client/HC path: pre-fills null/empty _teams slots via WFBE_CO_FNC_CreateGroup, calls CreateTownUnits, registers the local groups in WFBE_CL_TownAI_Groups, and reports them back to the server via RequestSpecial update-town-delegation
|
Client/Functions/Client_DelegateTownAI.sqf:23-44 |
The leaner sibling. It loops a list of unit classnames through the single-unit primitive WFBE_CO_FNC_CreateUnit and records a performance sample. (Despite the header comment "Create units for static defence" and the internal Common_CreateUnitForstaticForResBases.sqf log strings, this is the resistance/delegated-base unit spawner — the static-defence manning function is a separate file.)
| Property | Detail | Source |
|---|---|---|
| Parameters | [_side, _groups, _positions, _team] |
Common_CreateUnitsForResBases.sqf:14-17 |
_groups |
Array of unit classnames; loop runs 0 to count(_groups)-1
|
Common_CreateUnitsForResBases.sqf:27 |
_team |
A single group object (not a parallel array). Inside the loop the call passes _team select 0 as the group into which every unit is created |
Common_CreateUnitsForResBases.sqf:17,35 |
_positions |
Passed whole as the position argument to CreateUnit (the commented-out _positions select _i shows per-index positioning was abandoned) |
Common_CreateUnitsForResBases.sqf:28,35 |
| Spawn call |
[_groups select _i, _team select 0, _positions, _sideID] Call WFBE_CO_FNC_CreateUnit — note _sideID is the side ID, re-fetched via GetSideID each iteration |
Common_CreateUnitsForResBases.sqf:33-35 |
| Brave units |
_unit allowFleeing 0 after each creation |
Common_CreateUnitsForResBases.sqf:41 |
_teams push |
_team (the same group each time) is pushed into _teams every iteration via ArrayPush
|
Common_CreateUnitsForResBases.sqf:39 |
| Statistics |
UnitsCreated incremented by _built (count of templates) |
Common_CreateUnitsForResBases.sqf:44 |
| Performance audit | Accumulates per-item CreateUnit time into _perfActive and emits a create_resbase_units record (side, groups, units, cycleMs) when PerformanceAudit_Record is defined and enabled |
Common_CreateUnitsForResBases.sqf:24,34-36,48-52 |
| Returns |
[_teams] (a one-element array wrapping the group list) |
Common_CreateUnitsForResBases.sqf:55 |
On master there is no live caller of WFBE_CO_FNC_CreateUnitsForResBases; Client_DelegateAI.sqf exists only on unmerged branches (e.g. origin/ClaudeMDcopypastefromAgentsMD, origin/GUER_Upgrade_System). — note it extracts select 0 from each of the request's groups/positions/teams arrays before delegating (Client/Functions/Client_DelegateAI.sqf:13-15). After spawning, it spawns a per-group watcher that deleteGroups each returned team once it naturally empties, client-side (Client_DelegateAI.sqf:25-32). This contradicts the AI-Runtime-HC-Loop-Map note flagging the function as having "no clear live caller" — the caller exists and is exercised by the client-delegation path.
Both orchestrators are written to run anywhere because town/resbase AI creation is delegated: server_town_ai.sqf either hands the templates to a client (WFBE_SE_FNC_DelegateAITown), to a headless client (WFBE_CO_FNC_DelegateAITownHeadless), or — as a fallback — creates them itself on the server (Server/FSM/server_town_ai.sqf:233-259). Consequences visible in the code:
- Defender/garrison tags use the broadcast (
true) form so the server's activation scans see them even when units were built on a remote machine (Common_CreateTownUnits.sqf:50,60). - Server-only side effects (
HandleEmptyVehicle,Taxi_Prohib, the airfield-garrison array) are guarded byisServer(Common_CreateTownUnits.sqf:63,89). - The empty-town and group-saturation diagnostics label the reporting machine explicitly (
Common_CreateTownUnits.sqf:126). - Delegated callers (
Client_DelegateTownAI.sqf,Client_DelegateAI.sqf) own the cleanup: they watch their local groups anddeleteGroupthem where deletion is actually effective.
-
Spawn-Primitive-Function-Reference — the
CreateTeam/CreateUnit/CreateVehicleprimitives these loops drive. - Town-AI-Group-Composition-Catalog — the group template DATA library and server-side selection that decide what gets spawned.
- Town-AI-Vehicle-Despawn-Safety — capture-time cleanup of town/garrison vehicles spawned here.
-
Static-Defense-Manning-Reference — the sibling
Common_CreateUnitForStaticDefencemanning function (distinct from this resbase spawner). - Headless-Delegation-And-Failover-Playbook — how town/resbase AI creation is delegated to HCs and falls back to the server.
- AI-Runtime-HC-Loop-Map — the runtime loop map that lists these orchestrators among the HC/AI loops.
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