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Client Marker FSM Updater Map
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page maps the four client-side marker-updater scripts under Client/FSM/. Each runs its own while loop on every client and writes only ...Local markers, so every player paints a private, side-filtered view of the map that never replicates. The four cover distinct marker families: town supply-value text, friendly squad-leader arrows, friendly side-patrol arrows, and friendly AI-commander (HQ) arrows. Two of them (patrol, AICOM) consume a server-published feed; the other two read local/global state directly. Marker content (colours, text grammar, type glyphs across all families) is catalogued in Map Marker Families Content Catalog; the shared loop/registrar plumbing is in Marker Loop Engine and Registries.
All four are execVM'd from Init_Client.sqf. The side-identity globals they depend on (sideID, clientTeams, WFBE_Client_SideID) are set earlier in the same file.
| FSM script | Spawned at | Gate | Locality |
|---|---|---|---|
Client/FSM/updateteamsmarkers.sqf |
Client/Init/Init_Client.sqf:404 |
only if WFBE_C_UNITS_TRACK_LEADERS > 0 (default 1, nil-guard at Common/Init/Init_CommonConstants.sqf:937) |
client-local |
Client/FSM/updatepatrolmarkers.sqf |
Client/Init/Init_Client.sqf:405 |
unconditional | client-local |
Client/FSM/updateaicommarkers.sqf |
Client/Init/Init_Client.sqf:406 |
unconditional | client-local |
Client/FSM/updatetownmarkers.sqf |
Client/Init/Init_Client.sqf:418 |
unconditional, but spawned inside a [] Spawn that first waitUntil {townInit} (Init_Client.sqf:411-418) |
client-local |
Side-identity inputs (all Client/Init/Init_Client.sqf): sideID = sideJoined Call GetSideID; (:257), clientTeams = ...WFBE_%1TEAMS (:259), WFBE_Client_SideID = sideID; (:311). The global towns array is built in Common/Init/Init_Town.sqf:165.
| Updater | Marker family / name pattern | Draws how | Cadence | Run conditions / per-marker write | Data source |
|---|---|---|---|---|---|
updatetownmarkers.sqf |
Town "Depot" markers; name Format ["WFBE_%1_CityMarker", str _town] (:21) |
TEXT only — setMarkerTextLocal; never creates/colours (:40,:42,:53,:60,:63) |
while {!gameOver}, fixed sleep 5 (:67); NOT map-aware |
per-town _visible if own side (_town getVariable "sideID") == sideID OR a live group unit within range*WFBE_C_PLAYERS_MARKER_TOWN_RANGE (:20); otherwise text cleared "" (:63) |
town logic getVariables (supplyValue, maxSupplyValue, supplyMissionCoolDownEnabled, LastSupplyMissionRun); no feed |
updateteamsmarkers.sqf |
Own-side squad-leader "Arrow" markers, one per clientTeams entry; name Format["%1AdvancedSquad%2Marker",_sideText,_count] (:22) |
CREATES + drives directly: createMarkerLocal (:24) then setMarkerPos/Dir/Text/Alpha/Color Local (:196,:219,:227,:235,:243) |
while {!gameOver}; sleep 0.5 skip when no map consumer visible, sleep 0.2 when visible (:61,:286) |
only updates while visibleMap || shownGPS OR a Warfare dialog in _wfMenuDisplays is open (:53-58); AI leaders re-evaluated at most every 1 s (:69-70,:185); writes gated on actual change (:195,:218,:226,:234,:242) |
clientTeams global + live leader _team; reads broadcast unit vars WASP_AFK, wfbe_player_class
|
updatepatrolmarkers.sqf |
Friendly side-patrol arrows; name Format["wfbe_patrolmarker_%1", _i] (:32) |
CREATES + drives directly: createMarkerLocal (:35), setMarkerType/Color/Size/Text/Dir Local (:37-41), follow via setMarkerPos/Dir Local (:59,:68), deleteMarkerLocal (:73) |
while {true}; sleep 0.5 when visibleMap || shownGPS, else sleep 5 (:78) |
gated on clientInitComplete first (:13); friendly filter _sid == WFBE_Client_SideID (:25); drop when leader null/dead (:53,:73) |
server feed WFBE_ACTIVE_PATROLS = [[leaderUnit, sideID], ...] (:19) |
updateaicommarkers.sqf |
Friendly AI-commander (HQ) arrows; name Format["wfbe_aicommarker_%1", _i] (:56) |
CREATES + drives directly: createMarkerLocal (:58), setMarkerType/Color/Size/Text/Dir Local (:59-63), follow via setMarkerPos/Dir Local (:96,:104), deleteMarkerLocal (:109) |
while {true}; sleep 0.5 when visibleMap || shownGPS, else sleep 8 (:114) |
gated on clientInitComplete (:17) + waitUntil {!isNil "WFBE_Client_SideID"} (:33); friendly filter _sid == _mySid where _mySid = WFBE_Client_SideID (:34,:42); drop when entry absent/null/leader dead (:89,:109) |
server feed WFBE_ACTIVE_AICOM_TEAMS = [[leaderUnit, sideID, dir, team], ...] (:23) |
None of the four reuse the shared MarkerUpdate registrar — each is a self-contained loop that calls createMarkerLocal/setMarker*Local itself. The patrol and AICOM headers state this explicitly (updatepatrolmarkers.sqf:5-6, updateaicommarkers.sqf:9-10), and they differ from the town/teams pair only in where the data comes from, not in how they write:
| Updater | Creates its own markers? | Reuses MarkerUpdate? |
Input data origin |
|---|---|---|---|
| town | No — markers created in Client/Init/Init_Markers.sqf:21-23 (createMarkerLocal, type "Depot"); FSM only rewrites text |
No | local namespace + town-logic getVariable
|
| teams | Yes — created once at startup (:21-49) |
No |
clientTeams global (own side's roster) |
| patrol | Yes — created on first sighting (:35) |
No (header :5) |
server publicVariable feed |
| AICOM | Yes — created on first sighting (:58) |
No (header :9-10) |
server publicVariable feed |
The town updater is the odd one: it owns no marker lifecycle. Existence, position, the "Depot" type and the side colour all live in Init_Markers.sqf, and recolour-on-capture is handled by Client/PVFunctions/TownCaptured.sqf:23-24. This FSM only ever calls setMarkerTextLocal. See Marker Loop Engine and Registries for what MarkerUpdate does and which loops actually use it.
This is a structural summary; the exact text strings, glyph types and colour values are catalogued in Map Marker Families Content Catalog.
| Updater | Verbs written | Friendly-only filter | Notes |
|---|---|---|---|
| town |
setMarkerTextLocal only |
visibility = own side OR group-unit-in-range (:20) |
text is " SV: %1/%2 ..." family (:40-63); cleared to "" when not visible (:63) |
| teams | type/dir/size/alpha/colour at create (:24-34), then pos/dir/text/alpha/colour in loop (:196-243) |
implicit — clientTeams is the player's own side only (Init_Client.sqf:259) |
AI-led teams get alpha 0 + label "AI" (:86-87); player-led get alpha 1 and the name/class label (:90-95) |
| patrol | type/colour/size/text/dir at create (:37-41), then pos/dir in loop (:59,:68) |
explicit _sid == WFBE_Client_SideID (:25) — enemy patrols never drawn |
text Format["Patrol %1", _i] (:40); type "mil_arrow2" (:37) |
| AICOM | type/colour/size/text/dir at create (:59-63), then pos/dir in loop (:96,:104) |
explicit _sid == _mySid (:42) using the stable joined-side id, NOT per-tick side player (:24-34) |
text "HQ Team" (:62); colour by entry sideID via switch on WFBE_C_WEST_ID/EAST_ID/GUER_ID (:49-54); tracked by team not leader (:65,:75) |
The AICOM friendly filter is deliberately hardened: the header (updateaicommarkers.sqf:24-32) explains it uses the joined-side id captured at init rather than side player, because side player can resolve to a transient side during respawn/JIP/team-switch and would briefly leak enemy HQ arrows onto the map. The patrol filter has the same intent but a simpler form (:25).
The patrol and AICOM feeds are declared and broadcast server-side in Server/FSM/server_side_patrols.sqf and mutated in Server/Functions/Server_HandleSpecial.sqf, each mutation followed by publicVariable. These are the only replicated state involved — the markers themselves never replicate.
| Feed | Declared | Entry shape | Added on | Removed on |
|---|---|---|---|---|
WFBE_ACTIVE_PATROLS |
Server/FSM/server_side_patrols.sqf:19 |
[leaderUnit, sideID] |
"sidepatrol-started", then publicVariable (Server/Functions/Server_HandleSpecial.sqf:351-352) |
"sidepatrol-ended", then publicVariable (Server/Functions/Server_HandleSpecial.sqf:372) |
WFBE_ACTIVE_AICOM_TEAMS |
Server/FSM/server_side_patrols.sqf:23 |
[leaderUnit, sideID, dir, team] |
"aicom-team-created", then publicVariable (Server/Functions/Server_HandleSpecial.sqf:232-233) |
"aicom-team-ended", then publicVariable (Server/Functions/Server_HandleSpecial.sqf:251) |
The AICOM arrow direction (dir, slot 2) is patched in place by the "aicom-team-heading" case and re-broadcast, only when the bearing moves (Server/Functions/Server_HandleSpecial.sqf:277-299); the client re-reads slot 2 each tick (updateaicommarkers.sqf:85). The broadcast unit vars the teams updater consumes are set elsewhere: WASP_AFK with the global flag in Client/FSM/updateclient.sqf:134, and wfbe_player_class in Client/Module/Skill/Skill_Init.sqf:68.
| Quirk | Where | Detail |
|---|---|---|
| Town loop is map-aware | updatetownmarkers.sqf:14,16 |
sleeps 0.5 s when `!(visibleMap |
Blocking waitUntil inside the per-town loop |
updatetownmarkers.sqf:38 |
on the supply-ready branch it does waitUntil { !(isNil "WFBE_SK_V_Type") } inside forEach towns; if the local class string never set, the whole town pass stalls |
| Supply-ready sound side effect | updatetownmarkers.sqf:28-32 |
plays "ARTY_cooldown_over" when a town's cooldown transitions active→ready AND the local player is SpecOps
|
| Stale patrol header | updatepatrolmarkers.sqf:4 |
header calls the marker a "yellow circle", but creation uses type "mil_arrow2" (:37) — it is an arrow |
| Teams arrow points the way of travel | updateteamsmarkers.sqf:202-214 |
dir is derived from velocity heading when _spd > 1.2, falling back to getDir at rest, so the arrow shows movement not facing |
| AICOM keyed by team, patrol keyed by unit |
updateaicommarkers.sqf:19,:65; updatepatrolmarkers.sqf:43
|
AICOM tracks by the stable team object (leader can change); patrol tracks by the leader unit |
| Camp markers untouched here | Client/Init/Init_Markers.sqf:45-46 |
WFBE_%1_CityMarker_Camp%2 (type "Strongpoint") is a sibling family created at init but driven by no FSM in this slice |
Map Marker Families Content Catalog | Marker Loop Engine and Registries | Marker Subsystem Function Reference | Side Patrol Runtime And Convoy Mechanics | Quad AI Commander
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