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Class Skill System Reference
Source-verified 2026-07-03 against
origin/claude/build84-cmdcon36@a26871e85(current head title: Build 89 / cmdcon44). Paths are relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/unless stated otherwise. Wiki-only lane 311; no mission source, generated mission, package or live server state was changed.
The class-skill system is the client-side player role layer. It maps the local playerType into WFBE_SK_V_Type, uses that type to pick default gear, adds player actions, publishes a short class tag for team markers and drives a few secondary role gates such as repair-point EASA, Medic redeploy spawns, Spotter ghillie visibility and SpecOps supply marker affordances.
Do not confuse this with AntiStack skill balance, AI unit skill, or side/team skill metrics. This page is about the local player class module rooted at Client/Module/Skill/.
| Stage | Current behavior | Evidence |
|---|---|---|
| Function compile | Client init compiles respawn helpers early, including GetRespawnAvailable, OnRespawnHandler and PreRespawnHandler. |
Client/Init/Init_Client.sqf:139-147 |
| Skill init | After the player group exists and leader ownership is corrected, client init runs Client\Module\Skill\Skill_Init.sqf. |
Client/Init/Init_Client.sqf:1094-1102 |
| Apply function |
Skill_Init.sqf sets WFBE_SK_V_Root = 'Client\Module\Skill\Skill_' and compiles WFBE_SK_FNC_Apply from Skill_Apply.sqf. |
Client/Module/Skill/Skill_Init.sqf:6-10 |
| Type detection |
WFBE_SK_V_Type starts as "", then membership in the class arrays assigns Engineer, Soldier, SpecOps, Spotter or Medic. |
Client/Module/Skill/Skill_Init.sqf:52-58 |
| Initial gear | Initial spawn maps WFBE_SK_V_Type to side-specific role gear variables, with a GUER-safe fallback to the faction default if the role gear is empty or nil. |
Client/Init/Init_Client.sqf:1105-1128 |
| Initial actions | After gear setup, the current player object receives class actions through (player) Call WFBE_SK_FNC_Apply. |
Client/Init/Init_Client.sqf:1134-1137 |
| Respawn actions | The pre-respawn handler calls (_unit) Call WFBE_SK_FNC_Apply for the replacement unit, then restores WF menu, player AI actions and WASP killed/weapon handlers. |
Client/Functions/Client_PreRespawnHandler.sqf:3-13 |
| Respawn gear | The respawn handler uses the same WFBE_SK_V_Type switch and the same fallback pattern for role default gear. |
Client/Functions/Client_OnRespawnHandler.sqf:194-229 |
| Skin persistence | If the Skin Selector is enabled and a skin was applied, respawn stores the saved class on the new unit and re-runs SkinSelector_Apply.sqf after a short delay. |
Client/Functions/Client_OnRespawnHandler.sqf:231-250 |
| Skill type | Player class pool | Extra behavior at init | Evidence |
|---|---|---|---|
| Engineer |
USMC_SoldierS_Engineer, CDF_Soldier_Engineer, Ins_Soldier_Sapper, TK_Soldier_Engineer_EP1, Ins_Soldier_CO, US_Soldier_Engineer_EP1, US_Soldier_Officer_EP1, BAF_Soldier_SL_DDPM, MVD_Soldier_TL, USMC_Soldier_TL, TK_Soldier_Officer_EP1
|
GUER player-side adds GUE_Soldier_Sab and TK_GUE_Soldier_EP1. |
Client/Module/Skill/Skill_Init.sqf:13; Client/Module/Skill/Skill_Init.sqf:19-29; Client/Module/Skill/Skill_Init.sqf:52-54
|
| Soldier |
CDF_Soldier, RUS_Soldier1, US_Delta_Force_EP1, TK_Special_Forces_EP1, FR_Miles, FR_R, Ins_Soldier_1
|
Locally multiplies WFBE_C_PLAYERS_AI_MAX by 1.5, rounded up. |
Client/Module/Skill/Skill_Init.sqf:14; Client/Module/Skill/Skill_Init.sqf:55; Client/Module/Skill/Skill_Init.sqf:60-62
|
| SpecOps |
FR_TL, RUS_Soldier_TL, US_Soldier_TL_EP1, US_Delta_Force_TL_EP1, TK_Special_Forces_TL_EP1, CDF_Soldier_TL, Ins_Soldier_2, GER_Soldier_Scout_EP1, RUS_Commander
|
No extra init-time mutation beyond type assignment and the shared broadcast/hints. |
Client/Module/Skill/Skill_Init.sqf:15; Client/Module/Skill/Skill_Init.sqf:56
|
| Spotter |
US_Soldier_Sniper_EP1, TK_Soldier_Sniper_EP1, Ins_Soldier_Sniper, CDF_Soldier_Sniper, USMC_SoldierS_Sniper, RU_Soldier_Sniper
|
GUER player-side adds GUE_Soldier_Sniper and TK_GUE_Soldier_Sniper_EP1; this is the sniper role string used by the Skin Selector ghillie gate. |
Client/Module/Skill/Skill_Init.sqf:16; Client/Module/Skill/Skill_Init.sqf:28; Client/Module/Skill/Skill_Init.sqf:57; WASP/actions/SkinSelector/SkinSelector_Open.sqf:22-34
|
| Medic |
FR_Corpsman, US_Soldier_Medic_EP1, TK_Soldier_Medic_EP1, RUS_Soldier_Medic, GER_Soldier_Medic_EP1, BAF_Soldier_Medic_DDPM, RU_Soldier_Medic, US_Delta_Force_Medic_EP1, USMC_Soldier_Medic
|
GUER player-side adds GUE_Soldier_Medic and TK_GUE_Bonesetter_EP1. |
Client/Module/Skill/Skill_Init.sqf:17; Client/Module/Skill/Skill_Init.sqf:29; Client/Module/Skill/Skill_Init.sqf:58
|
| Officer | No current Skill_Init.sqf assignment creates WFBE_SK_V_Type = "Officer". |
Skill_Apply.sqf still has a latent Officer branch, so treat it as stale/latent unless a future initializer maps to it. |
Client/Module/Skill/Skill_Init.sqf:52-58; Client/Module/Skill/Skill_Apply.sqf:43-47
|
Skill_Init.sqf also initializes the shared binocular list and class cooldowns. The initial last-use values are -1200; reloads are Repair 25 seconds, LR/Fast Repair 300, Lockpick 5, Salvage 10, Spot 8 and repair-point EASA 60 (Client/Module/Skill/Skill_Init.sqf:32-49).
Skill_Apply.sqf switches only on the already-computed local WFBE_SK_V_Type.
| Skill type | Actions applied | Current gates and notes | Evidence |
|---|---|---|---|
| Engineer | Repair vehicle, Salvage wrecks, Repair Camp. | Repair and salvage use cooldown predicates; salvage is hidden while a friendly salvage truck is in range. Repair Camp appears only when WFBE_CL_FNC_CanRepairCampNearby says the player is near a destroyed camp. |
Client/Module/Skill/Skill_Apply.sqf:12-40 |
| Soldier | Fast Repair / LR, Repair Camp. | Soldier also receives the local 1.5x AI cap mutation during Skill_Init. The live mutation uses WFBE_C_PLAYERS_AI_MAX, even though WFBE_C_PLAYERS_SKILL_SOLDIER_UNITS_MAX = 6 still exists as a constant. |
Client/Module/Skill/Skill_Apply.sqf:144-158; Client/Module/Skill/Skill_Init.sqf:60-62; Common/Init/Init_CommonConstants.sqf:1414; Common/Init/Init_CommonConstants.sqf:1430
|
| SpecOps | LOAD SUPPLIES, UNLOAD SUPPLIES, Fast Repair / LR. | Load requires the player on foot, near the closest friendly location, and a supply truck or Air-3 supply helicopter target that is not already loaded/loading. Unload is helicopter-only for loaded supply helicopters. |
Client/Module/Skill/Skill_Apply.sqf:49-82; Client/Module/supplyMission/supplyMissionStart.sqf:16-46; Client/Module/supplyMission/supplyMissionUnload.sqf:1-36
|
| Spotter | Spot marker, Lockpick, Fast Repair / LR, Repair Camp. | The lockpick action is currently wired from the Spotter branch even though the lockpick script initializes a better chance for SpecOps; see the maintenance notes below. |
Client/Module/Skill/Skill_Apply.sqf:85-122; Client/Module/Skill/Skill_SpecOps.sqf:10-16
|
| Medic | Fast Repair / LR, Repair Camp. | Medic-specific respawn behavior is not an action; the respawn menu adds Medic redeploy trucks as spawn candidates only for local Medic clients. |
Client/Module/Skill/Skill_Apply.sqf:126-140; Client/Functions/Client_GetRespawnAvailable.sqf:48-60
|
| Officer | Repair Camp only. | No current player type maps to this branch, but the branch still exists and should be considered if a future Officer class mapping is restored. |
Client/Module/Skill/Skill_Apply.sqf:43-47; Client/Module/Skill/Skill_Init.sqf:52-58
|
| Action | Script | Runtime behavior | Evidence |
|---|---|---|---|
| Engineer repair | Client/Module/Skill/Skill_Engineer.sqf |
Finds the closest Car, Motorcycle, Tank, Ship, Air or StaticWeapon within 5 m, exits if undamaged, sets the Repair last-use time, plays three medic animation cycles, aborts on death, vehicle entry, dead target or distance over 5 m, then reduces damage by 0.25. |
Client/Module/Skill/Skill_Engineer.sqf:7-29 |
| Fast repair / LR | Client/Module/Skill/Skill_LR.sqf |
Uses the same nearby target classes as Engineer repair, sets the LR last-use time, plays five animation cycles and reduces damage by 0.08 if not aborted. |
Client/Module/Skill/Skill_LR.sqf:7-29 |
| Salvage | Client/Module/Skill/Skill_Salvage.sqf |
Sets the Salvage last-use time, blocks manual salvage while a friendly salvage truck is in range, scans dead vehicles/wrecks inside the salvage range, excludes side HQs, pays 250 when registry metadata is absent, otherwise pays QUERYUNITPRICE * WFBE_C_UNITS_SALVAGER_SCAVENGE_RATIO / 100, applies the Ka-137 reward coefficient and deletes salvaged wrecks. |
Client/Module/Skill/Skill_Salvage.sqf:3-53; Common/Init/Init_CommonConstants.sqf:1560-1561
|
| Spot marker | Client/Module/Skill/Skill_Sniper.sqf |
Requires Laserdesignator, Binocular or Binocular_Vector, creates a local red mil_destroy marker at screen center named SPOTTED: <time>, sets the Spot last-use time and deletes the marker after 180 seconds. |
Client/Module/Skill/Skill_Init.sqf:32-33; Client/Module/Skill/Skill_Sniper.sqf:7-29
|
| Lockpick | Client/Module/Skill/Skill_SpecOps.sqf |
Scans locked nearby Car, Motorcycle, Tank, Ship or Air vehicles within 5 m, initializes WFBE_SK_V_LockpickChance to -20 only for SpecOps and 0 otherwise, plays four animation cycles, rolls against a vehicle-type threshold and sends RequestVehicleLock with [vehicle, false, player] on success. |
Client/Module/Skill/Skill_SpecOps.sqf:7-58 |
| Repair Camp | Client/Action/Action_RepairCampEngineer.sqf |
Finds nearby camp logics inside WFBE_C_CAMPS_REPAIR_RANGE, removes undefined/live camps, charges WFBE_C_CAMPS_REPAIR_PRICE when configured, channels for WFBE_C_CAMPS_REPAIR_DELAY, refunds if another repair finishes first, then sends RequestSpecial ["repair-camp", _camp, WFBE_Client_SideID]. Defaults are 15 seconds, 500 funds and 15 m. |
Client/Action/Action_RepairCampEngineer.sqf:10-71; Common/Init/Init_CommonConstants.sqf:1226-1228
|
| Supply load | Client/Module/supplyMission/supplyMissionStart.sqf |
Validates a supply truck or Air-3 supply helicopter cursor target, rejects already-loaded/loading vehicles, computes the load from town supply value and upgrade level, marks SupplyAmount, SupplyByHeli, SupplyLoading and cooldown state, and notifies the server. |
Client/Module/Skill/Skill_Apply.sqf:49-70; Client/Module/supplyMission/supplyMissionStart.sqf:16-46; Client/Module/supplyMission/supplyMissionStart.sqf:54-92; Common/Init/Init_CommonConstants.sqf:1286-1293
|
| Supply unload | Client/Module/supplyMission/supplyMissionUnload.sqf |
Finds a loaded supply helicopter from the player vehicle, cursor target or nearby loaded helis, requires command-center proximity, runs the unload timer and then asks the server to complete the delivery. |
Client/Module/Skill/Skill_Apply.sqf:62-70; Client/Module/supplyMission/supplyMissionUnload.sqf:1-69; Common/Init/Init_CommonConstants.sqf:1286
|
| Consumer | Role dependency | Evidence |
|---|---|---|
| Class marker tags |
Skill_Init.sqf broadcasts player setVariable ["wfbe_player_class", WFBE_SK_V_Type, true]; the team marker loop appends [ENG], [SOL], [SPEC], [SNI], [MED] or [OFF] to leader labels. |
Client/Module/Skill/Skill_Init.sqf:64-66; Client/FSM/updateteamsmarkers.sqf:307-320
|
| Class hint |
Skill_Init.sqf starts WASP\actions\ClassInfo.sqf in auto mode; the hint is guarded so repeated inits do not spam the same class. |
Client/Module/Skill/Skill_Init.sqf:68-69; WASP/actions/ClassInfo.sqf:13-30
|
| Default gear | Initial spawn and respawn both use WFBE_SK_V_Type to choose role gear variables such as DefaultGearEngineer, DefaultGearLock, DefaultGearSpot and DefaultGearMedic, with fallback to the faction default when needed. |
Client/Init/Init_Client.sqf:1105-1128; Client/Functions/Client_OnRespawnHandler.sqf:194-229
|
| Medic redeploy truck | The respawn candidate builder adds redeploy trucks only when WFBE_C_UNITS_REDEPLOYTRUCK > 0 and the local client is WFBE_SK_V_Type == "Medic". |
Client/Functions/Client_GetRespawnAvailable.sqf:48-60 |
| SpecOps town markers | The town marker loop keeps running off-map for SpecOps so the ready cue/countdown can fire. SpecOps sees [+SUPPLY] or a MM:SS countdown; other roles see the simpler SV marker text. |
Client/FSM/updatetownmarkers.sqf:18-24; Client/FSM/updatetownmarkers.sqf:44-78
|
| Repair-point EASA |
Client_CanUseRepairPointEASA.sqf exits false unless the local class is Engineer, the player is driving an EASA vehicle and a repair-truck-built service point is nearby. The EASA menu also enforces the 60-second cooldown and updates WFBE_SK_V_LastUse_RepairPointEASA after purchase. |
Client/Functions/Client_CanUseRepairPointEASA.sqf:6-17; Client/Functions/Client_GetRepairTruckServicePoints.sqf:6-16; Client/GUI/GUI_Menu_EASA.sqf:101-125
|
| Skin Selector |
Skill_Init.sqf opens the selector once on join when enabled. Ghillie rows are visible only when WFBE_SK_V_Type == "Spotter"; respawn re-applies a saved skin through the respawn handler. |
Client/Module/Skill/Skill_Init.sqf:71-76; WASP/actions/SkinSelector/SkinSelector_Enabled.sqf:19-23; WASP/actions/SkinSelector/SkinSelector_Open.sqf:22-60; Client/Functions/Client_OnRespawnHandler.sqf:231-250
|
- Treat
Skill_Apply.sqfas the authority for player actions. Current comments and hint text still say SpecOps can lockpick, but the current apply branch gives lockpick to Spotter and gives SpecOps supply load/unload plus fast repair. Evidence:Client/Module/Skill/Skill_Init.sqf:15,Client/Module/Skill/Skill_Apply.sqf:49-122,WASP/actions/ClassInfo.sqf:47-56. - The lockpick script still contains a better starting chance for
WFBE_SK_V_Type == "SpecOps", but the action path that calls it is currently Spotter. If lockpick is moved back to SpecOps, recheck both the apply branch and the class hint. Evidence:Client/Module/Skill/Skill_SpecOps.sqf:10-16,Client/Module/Skill/Skill_Apply.sqf:98-107. -
WFBE_SK_V_Typeis local client state. Remote clients should read the broadcastwfbe_player_classvariable if they need another player's class. Evidence:Client/Module/Skill/Skill_Init.sqf:64-66,Client/FSM/updateteamsmarkers.sqf:307-320. - The Soldier cap mutation is local and assumes
Skill_Init.sqfruns once per local class setup. Repeated Soldier inits can compoundWFBE_C_PLAYERS_AI_MAX, so changes to init order should be cross-checked with Client skill-init idempotency. Evidence:Client/Module/Skill/Skill_Init.sqf:60-62,Client/Init/Init_Client.sqf:1102,Client/Init/Init_Client.sqf:1137. - GUER playable class additions are gated by
WFBE_C_GUER_PLAYERSIDE; do not assumeGUE_*orTK_GUE_*roles are present when the faction gate is off. Evidence:Client/Module/Skill/Skill_Init.sqf:19-30. - Skin Selector uses the legacy skill type string
Spotterfor the sniper/ghillie path. Renaming that type without updating Skin Selector would hide or expose the wrong skin rows. Evidence:WASP/actions/SkinSelector/SkinSelector_Open.sqf:22-34,WASP/actions/SkinSelector/SkinSelector_Data.sqf:4-8,WASP/actions/SkinSelector/SkinSelector_Data.sqf:68-73. - Repair-point EASA is role-gated at both the helper and menu purchase surfaces. If EASA service logic changes, recheck Engineer class, driver status, vehicle type, nearby repair-truck service point and cooldown together. Evidence:
Client/Functions/Client_CanUseRepairPointEASA.sqf:9-17,Client/GUI/GUI_Menu_EASA.sqf:101-125.
Client/Module/Skill/Skill_Init.sqfClient/Module/Skill/Skill_Apply.sqfClient/Module/Skill/Skill_Engineer.sqfClient/Module/Skill/Skill_LR.sqfClient/Module/Skill/Skill_Salvage.sqfClient/Module/Skill/Skill_Sniper.sqfClient/Module/Skill/Skill_SpecOps.sqfClient/Init/Init_Client.sqfClient/Functions/Client_PreRespawnHandler.sqfClient/Functions/Client_OnRespawnHandler.sqfClient/Functions/Client_GetRespawnAvailable.sqfClient/Functions/Client_CanUseRepairPointEASA.sqfClient/GUI/GUI_Menu_EASA.sqfClient/FSM/updateteamsmarkers.sqfClient/FSM/updatetownmarkers.sqfClient/Action/Action_RepairCampEngineer.sqfClient/Module/supplyMission/supplyMissionStart.sqfClient/Module/supplyMission/supplyMissionUnload.sqfWASP/actions/ClassInfo.sqfWASP/actions/SkinSelector/SkinSelector_Enabled.sqfWASP/actions/SkinSelector/SkinSelector_Open.sqfWASP/actions/SkinSelector/SkinSelector_Data.sqfCommon/Init/Init_CommonConstants.sqf
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- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- 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