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Client UI Systems Atlas

rayswaynl edited this page Jun 21, 2026 · 106 revisions

Client UI Systems Atlas

This page maps the client-facing UI layer from source: description.ext, Rsc/*.hpp, Client/GUI, client FSM loops, map marker scripts, HUD/title resources and WASP overlays. For a player-facing workflow tour before diving into implementation, use Player UI workflow map; for a compact quick reference, use Client UI, HUD and menus.

All paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.

Unless a row names another ref, source anchors below are valid for docs head docs/developer-wiki-index 68bd4dc5. Rechecked 2026-06-14: targeted source diffs from a03a1fb5 and b5219d47 to HEAD over checked Chernarus and maintained Vanilla UI/Rsc paths return no changes, preserving the earlier a71b42fe, 2fef1e3d and f7bc72a8 source-anchor snapshots. Stable origin/master cf2a6d6a, release a96fdda2, Miksuu b8389e74 and origin/perf/quick-wins 0076040f differ by UI surface.

How To Use This Page

Use this atlas for UI ownership, controller routing, title/display lifecycle, marker/UI surfaces and compact source anchors. Do not put full patch matrices here when a narrower owner page already exists.

Need Open this
Resource, IDD and image-reference cleanup UI resource parity cleanup, UI IDD collision repair
Vote, commander reassignment and task/objective controls Commander vote/reassignment, Commander reassignment call shape
Buy Units UI, queue, price and purchase semantics Factory and purchase systems atlas
Gear, EASA, service and profile-template details Gear/loadout/EASA atlas, Service menu affordability guards, Gear template profile filter
Tactical supports, paratrooper/MASH/UAV/artillery markers Support specials and tactical modules atlas, Abandoned feature revival
Cadence/performance evidence Performance opportunity sweep, Testing workflow

Current Branch Scope

Use this table before turning a UI atlas line ref into a branch claim. Detailed matrices stay in the owner sections and linked pages; this table is only the route map.

Ref UI source shape Practical route
Docs head 68bd4dc5 Checked Chernarus and maintained Vanilla UI/Rsc paths are unchanged from a03a1fb5, b5219d47 and the older a71b42fe, 2fef1e3d and f7bc72a8 atlas/resource snapshots. That archived docs/source snapshot still has visible MenuAction = 19 as FPS HUD, handler-only 17/18 GPS zoom routes, stale RscMenu_Upgrade, Economy/EASA dialog-resource drift, shared currentCutDisplay title ownership and malformed RscClickableText.soundPush[]. Use this page for orientation and current docs-source line refs; use UI resource parity cleanup, UI IDD collision repair, Commander vote/reassignment and the clickable-text matrix before making patch-ready claims. Current stable origin/master@0139a346 fixes only the clickable-text base config.
Stable origin/master 0139a346 Both maintained roots remove stale RscMenu_Upgrade, split EASA to idd = 24000, rewrite Economy around the current dashboard controls, expose visible action 19 as GPS enablement and now carry valid RscClickableText.soundPush[] = {"", 0.2, 1}; at Rsc/Ressources.hpp:556. They still keep vote/help cleanup debt, handler-only 17/18 GPS zoom routes, duplicate title IDD and shared currentCutDisplay title ownership. Treat stable as source-present for resource parity and clickable-text base config only; do not import that status into archived docs/Miksuu/perf/release refs. Title and vote/help/router work remain open, and clickable-text still needs Arma 2 OA dialog smoke before release-validated wording.
Miksuu b8389e74 and origin/perf/quick-wins 0076040f Checked maintained roots keep the docs/source-style stale upgrade/Economy/EASA resource shape, visible action 19 as FPS HUD, handler-only 17/18 GPS zoom routes, malformed clickable-text base config and title-handle risks. Recheck exact lines before merge wording. These refs do not rescue the UI resource, title, vote/help/router or clickable-text cleanup lanes.

UI Stack

flowchart TD
    Description["description.ext"] --> Rsc["Rsc/Header, Styles, Parameters, Ressources, Dialogs, Titles"]
    Rsc --> Dialogs["Dialog classes in Rsc/Dialogs.hpp"]
    Rsc --> Titles["Title/cutRsc classes in Rsc/Titles.hpp"]
    Dialogs --> GUI["Client/GUI/*.sqf controller loops"]
    Titles --> HUD["Client/Client_UpdateRHUD.sqf (no Client/RHUD folder) and Client/FSM/client_title_capture.sqf"]
    GUI --> ClientFuncs["Client/Functions UI helpers"]
    GUI --> PVF["WFBE_CO_FNC_SendToServer / SendToClient flows"]
    ClientInit["Client/Init/Init_Client.sqf"] --> GUI
    ClientInit --> HUD
    ClientInit --> ActionFSM["Client/FSM/updateactions.fsm and updateavailableactions.fsm"]
    ClientInit --> MarkerLoops["Client/FSM marker loops"]
    ActionFSM --> Titles
    MarkerLoops --> Map["Map markers and display 12 controls"]
Loading

Resource Include Graph

description.ext includes the UI stack in this order:

Include Role Evidence
Rsc/Header.hpp Mission metadata and loading labels. description.ext:46, Header.hpp:9-10
Rsc/Styles.hpp UI constants such as ST_*, CT_* and style values. description.ext:49
Rsc/Parameters.hpp Mission parameter definitions. Several parameters directly gate UI loops such as map icon blinking, artillery UI, AFK time and EASA. description.ext:52, Parameters.hpp:86, :333, :375, :547
Rsc/Ressources.hpp Base control classes: buttons, listboxes, structured text, maps, controls groups, sliders and combos. description.ext:54, Ressources.hpp:46-563
Rsc/Dialogs.hpp Interactive dialog classes and onLoad hooks into Client/GUI. description.ext:56
Rsc/Titles.hpp cutRsc / title resources: overlay icons, RHUD/FPS HUD, capture bar, end stats and CoIn construction interface. description.ext:58, Titles.hpp:23-25
Rsc/Identities.hpp Non-vanilla identities. description.ext:62

Dialog Class Map

Rsc/Dialogs.hpp defines the mission's modal UI classes. Most large menus are polling loops driven by global action variables (MenuAction or WFBE_MenuAction) set by control actions in the resource file.

Class IDD Controller Primary purpose
WFBE_UpgradeMenu 504000 Client/GUI/GUI_UpgradeMenu.sqf Newer upgrade list/detail view; sends RequestUpgrade.
WFBE_VoteMenu 500000 Client/GUI/GUI_VoteMenu.sqf Commander vote UI; patch route in Commander vote/reassignment.
WFBE_Commander_VoteMenu 500999 Client/GUI/GUI_Commander_VoteMenu.sqf Commander-side vote/reassignment handling; patch route in Commander vote/reassignment.
WFBE_RespawnMenu 511000 Client/GUI/GUI_RespawnMenu.sqf Death/respawn map and spawn selector.
WFBE_TransferMenu 505000 Client/GUI/GUI_TransferMenu.sqf Funds transfer from team menu.
WFBE_BuyGearMenu 503000 Client/GUI/GUI_BuyGearMenu.sqf Gear, vehicle cargo, backpacks and profile templates.
WF_Menu 11000 Client/GUI/GUI_Menu.sqf Main Warfare menu/router.
RscMenu_Team 13000 Client/GUI/GUI_Menu_Team.sqf Team management and transfer entry.
RscMenu_BuyUnits 12000 Client/GUI/GUI_Menu_BuyUnits.sqf Unit/vehicle purchase from structures, depots and hangars.
RscMenu_Command 14000 Client/GUI/GUI_Menu_Command.sqf Commander/team orders, task assignment and squad behavior.
RscMenu_Tactical 17000 Client/GUI/GUI_Menu_Tactical.sqf Fast travel, artillery, support requests, UAV and unit camera entry.
RscMenu_Upgrade 18000 Client/GUI/GUI_Menu_Upgrade.sqf Stale legacy upgrade class; controller file is missing.
RscMenu_Service 20000 Client/GUI/GUI_Menu_Service.sqf Rearm/repair/refuel/heal and EASA entry.
RscMenu_UnitCamera 21000 Client/GUI/GUI_Menu_UnitCamera.sqf Unit camera selection.
RscDisplay_Parameters 22000 Client/GUI/GUI_Display_Parameters.sqf Runtime mission parameter display.
RscMenu_EASA 23000 Client/GUI/GUI_Menu_EASA.sqf Aircraft loadout selection.
RscMenu_Economy 23000 Client/GUI/GUI_Menu_Economy.sqf Commander income/sell/respawn-supply-truck controls.
RscMenu_Help 508000 Client/GUI/GUI_Menu_Help.sqf Online/help text panel and WASP branding.

Dialog Risks

  • RscDisplay_Parameters is live and still opens Client/GUI/GUI_Display_Parameters.sqf, but the old uptime write to IDC 22005 is block-commented in current source, maintained Vanilla, modded copies, stable/upstream and release. The resource declares the live listbox/buttons (22003, 22004) and no 22005; treat this as safe comment cleanup, not a missing-control runtime bug.
  • UI resource parity cleanup owns the branch/root matrix for the stale old upgrade dialog, Economy missing-control writes and duplicate IDDs. Short version after the 2026-06-14 check: docs/source, Miksuu and perf keep the old dialog/Economy shape; stable origin/master cf2a6d6a and release a96fdda2 remove RscMenu_Upgrade, move EASA to idd = 24000, and rewrite Economy away from 23004-23006 in both maintained roots; RscOverlay/OptionsAvailable remain duplicated on idd = 10200 everywhere checked. Use UI resource parity cleanup before changing these rows, then UI IDD collision repair for duplicate-IDD and title-handle patch details.
  • GUI_Menu_Service.sqf:240-244 still carries a stale TBD: Add dialog comment even though the live path closes the service menu and opens RscMenu_EASA. Treat it as stale commentary, not evidence that EASA is missing.
  • UI dialog lifecycle scout 2026-06-04: GUI_Menu_Economy.sqf:10 resets MenuAction but does not reset mouseButtonUp. Its map-sell path consumes mouseButtonUp at GUI_Menu_Economy.sqf:101-106, while comparable map-click dialogs reset the latch on open (GUI_Menu_Command.sqf:3-4, GUI_Menu_Tactical.sqf:137-138, GUI_Menu_UnitCamera.sqf:8-9, GUI_RespawnMenu.sqf:28). Smoke Economy map-sell after any dialog/map interaction work.
  • UI dialog lifecycle scout 2026-06-04: GUI_Menu_EASA.sqf:3-4 exits on unsupported vehicle player without closing the dialog. That can leave a blank/partial EASA surface if the dialog opens from stale context; action-time guards should close or route back cleanly.
  • DR-16: GUI_Menu_Economy.sqf:32-35 has a commented HQ-death sell guard, while active structure sell/refund logic remains at :105-150. The UI exposes useful commander affordances, but the sell path belongs to the server-authority migration class.
  • GUI_Menu_Economy.sqf:93-96 keeps old WFBE_RequestSpecial relay comments around the live RespawnST send-to-server path, and :136-141 still has a cleanup TODO to replace a name/find lookup with object variables.
  • The main menu and most submenus are not event-driven state machines. They are while {alive player && dialog} polling loops with sleep delays. Keep new work small inside those loops and reuse existing update flags.
  • Several menu files return to WF_Menu by closeDialog 0; createDialog "WF_Menu" rather than maintaining a stack. Adding nested dialogs must preserve those return paths.

Client Modal Loop Cadence

This cadence map is an index for performance triage, not a patch order. It separates dialog-only high-frequency loops from already-instrumented long-running UI/HUD/marker loops. Current Chernarus and maintained Vanilla share the same checked line refs for the .01 and .05 rows below.

Cadence Scope Current-source anchors Instrumentation state Owner / next step
sleep .01 Highest under-covered dialog-only cadence. Buy Gear, Transfer, Respawn and Upgrade menus poll menu action/state while the dialog is open. Client/GUI/GUI_BuyGearMenu.sqf:503; Client/GUI/GUI_TransferMenu.sqf:94; Client/GUI/GUI_RespawnMenu.sqf:113; Client/GUI/GUI_UpgradeMenu.sqf:282. Maintained Vanilla has the same paths/lines. No local PerformanceAudit_Record writer was found in those four controllers. Add client-side measurement first, then consider dirty flags, event latches or coarser sleeps only after gear, transfer, respawn selector and upgrade-list smoke proves no UI regression. Route details through Gear/loadout/EASA, Respawn/death lifecycle and Upgrades/research.
sleep 0.05 Commander vote, regular vote and team menu polling while visible. Client/GUI/GUI_VoteMenu.sqf:92; Client/GUI/GUI_Commander_VoteMenu.sqf:67; Client/GUI/GUI_Menu_Team.sqf:77. Maintained Vanilla has the same paths/lines. No local PerformanceAudit_Record writer was found in those controllers. Lower priority than the .01 modal loops. Keep vote refresh, row-color and reassignment smoke tied to Commander vote/reassignment.
sleep 0.1 Standard main/menu controllers. Client/GUI/GUI_Menu.sqf:211; Client/GUI/GUI_Menu_BuyUnits.sqf:492; Client/GUI/GUI_Menu_Command.sqf:534; Client/GUI/GUI_Menu_Tactical.sqf:750; Client/GUI/GUI_Display_Parameters.sqf:20; additional service/camera/economy/EASA menus follow the same broad modal pattern. Mostly uninstrumented at controller level, but lower cadence and dialog-only. Treat as owner-page context, not a first performance patch target. Avoid adding work inside these loops when routing new UI features.
sleep .03 / sleep 0.03 Local marker animation / respawn selector visual refresh. Client/Functions/Client_UI_Respawn_Selector.sqf:20; Client/Functions/Client_MarkerAnim.sqf:33. No local audit writer in the checked helpers. Visual-only active loops; smoke marker animation and respawn selection before changing cadence.
Long-running UI/HUD/marker loops RHUD/action/title and map marker surfaces. Client/Client_UpdateRHUD.sqf:199-201,367-369; Client/FSM/updateavailableactions.fsm:237; Client/FSM/updatetownmarkers.sqf:119-134. Already has PerformanceAudit coverage on representative high-value paths. Prefer collecting client RPT audit rows before touching cadence. Keep these routed through Performance opportunity sweep and the indicator surface matrix.

Branch-Only UI Theme Work

This atlas only keeps the routing facts for branch-only UI work. Full evidence, owner decisions and smoke gates live on the branch-review pages below.

Branch Atlas-level verdict Owner route
origin/feat/wf-menu-ops-console 0767c0b5 Branch-only UI theme evidence, not stable-master truth. Chernarus and maintained Vanilla both change Rsc/GUI/HUD theme surfaces; visual smoke, font/texture validation, Chernarus/Vanilla parity and branch whitespace cleanup remain required. Feature status, Pending owner decisions, Testing workflow
origin/feat/buymenu-easa-qol a66d4691 Narrow Chernarus-only UI QoL branch. It is useful Buy Units/EASA evidence, but not merged behavior and not maintained Vanilla truth until propagated and smoked. BuyMenu EASA QoL branch audit, Feature status, Testing workflow

Indicator Exploration Backlog

Steff asked to track "all indicators" as a future exploration lane. Initial source scan on 2026-06-06 shows this is not one feature; it is a family of visual/state surfaces that should be audited together before UI, UX or performance cleanup.

Indicator family Index state Exact current-source anchors Canonical owner / next step
HUD/title indicators Partially indexed Rsc/Titles.hpp:44-47,126-132,164-173,532-540,723-729; Client/GUI/GUI_SetCurrentCutDisplay.sqf:1; Client/GUI/GUI_ClearCurrentCutDisplay.sqf:1; Client/Client_UpdateRHUD.sqf:7,89-92,199-201,367-369; Client/FSM/updateavailableactions.fsm:225-230; Client/FSM/client_title_capture.sqf:47-48,74-79; Client/GUI/GUI_EndOfGameStats.sqf:34-44,86-93. This page and UI IDD collision repair already own the shared currentCutDisplay risk. Finish a surface/audience/cadence matrix for RHUD, FPS HUD, action icons, capture bar, end stats and CoIn placement feedback.
Map and tactical markers Needs detailed matrix Client/Init/Init_Markers.sqf:22-24,45-48; Client/FSM/updatetownmarkers.sqf:20-21,29-30,106,116,129-134; Client/FSM/updateteamsmarkers.sqf:21-24,45-55,165-186,197-208,229; Common/Common_MarkerUpdate.sqf:49-57,67-88,98-109,195-209,218-241; Common/Common_AARadarMarkerUpdate.sqf:10-16,30-33,133,143,156,173,194,198; Client/GUI/GUI_Menu_Tactical.sqf:26-35,202-216,350-359,473-505,760-773; Client/GUI/GUI_RespawnMenu.sqf:73-82,194. Keep on this page. Build a marker inventory for towns, camps, teams, HQs, AARadar aircraft, artillery/ICBM/fast-travel rings, respawn selection and commander orders, with cleanup owner and update cadence.
Support and special markers Partly canonical, still fragmented Server/Support/Support_Paratroopers.sqf:117; Client/PVFunctions/HandleParatrooperMarkerCreation.sqf:30-45; Server/Module/MASH/MASHMarker.sqf:1-11; Client/Module/MASH/receiverMASHmarker.sqf:1-27; Client/Functions/Client_FNC_Special.sqf:96-108; Client/Functions/Client_RequestFireMission.sqf:20-32,54-57,75; Client/GUI/GUI_Menu_Tactical.sqf:474-505,504-505. Route support-specific rows through Support specials and Abandoned feature revival. Reconcile working paratrooper markers, orphan MASH relay, UAV spot markers, artillery markers and ICBM cleanup timing.
Menu/list icons and affordance indicators Partially indexed Rsc/Dialogs.hpp:1171-1232,1525-1614,2110-2123,2372-2378,2638-2831,3463-3469; Rsc/Ressources.hpp:92,143,218,300-312,540-556; Client/GUI/GUI_Menu.sqf:29-35,47-57,101-170,191-207; Client/GUI/GUI_Menu_BuyUnits.sqf:84-90,165-176,237,495-496; Client/Functions/Client_UIFillListBuyUnits.sqf:34-62,68-90,105,107; Client/GUI/GUI_Menu_Tactical.sqf:42,64,104,654,660,760-773. Fast route is Client UI, HUD and menus; detail stays here or in factory/gear owner pages. Audit factory tab icons, crew/lock icons, gear slots, upgrade images, affordability colors, queue labels and branch-only feat/buymenu-easa-qol affordances.
Status/debug/admin channels Needs audience split Server/GUI/serverFpsGUI.sqf:7-8; Server/Module/serverFPS/monitorServerFPS.sqf:3-5; Client/Client_UpdateRHUD.sqf:113,199-201,367-369; Common/Functions/Common_PerformanceAudit.sqf:160,196,234; Client/Module/supplyMission/townSupplyStatus.sqf:1-8; Client/PVFunctions/Available.sqf:1; Client/FSM/updateclient.sqf:12-24,161-163,230-232. Route publicVariable/status-channel semantics through Networking and public variables and performance counters through Performance opportunity sweep. Split player-facing, admin-only and developer-only outputs before pruning.
Image/resource references Missing stale upgrade icon block verified Rsc/Ressources.hpp:300-304,312,540-556; Rsc/Dialogs.hpp:654,660,666,672,678,1566,1586,1593,1600,1607,1614,2123,2378,2644,2655,2666,2677,2688,2699,2710,2721,2732,2743,2754,2765,2776,2787,2798,2809,2820,2831,3469; Common/Config/Core_Upgrades/Labels_Upgrades.sqf:105-108,111,125. UI resource parity cleanup now owns the verified missing RscMenu_Upgrade wf_*.paa icon block in Chernarus and maintained Vanilla. Continue broader Client\Images\*.paa/.jpg integrity checks there, and keep the malformed RscClickableText.soundPush[] risk in the same cleanup lane.

Indicator Surface Matrix

This first matrix is a routing map, not a visual redesign. It keeps the broad indicator family inventory above source-backed while giving future UI owners the missing surface, owner script, state source, audience, update cadence, cleanup path, known risk, branch scope and smoke target fields.

Surface Owner script / resource State source Audience Update cadence Cleanup path Known risk Branch scope Smoke target
RHUD / FPS HUD and action icons Rsc/Titles.hpp:164-171; Client/GUI/GUI_SetCurrentCutDisplay.sqf:1; Client/GUI/GUI_ClearCurrentCutDisplay.sqf:1; Client/Client_UpdateRHUD.sqf:89-92,199-201,367-369; Client/FSM/updateavailableactions.fsm:225-230. uiNamespace["currentCutDisplay"], RUBHUD, RUBFPSHUD, visible-map state, local action availability and performance-audit enablement. Local player. Long-running client HUD loop plus action FSM refresh. OptionsAvailable onUnload clears the shared handle; Client_UpdateRHUD.sqf:89-92 can recreate the title if the handle is null. Shared currentCutDisplay handle also services endgame stats, so late-game title ownership can collide with RHUD/action recreation. This page owns orientation; UI IDD collision repair owns detailed title-ID/handle patch shape. Join as player, toggle map/GPS, verify RHUD/FPS/action icons survive map transitions; end mission and confirm end stats are not replaced by OptionsAvailable.
Capture and endgame title bars Rsc/Titles.hpp:532-540,723-729; Client/FSM/client_title_capture.sqf:47-48,74-79; Client/GUI/GUI_EndOfGameStats.sqf:34-44,86-93,147; Client/Module/CoIn/coin_interface.sqf. Town/camp capture progress, endgame stat totals, CoIn placement state and the same title-display namespace helpers. Local player / commander during build placement. Event-driven cutRsc/title displays plus local FSM or interface loop writes. Capture/endgame titles rely on title unload helpers; CoIn interface owns its placement display lifecycle. Endgame stats and action/RHUD titles share the same namespace handle; CoIn placement feedback belongs with construction smoke rather than generic HUD cleanup. Current maintained roots carry these title resources; release branch has the same shared-handle title risk. Capture/lose a camp, place/cancel a CoIn object, and trigger endgame stats while RHUD is active.
Town, camp, team, HQ and tactical map markers Client/Init/Init_Markers.sqf:22-24,45-48; Client/FSM/updatetownmarkers.sqf:20-21,29-30,106,116,129-134; Client/FSM/updateteamsmarkers.sqf:21-24,45-55,165-186,197-208,229; Common/Common_MarkerUpdate.sqf:49-57,67-88,195-209,218-241; Client/GUI/GUI_Menu_Tactical.sqf:202-216,350-359,473-505,760-773; Client/GUI/GUI_RespawnMenu.sqf:73-82,194. Local marker arrays, town/camp side state, team/HQ/object positions, tactical selection variables and respawn selection state. Local player; commander/tactical menu users see additional command surfaces. Client marker FSMs poll cheaply while map/GPS is closed and force quicker full refresh when map or GPS opens. Common_MarkerUpdate.sqf loops at marker-specific refresh rates. Marker scripts use local marker creation/update; tactical and respawn menus own their transient selection markers. Map-open cadence and local marker ownership can hide stale-marker bugs unless map/GPS/JIP states are smoked separately. Current Chernarus and maintained Vanilla carry the same marker loop topology; release changes should be treated as branch-specific until checked per marker family. Join/JIP, open/close map and GPS, capture towns/camps, move teams/HQ, select respawn/fast travel, and check stale marker cleanup.
AARadar, artillery, ICBM, UAV, MASH and paratrooper markers Common/Common_AARadarMarkerUpdate.sqf:10-16,30-33,133,143,156,173,194,198; Server/Support/Support_Paratroopers.sqf:117; Client/PVFunctions/HandleParatrooperMarkerCreation.sqf:30-45; Server/Module/MASH/MASHMarker.sqf:1-11; Client/Module/MASH/receiverMASHmarker.sqf:1-27; Client/Functions/Client_FNC_Special.sqf:96-108; Client/Functions/Client_RequestFireMission.sqf:20-32,54-57,75. Server support calls, client PVF receivers, support request state, marked units/vehicles, side filters and local marker names. Mostly local player/team/side; support markers may be side- or requester-visible depending on receiver path. Event-driven marker creation plus client marker loops. MarkerUpdate handles tracked-unit deletion paths; MASH and support receivers create/remove their own marker names. Support marker families are fragmented across support, module and UI pages; paratrooper marker registration is branch-sensitive on older/current stable docs. Current source has the paratrooper sender/receiver files but previous branch matrices still require registration/runtime smoke before calling revival complete; release evidence remains branch-scoped. Drop paratroopers, request artillery/UAV/special support, deploy/remove MASH, use AARadar and verify side/audience plus stale-marker removal.
Menu/list icons, affordability colors and resource images Rsc/Dialogs.hpp:1171-1232,1525-1614,2110-2123,2372-2378,2638-2831,3463-3469; Rsc/Ressources.hpp:92,143,218,300-312,540-556; Client/GUI/GUI_Menu.sqf:29-35,47-57,101-170,191-207; Client/GUI/GUI_Menu_BuyUnits.sqf:84-90,165-176,237,495-496; Client/Functions/Client_UIFillListBuyUnits.sqf:34-62,68-90,105,107. Dialog IDC state, factory/unit configs, player funds, queue/build state, upgrade labels and Client\Images\*.paa/.jpg resources. Local player using menus. Dialog open/refresh loops and list-fill functions; buy-menu tabs refresh while the menu is open. Dialog close controls clear UI state; resource cleanup belongs to UI resource parity cleanup. Missing/stale image references can break many menus at once; older branches with malformed RscClickableText.soundPush[] need branch-scoped propagation/smoke before reuse. Current origin/master 0139a346 fixes the clickable-text base-control value in both maintained roots at Rsc/Ressources.hpp:556; archived docs/source, Miksuu b8389e74, perf 0076040f and release a96fdda2 evidence remains branch-scoped until rechecked or merged. Open main, buy units, gear, tactical, respawn and upgrade menus; verify icons load, unaffordable states are clear and no missing texture/config errors appear.
Status, debug, admin and performance counters Server/GUI/serverFpsGUI.sqf:7-8; Server/Module/serverFPS/monitorServerFPS.sqf:3-5; Client/Client_UpdateRHUD.sqf:199-201,367-369; Common/Functions/Common_PerformanceAudit.sqf:160,196,234; Client/Module/supplyMission/townSupplyStatus.sqf:1-8; Client/PVFunctions/Available.sqf:1; Client/FSM/updateclient.sqf:12-24,161-163,230-232. diag_fps, SERVER_FPS_GUI, WFBE_VAR_SERVER_FPS, performance-audit buffers, supply-status values and client update loop state. Split between all clients, local player, admins/operators and RPT/tooling consumers. FPS publisher loops, client update loop, supply-status events and performance-audit flush interval. Performance audit flushes buffered local records; FPS/status channels stop only with script/runtime termination. Player-facing indicators, admin status and developer-only RPT counters should not be pruned together; hosted/listen FPS loop behavior has separate release-gate smoke. Current source/stable and release branch status must stay separated through Performance opportunity sweep and Testing workflow. Dedicated and hosted/listen FPS smoke, supply mission status smoke, and client/server RPT audit collection with the audit parameter enabled.

Future indicator cleanup should start from this table: pick one row, verify the branch/root scope for that family, then update the canonical owner page instead of adding another broad "all indicators" checklist.

Title And HUD Resource Map

Rsc/Titles.hpp defines long-lived non-modal resources.

Resource IDD/channel Runtime owner Purpose
RscOverlay idd=10200, channel 1365 Spawned from Init_Client.sqf:147-150 Older GPS/option overlay; sets uiNamespace['GUI'].
CaptureBar idd=600100, channel 600200 Client/FSM/client_title_capture.sqf Town/camp capture progress bar using controls 601000-601002.
OptionsAvailable idd=10200, channel 12450 and default CutRsc Client/Client_UpdateRHUD.sqf, updateavailableactions.fsm Shared action icons plus RHUD/FPS HUD controls.
EndOfGameStats idd=90000 Client/GUI/GUI_EndOfGameStats.sqf End-of-game stat bars and faction imagery.
WFBE_ConstructionInterface idd=112200, channel 112200 Client/Module/CoIn/coin_interface.sqf CoIn building placement cursor, hints, controls and cash panel.

HUD Display Ownership

OptionsAvailable uses onLoad = "_this ExecVM ""Client\GUI\GUI_SetCurrentCutDisplay.sqf""" and onUnload = "_this ExecVM ""Client\GUI\GUI_ClearCurrentCutDisplay.sqf""" (Titles.hpp:170-171). Those one-line scripts maintain uiNamespace["currentCutDisplay"], which is then used by:

  • Client/Client_UpdateRHUD.sqf:87-95 to recover/recreate the display.
  • Client/FSM/updateavailableactions.fsm:225-233 to write action icons into controls 3500 + index.

Current branch check 2026-06-14: RscOverlay and OptionsAvailable still both use idd=10200 in both maintained roots across docs head 68bd4dc5 (same line refs as a03a1fb5, b5219d47 and 2fef1e3d: Titles.hpp:44-46, :164-165), stable origin/master cf2a6d6a (:44-46, :168-169), Miksuu b8389e74, perf 0076040f and release a96fdda2. No checked maintained root has a hard-coded findDisplay 10200 caller, so treat this as title-resource maintenance/debug debt rather than a proven live lookup bug.

The more direct title lifecycle bug is independent of duplicate IDDs. EndOfGameStats has idd=90000, but it sets and clears uiNamespace["currentCutDisplay"] through the same onLoad/onUnload helpers as OptionsAvailable (Titles.hpp:532-540 in docs/Miksuu/perf, :580-588 in stable/release). GUI_EndOfGameStats.sqf:13,34-44,86-93 cuts and writes stat bars through that key, while the RHUD loop keeps running and can re-cut OptionsAvailable when the shared key is null (Client_UpdateRHUD.sqf:89-92,183-190 in docs/Miksuu/perf; :89-92,251-258 in stable/release). All checked maintained roots keep this shared-handle shape; patch title work by splitting display ownership or by gating RHUD/action-icon recreation once endgame begins. Use UI IDD collision repair for the patch checklist instead of duplicating it here.

Client Init UI Boot

Client/Init/Init_Client.sqf wires the UI layer in several waves:

Lines Behavior
49-80 Compiles old-style UI helpers (BuildUnit, UIChangeComboBuyUnits, UIFillListBuyUnits, UIFillListTeamOrders, UIFindLBValue).
83-85 Defines BIS_FNC_GUIset / BIS_FNC_GUIget wrappers over uiNamespace.
116-127 Compiles gear UI helper functions and respawn selector.
147-150 Keeps RscOverlay alive while no map/camera display is active.
161-162 Clears stale title displays before waiting for common init.
330-339 Initializes RUBHUD, RUBFPSHUD, RUBGPS, RUBOSD, then starts Client/Client_UpdateRHUD.sqf.
356-387 Starts client marker/action/resource/update loops after init.
570-575 Applies skill module, starts WASP base repair and WASP action overlay.
592-593 Loads keybind initialization.
730-736 Re-runs Client/Init/Init_Markers.sqf after a short JIP delay.
779-782 Starts blinking marker bookkeeping only when WFBE_C_MAP_ICON_BLINKING_ENABLED is enabled.
785 Plays Videos/intro720p.ogv.
790 Opens WFBE_VoteMenu if a vote is already running.
959 Shows the long new-player hint with Discord and map guidance.

View Distance And Target FPS Hotkeys

The current source has a live client-side view-distance system:

  • Client init sets AUTO_DISTANCE_VIEW_TARGET_FPS to 60 and starts automatic mode off (Init_Client.sqf:12-13,175-176).
  • Display 46 binds Common_AdjustViewDistance.sqf as a KeyDown handler (Init_Client.sqf:236-240).
  • User18 toggles automatic view distance, saving the current distance before enabling and restoring it when disabled (Common_AdjustViewDistance.sqf:17-33).
  • User19/User20 are dual-purpose. In automatic mode they adjust target FPS by 1 and clamp it to 30..240 while persisting WFBE_TARGET_FPS; in manual mode they adjust view distance by 1000 meters through the timer script (Common_AdjustViewDistance.sqf:35-69).
  • The automatic loop runs from updateclient.sqf only when the toggle is enabled and the map is not visible (updateclient.sqf:102-107). This preserves the old upstream lesson that FPS helpers must not react to map-open view state.
  • Runtime adjustment uses a target band of +/-4 FPS, hard-clamps view distance to 500..6000, lowers by 200 when below the band and raises by 300 or 50 otherwise (Common_AutomaticViewDistance.sqf:6-36).

Historical changelog text says +/-2 FPS. Treat that as old provenance; the current source and messages use +/-4.

Main Menu Router

The player opens the main menu through the scroll action wired by Client/Functions/Client_AddWFMenuAction.sqf:17 and Client/Action/Action_Menu.sqf:1.

Client/GUI/GUI_Menu.sqf polls MenuAction every 0.1 seconds and routes to submenus:

MenuAction Result
1 RscMenu_BuyUnits
2 WFBE_BuyGearMenu
3 RscMenu_Team
4 Vote menu or commander vote flow
5 RscMenu_Command
6 RscMenu_Tactical
7 WFBE_UpgradeMenu
8 RscMenu_Economy
9 RscMenu_Service
10 Unflip nearby/current vehicle
11 Headbug fix via temporary vehicle move
12 RscDisplay_Parameters
13 RscMenu_Help
16 Toggle full RUBHUD
17/18 Dormant/orphaned GPS zoom handlers; GUI_Menu.sqf still handles them in Chernarus and maintained Vanilla, but audited WF_Menu controls expose actions 1-13, 16 and 19 only.
19 Branch-sensitive: docs checkout/Miksuu/perf toggle the FPS-only HUD; stable origin/master cf2a6d6a and release a96fdda2 reuse this visible slot as the GPS enabler.

Range booleans such as barracksInRange, gearInRange, commandInRange and serviceInRange are maintained by Client/FSM/updateavailableactions.fsm, not by the main menu itself.

Mini UI scout note 2026-06-04 plus branch recheck 2026-06-14: no live buy/gear/service/tactical/vote/unit-camera control was found with an outright missing handler. The important main-menu mismatch is narrower: MenuAction == 17/18 remains in the router for GPS zoom in docs checkout, stable, release, Miksuu and perf maintained roots, but fixed-string action searches found no MenuAction = 17 or MenuAction = 18 emitter. MenuAction = 19 is visible everywhere checked, but its meaning is branch-sensitive: FPS HUD in docs/Miksuu/perf and GPS enablement on stable/release.

Major Controller Flows

Buy Units

GUI_Menu_BuyUnits.sqf:

  • Selects nearest active factory/depot/hangar context (:48, :214-237).
  • Refreshes unit lists through UIChangeComboBuyUnits and UIFillListBuyUnits (:197-198).
  • Enforces AI capacity based on WFBE_C_PLAYERS_AI_MAX, barracks upgrade level and commander bonus (:117-124).
  • Sends the final purchase to BuildUnit (:155), which later handles spawn details and salvage FSM entry.
  • Displays ambulance and supply-truck hints for important support vehicles (:443-449).

Command Menu Interaction Model

The command menu is easy to misread from source because much of its workflow is icon-driven:

Interaction Source evidence Developer note
Three icon tabs/modes Rsc/Dialogs.hpp:2100-2123; GUI_Menu_Command.sqf:111-170 The tab buttons are icons while the title text is the main visible mode cue. Docs and future UI work should name the three modes and keep icon/title state in sync.
Multi-select teams plus "All" behavior Dialogs.hpp:1913-1923; GUI_Menu_Command.sqf:115-118,277-307,397-404 Actions can target a selected subset or all teams depending on the All row/selection state. Smoke both selected-subset and all-teams paths after command-menu edits.
Two-step map orders Dialogs.hpp:1846-1888,2047-2059; GUI_Menu_Command.sqf:262-313,315-345 The player arms an order mode with a button, then clicks the map to place move/patrol/defend/task targets, with marker-color feedback. Do not document task/order buttons as immediate actions.

Buy Gear

For the full source-backed data/runtime/generator map, see Gear, loadout and EASA atlas.

GUI_BuyGearMenu.sqf uses WFBE_MenuAction, not MenuAction, and works across three views:

  • gear: player/AI equipment.
  • backpack: OA backpack content where available.
  • vehicle: cargo inventory.

The helper functions compiled in Init_Client.sqf:116-126 own list filling, template parsing, sanitizing, inventory display, price calculation and target selection. Profile template saving is compiled only when the OA version gate passes (Init_Client.sqf:169-172).

Commander And Tactical Menus

GUI_Menu_Command.sqf owns team selection, AI team templates, behavior/combat/formation/speed combos, move/task controls and respawn factory choice. Current origin/master cf2a6d6a and release a96fdda2 now carry the targeted Objective Ping path in both maintained roots: the menu gathers task data and HQ speech context at GUI_Menu_Command.sqf:315-344, then sends SetTask to the selected leader or side leaders at :336,344. Miksuu b8389e74 still keeps those sends commented at GUI_Menu_Command.sqf:335,337,343. The old town TaskSystem remains disabled/residue in all checked roots (Init_Client.sqf:75, :758-759; TownCaptured.sqf:35-36,87-88 depending on branch line drift).

Vote menu cleanup edge: WFBE_Client_Teams_Count is initialized as count WFBE_Client_Teams (Init_Client.sqf:288 on current origin/master), but GUI_Commander_VoteMenu.sqf:58-66 and GUI_VoteMenu.sqf:29,61-66 use it as an inclusive for ... to maximum. Existing isNil guards make this mostly a refresh-loop polish bug rather than a proven crash, but vote UI changes should switch to (WFBE_Client_Teams_Count - 1) or forEach.

Vote behavior changes should start from Commander vote/reassignment. That page owns the DR-47 server/UI outcome mismatch, the no-commander/tie decision matrix and the smoke cases that must accompany any GUI_VoteMenu.sqf preview change.

Vote row coloring has a second small indexing edge. In GUI_VoteMenu.sqf:74-83, the loop variable already tracks the list row while scanning lnbSize, but the color write uses [_i+1,0]. If touching vote refresh, audit both the backing team-array loop and this row-color mapping together.

Commander reassignment has a separate selector fragility. GUI_Commander_VoteMenu.sqf:33-46 reads the selected row text, then finds the target team by comparing name leader _x. Because the row already stores the team index with lnbSetValue, future fixes should use the stored value instead of visible names so duplicate names or mid-dialog name changes cannot select the wrong commander. Keep this UI fix aligned with Commander reassignment call shape and Commander vote/reassignment.

Help dialog lifecycle edge: RscMenu_Help stores the display as uiNamespace["dialog_HelpPanel"] on load, but unload clears uiNamespace["cti_dialog_ui_onlinehelpmenu"] and calls GUI_Menu_Help.sqf with onUnload (Rsc/Dialogs.hpp:3133-3134 on current origin/master; release a96fdda2 uses :3108-3109). The controller only implements onLoad and onHelpLBSelChanged (GUI_Menu_Help.sqf:5-10). This looks like stale namespace wiring, so avoid building new help-panel state on the old unload variable without cleaning it.

Main-menu orphan route: docs head 68bd4dc5 keeps the a03a1fb5 / b5219d47 / a71b42fe line shape and still handles MenuAction == 17/18 for GPS zoom at GUI_Menu.sqf:202,206, while the audited WF_Menu resource block exposes actions 1-13, 16 and 19 only (Rsc/Dialogs.hpp:1226 emits MenuAction = 19). Stable origin/master cf2a6d6a keeps the same handler-only zoom routes at GUI_Menu.sqf:243,247 but reuses the visible MenuAction = 19 control as GPS enablement (Rsc/Dialogs.hpp:1252; GUI_Menu.sqf:214). Miksuu b8389e74 and perf 0076040f keep the docs-checkout FPS-HUD meaning for visible action 19; release a96fdda2 matches the stable GPS action shape with Chernarus/Vanilla line drift. Treat the old zoom router cases as dead UX baggage unless a hidden/branch control is deliberately reintroduced and smoke-tested.

Vote, Help And Main-Menu Branch Matrix

This route owns the small UI correctness cluster around vote refresh/list coloring, help-panel lifecycle state and the main-menu GPS zoom router. The WASP marker input-lock wait is adjacent UX debt, but its branch matrix stays on WASP marker wait cleanup.

Root / branch Vote refresh and row color Help menu lifecycle Main-menu 17/18/19 route Status
Docs head 68bd4dc5 Both maintained roots keep the a03a1fb5 / b5219d47 / a71b42fe line shape: WFBE_Client_Teams_Count = count WFBE_Client_Teams at Init_Client.sqf:273; GUI_VoteMenu.sqf:29,49,61 and GUI_Commander_VoteMenu.sqf:58 loop through that inclusive value. Both maintained roots set dialog_HelpPanel and clear cti_dialog_ui_onlinehelpmenu at Rsc/Dialogs.hpp:3446-3447; GUI_Menu_Help.sqf:5-10 handles load and selection, not unload. Both roots keep handler-only MenuAction == 17/18 zoom at GUI_Menu.sqf:202,206; visible MenuAction = 19 is CA_FPSHUD_Button at Rsc/Dialogs.hpp:1219-1227 and toggles RUBFPSHUD at GUI_Menu.sqf:197. Patch-ready UI cleanup; source unchanged from a03a1fb5, b5219d47 and the earlier a71b42fe / f7bc72a8 atlas snapshots for these paths.
Current origin/master cf2a6d6a Both maintained roots set WFBE_Client_Teams_Count = count WFBE_Client_Teams at Init_Client.sqf:288; GUI_VoteMenu.sqf:29,49,61 and GUI_Commander_VoteMenu.sqf:58 loop through that inclusive value. Both maintained roots set dialog_HelpPanel and clear cti_dialog_ui_onlinehelpmenu at Rsc/Dialogs.hpp:3133-3134; GUI_Menu_Help.sqf:5-10 handles load and selection, not unload. Both maintained roots keep MenuAction == 17/18 handlers at GUI_Menu.sqf:243,247; visible MenuAction = 19 is CA_GPS_Button at Rsc/Dialogs.hpp:1244-1253 and GPS enablement at GUI_Menu.sqf:214. Stable changes the visible action-19 meaning, but vote/help and old zoom-router cleanup remain open.
Miksuu b8389e74 and origin/perf/quick-wins 0076040f Same inclusive vote-loop shape; perf Chernarus line refs still use Init_Client.sqf:285, and Miksuu keeps older UI line drift. Same help namespace mismatch. Same handler-only 17/18 route as docs checkout; visible MenuAction = 19 remains CA_FPSHUD_Button / FPS HUD in both maintained roots. No upstream/perf rescue for this UI cluster.
Release origin/release/2026-06-feature-bundle a96fdda2 Same vote shapes in both maintained roots at Init_Client.sqf:288, GUI_VoteMenu.sqf:29,49,61 and GUI_Commander_VoteMenu.sqf:58. Same mismatch in both maintained roots at Rsc/Dialogs.hpp:3108-3109. Release exposes CA_GPS_Button / MenuAction = 19 at Rsc/Dialogs.hpp:1231-1240, but the old 17/18 handlers remain at GUI_Menu.sqf:243,247 in Chernarus and :235,239 in Vanilla. Release matches stable GPS visibility but does not rescue vote/help or old zoom-router cleanup.

Patch order:

  1. Fix vote loops with count - 1 or forEach, and correct the row-color target so highlighted rows match the candidate rows.
  2. Use one help-display namespace key and either implement a real onUnload branch or remove the stale controller call.
  3. Decide whether GPS zoom should be visible again. If not, remove or comment the dead 17/18 router cases; if yes, add controls deliberately and smoke HUD/GPS state.
  4. Propagate maintained Vanilla and smoke vote refresh/list coloring, help open/close and main-menu HUD/FPS/GPS behavior together.

GUI_Menu_Tactical.sqf is the support hub. It builds the support list from fast travel, ICBM, paratroopers, ammo/vehicle paradrops, UAV actions and unit camera (:56-64). Availability is recomputed from current upgrades, funds, cooldowns and selected support (:144-290), then requests are sent through RequestSpecial where needed (:373 and later request branches).

Upgrade And Economy Menus

GUI_UpgradeMenu.sqf reads side upgrade arrays, costs, descriptions, images, labels, levels, links and times from missionNamespace (:9-18). Commander-only purchase sends RequestUpgrade (:158-161) and starts local progress feedback for pure clients (:168-174).

GUI_Menu_Economy.sqf handles commander income percentage, structure selling and supply-truck respawn. The respawn supply-truck action sends ["RequestSpecial", ["RespawnST", sideJoined]] (:90-96), which ties this UI directly to the partially broken AI/supply-truck feature described in Feature status register.

Spark UI scout 2026-06-04 control/action map:

Menu Control/action Runtime effect
Main menu MenuAction == 7 Opens WFBE_UpgradeMenu (GUI_Menu.sqf:161-166).
Main menu MenuAction == 8 Opens RscMenu_Economy (GUI_Menu.sqf:168-173).
WFBE_UpgradeMenu idc 504001 Upgrade list selection/double-click drives WFBE_MenuAction = 1 or 2 (Rsc/Dialogs.hpp:75-86; GUI_UpgradeMenu.sqf:73-83,129-161).
WFBE_UpgradeMenu idc 504007 Purchase button sets WFBE_MenuAction = 1; the controller validates locally and sends RequestUpgrade (Rsc/Dialogs.hpp:122-131; GUI_UpgradeMenu.sqf:129-161).
WFBE_UpgradeMenu WFBE_MenuAction == 1000 Returns to WF_Menu (GUI_UpgradeMenu.sqf:206-210).
RscMenu_Economy idc 23010, 23011, 23012 Income slider, percent label and Set Income button; MenuAction == 3 applies the split (Rsc/Dialogs.hpp:3360-3380; GUI_Menu_Economy.sqf:74-81).
RscMenu_Economy idc 23013, 23014 Commander/player income labels (Rsc/Dialogs.hpp:3381-3391; GUI_Menu_Economy.sqf:70-71).
RscMenu_Economy idc 23015 Sell Structure button; MenuAction == 105 runs map-pick, refund and damage/destroy flow (Rsc/Dialogs.hpp:3394-3401; GUI_Menu_Economy.sqf:105-151).
RscMenu_Economy idc 23016 Respawn supply-truck control; MenuAction == 4 sends RequestSpecial ["RespawnST", sideJoined] (Rsc/Dialogs.hpp:3407-3415; GUI_Menu_Economy.sqf:91-97).

Localization note: Economy labels are mostly STR_* backed, but the live WFBE_UpgradeMenu resource still hardcodes "Upgrade Menu :" and "Upgrade" in Rsc/Dialogs.hpp:36,129-130. The Buy Units and Tactical controllers also still carry live hardcoded English player-facing help/status text: vehicle help hints in GUI_Menu_BuyUnits.sqf:443-457 and artillery ammo request status in GUI_Menu_Tactical.sqf:604-605. Treat these as UI consistency/localization debt, not gameplay bugs.

EASA

EASA opens from GUI_Menu_Service.sqf and uses generated arrays from Client/Module/EASA/EASA_Init.sqf. Its dialog shares idd=23000 with Economy, and the detailed runtime is documented in Gear, loadout and EASA atlas.

Respawn Menu

Respawn flow starts in Client/Functions/Client_OnKilled.sqf:156 with createDialog "WFBE_RespawnMenu". The canonical source-backed flow, spawn-source table, MASH split, AI respawn path and custom-gear penalty edge now live in Respawn and death lifecycle atlas.

RHUD And FPS HUD

There is no standalone Client/RHUD directory in the current checkout. RHUD is the combination of Client/Client_UpdateRHUD.sqf, the OptionsAvailable title resource and the main-menu toggles.

Client/Client_UpdateRHUD.sqf is the optimized HUD loop:

  • Starts hidden by default: RUBHUD = false, RUBFPSHUD = false (:3-7).
  • Uses OptionsAvailable as the shared display and repairs it if missing (:87-95).
  • Caches controls, last texts, last colors and last visibility state (:22-56).
  • Has three modes: hidden, FPS-only and full RHUD (:205-239).
  • Refreshes expensive town/economy aggregates every 3 seconds instead of every loop (:338-350).
  • Records local performance audit samples under client_rhud (:366-370).

Full RHUD displays health, uptime, commander, AI count, money, income, side supply, supply income/minimum, towns held and client/server FPS. FPS-only mode repositions four controls into a small upper-right overlay.

Wave P clarified the server-FPS contract: player UI reads SERVER_FPS_GUI from Client/Client_UpdateRHUD.sqf:113, populated by Server/GUI/serverFpsGUI.sqf:6-7. The second dedicated publisher Server/Module/serverFPS/monitorServerFPS.sqf:4-6 publishes WFBE_VAR_SERVER_FPS, but no current source Chernarus player-UI reader was found. Treat that as a compatibility/redundancy channel until generated and modded consumers are deliberately retired.

Map And Marker UI

Map UI is split across one-shot initialization, long-running refresh loops and event handlers:

Script Role Performance posture
Client/Init/Init_Markers.sqf Creates local town/camp markers. Re-run after JIP delay. One-shot plus JIP refresh.
Client/FSM/updatetownmarkers.sqf Updates town marker text/status while map is visible. Sleeps longer when map is closed; records updatetownmarkers.
Client/FSM/updateteamsmarkers.sqf Tracks team/player/AI markers, AFK suffix and alpha/color changes. Skips most work when no map/GPS/Warfare dialog consumer is visible; records updateteamsmarkers.
Client/FSM/updateavailableactions.fsm Computes range booleans and writes action availability icons. Tracks nearEntities count and records updateavailableactions.
Client/Functions/Client_BookkeepBlinkingIcons.sqf Optional combat marker blinking bookkeeping. Fully gated by WFBE_C_MAP_ICON_BLINKING_ENABLED.
WASP/global_marking_monitor.sqf Adds a display-12 map double-click handler that prefixes marker text with the player's name. Polls for the marker dialog/display before attaching mouseButtonDblClick; current source disables all user input, then runs an unslept wait for up to two seconds before re-enabling input (:57-73). Add a tiny backoff and fail-safe unlock before expansion.

Action Menus And Scroll Actions

The scroll-action surface is part UI, part gameplay:

  • Client_AddWFMenuAction.sqf stores/removes the WF menu action ID on the current player object so respawn does not leave stale actions.
  • updateactions.fsm attaches the blue STR_WF_Options action to the player's current vehicle and removes it from the previous vehicle.
  • Client_AddPlayerAIActions.sqf attaches AI diagnose/recover actions and removes stale IDs first.
  • Client_PreRespawnHandler.sqf reapplies WF menu and player AI actions after respawn, then also runs WASP OnKilled/RPG-drop hooks.
  • WASP/baserep/viem.sqf attaches a commander-only base-repair action near damaged base structures and removes it when conditions change.

UI Assets

Client/Images contains 45 .paa files plus fps_hud.jpg. Resource users include:

  • Gear tabs: gearicontemplate, geariconall, geariconprimary, geariconsecondary, geariconsidearm, geariconmisc.
  • Buy-unit controls: factory/category images and crew toggles (i_driver, i_gunner, i_commander, i_extra, i_lock). See Factory and purchase systems atlas for the full buy/spawn flow.
  • Action availability icons: icon_wf_building_* and icon_wf_support_*.
  • Upgrade category icons: wf_b, wf_lvf, wf_hvf, wf_air, wf_par, wf_uav, wf_sup, wf_*.
  • Help branding: Textures/logo1.paa.

The intro video is Videos/intro720p.ogv, started from Init_Client.sqf:785.

Known UI Risks And Partial Work

Route Local evidence kept here Canonical owner / action
Resource, IDD and image cleanup EASA/Economy IDD overlap, stale RscMenu_Upgrade, shared title IDDs, Economy missing-control writes and RscClickableText.soundPush[] all start in Rsc/*.hpp. UI resource parity cleanup, UI IDD collision repair, and this page's clickable-text matrix.
Title display ownership OptionsAvailable and EndOfGameStats both use the currentCutDisplay helper path, while RHUD/action recovery can recreate OptionsAvailable. Keep orientation in HUD Display Ownership; patch details belong in UI IDD collision repair.
Controller cadence and marker loops Modal .01 / .05 loops, RHUD/action loops and marker loops are indexed above with representative anchors. Use Client modal loop cadence, Indicator Surface Matrix and Performance opportunity sweep; collect RPT/audit evidence before cadence edits.
Vote, help and main-menu router cleanup Vote inclusive loops, help unload namespace mismatch and old GPS zoom handlers are branch-checked in the matrix above. Keep small UI patch scope here and route commander outcome semantics through Commander vote/reassignment.
Objective Ping versus old town tasks Current origin/master / release send SetTask at GUI_Menu_Command.sqf:336,344; Miksuu still comments those sends; old town TaskSystem remains commented in all checked roots. Treat Objective Ping as source-present / smoke-pending. Keep old town-task revival separate and JIP/task-spam gated.
Buy Units UI and authority RscMenu_BuyUnits drives local GUI_Menu_BuyUnits.sqf / Client_BuildUnit.sqf; no RequestBuyUnit PVF exists. Factory and purchase systems atlas owns price/key, queue, refund and authority detail.
Gear, cargo, EASA and service partials Gear target/content TODOs, profile _u_upgrade, vehicle cargo loop bounds, service/EASA affordability and UI-originated spend all sit outside the generic UI stack. Gear/loadout/EASA atlas, Gear template profile filter, Vehicle cargo equip loop bounds, and Service menu affordability guards.
Tactical fast travel Fee mode hides unaffordable towns, draws marker-price text and debits locally on travel click. Keep branch status in Tactical Fast-Travel Fee Branch Matrix; do not mix with RequestSpecial authority hardening.
Support and special indicators Paratrooper, MASH, UAV, artillery, ICBM and AARadar marker anchors are listed in the indicator matrix. Support specials and tactical modules atlas, Abandoned feature revival, and Networking and public variables own feature-specific PV/JIP behavior.
WASP marker wait/input lock WASP/global_marking_monitor.sqf:57-73 still disables input and polls display 54 without a sleep/backoff before final unlock. WASP marker wait cleanup owns the tiny patch and smoke route.

Tactical Fast-Travel Fee Branch Matrix

Fast travel is a local Tactical menu flow, not a RequestSpecial server asset path. The menu reads WFBE_C_GAMEPLAY_FAST_TRAVEL and fast-travel range constants at GUI_Menu_Tactical.sqf:22-23; the current origin/master constant default is 1 free, with 2 meaning fee mode (Common/Init/Init_CommonConstants.sqf:235,244-247; Miksuu line drift is :218,227-230, release line drift is :231,240-243). In fee mode, the destination refresh calculates _fee from distance and WFBE_C_GAMEPLAY_FAST_TRAVEL_PRICE_KM, hides towns the player cannot afford, draws a marker-text price, and later debits locally when the player clicks the travel destination (GUI_Menu_Tactical.sqf:188,196,404-405 on current origin/master; Miksuu and release keep the same shape). The old :146-147 TODO in older line maps is therefore stale policy/UX debt, not proof that fast travel is absent.

Root / branch Fee-mode destination list Debit / prompt shape Status
Current origin/master cf2a6d6a Both maintained roots hide unaffordable town destinations and draw marker text with $fee (GUI_Menu_Tactical.sqf:188-217). Both maintained roots recalculate and locally call ChangePlayerFunds at :404-405; no confirmation prompt or second affordability recheck is present. Docs-ready owner-decision cleanup.
Miksuu b8389e74, perf 0076040f and release a96fdda2 Same maintained-root behavior with branch line drift; Miksuu constants sit at Init_CommonConstants.sqf:218,227-230, release constants at :231,240-243. Same local debit shape; Miksuu has adjacent _currentFee debits at :469,514,525, while current/release line drift is :470,515,526. No checked branch rescues the fee-mode UX/policy debt.

Practical patch rule: keep this separate from RequestSpecial authority hardening. First decide the user-facing policy: hide unaffordable destinations as today, show them disabled with a reason, or allow selection but block with a hint. If fee mode stays paid, add a final local funds/context recheck immediately before the debit and consider a confirmation prompt for long-distance travel. Smoke WFBE_C_GAMEPLAY_FAST_TRAVEL modes 0/1/2, insufficient/exact/sufficient funds, HQ/town/command-center start points, non-friendly towns, maximum range, vehicle/group teleport, death during travel and maintained Vanilla parity.

Clickable Text SoundPush Branch Matrix

RscClickableText is a base UI resource class. Current stable origin/master@0139a346 now defines class RscClickableText at Rsc/Ressources.hpp:541 and the valid empty-sound soundPush[] = {"", 0.2, 1}; at :556 in both maintained roots, matching the older valid precedent at :92. Chernarus received the fix in 1a5e0b40; maintained Vanilla received the propagated generated-file fix in 9b49883c. The blast radius is still branch-sensitive because archived docs/source, upstream, perf, release and UI theme checkpoints carried the malformed base value, and Rsc/Dialogs.hpp now derives 14 controls from the base class in current master while older checked branches derived 17 controls.

Root / branch RscClickableText.soundPush[] Derived clickable controls Status
Docs head 68bd4dc5 Chernarus + maintained Vanilla Rsc/Ressources.hpp:556 keeps {, 0.2, 1} in both maintained roots; :92 shows valid {"", 0.2, 1} precedent. Source unchanged from a03a1fb5, b5219d47 and the earlier a71b42fe / f7bc72a8 matrix snapshots for checked UI paths. 17 : RscClickableText controls in each Rsc/Dialogs.hpp root, including gear slots, WF menu toggles, construction/CoIn, artillery and economy controls. Patch-ready, docs/source-unpatched; propagate Vanilla with any source edit.
Current stable origin/master (0139a346) Chernarus + maintained Vanilla Fixed/source-present in both maintained roots: Rsc/Ressources.hpp:556 now keeps {"", 0.2, 1}. The old malformed value is absent from the checked maintained roots; cf2a6d6a..0139a346 shows the base-class change plus dialog line drift. 14 derived controls in each maintained root at Rsc/Dialogs.hpp:670,710,742,817,868,1194,1204,1214,1587,1642,2186,2448,2828,3133. Current stable no longer needs the base config patch; keep propagation/recheck work branch-scoped and run representative Arma 2 OA dialog smoke before release-validated wording.
Miksuu upstream miksuu/master (b8389e74) Same malformed base-class value in both maintained roots. 17 derived controls in both maintained roots, with line drift from docs/source. No upstream rescue.
origin/perf/quick-wins (0076040f) Same malformed base-class value in both maintained roots. 17 derived controls in both maintained roots. Perf branch does not touch this UI config.
Release origin/release/2026-06-feature-bundle (a96fdda2) Same malformed base-class value in both maintained roots; 7ff18c49..a96fdda2 does not touch checked Rsc/Ressources.hpp. 14 derived controls in each maintained release root at Rsc/Dialogs.hpp:657,697,729,804,855,1181,1191,1201,1537,1592,2122,2384,2764,3069. Release branch does not rescue the base config.
UI theme branches origin/feat/wf-menu-ops-console (0767c0b5) and origin/feat/wf-menu-ux-phase1 (87d86257) Same malformed base-class value in both maintained roots. 17 derived controls in both maintained roots. Theme branches still need config smoke before promotion.

Practical patch rule: for current master@0139a346, do not reopen the base-class edit; it is already source-present in Chernarus and maintained Vanilla. For older branches that still carry {, 0.2, 1}, change only the base-class array to the valid local empty-sound precedent {"", 0.2, 1} unless a code owner wants a real click sound, then propagate maintained Vanilla deliberately. In all cases, run an Arma 2 OA dialog smoke that opens representative inheritors from gear, WF menu/HUD toggles, construction/CoIn, artillery and economy; treat modded mission copies as unsupported until their broader conflict/generation blockers are resolved.

JIP And Headless-Client Verdict

The UI layer is reviewed for JIP/headless scope as of 2026-06-02. It is ordinary-client and hosted-client code; headless clients do not run the UI init path.

Client-bound PVF runtime notes are now centralized in Networking and public variables. Use that matrix before reviving SetTask, paratrooper markers, MASH marker replay, attack-wave JIP display, endgame routing or money-changing localized messages.

Question Source-backed verdict
Does a dedicated headless client run UI scripts? No. initJIPCompatible.sqf:70-76 and :224-234 run client init only for hosted server or non-headless non-dedicated clients; :237-238 sends detected headless clients to Headless/Init/Init_HC.sqf instead.
Does a late-joining client wait for usable side/team state before UI init? Mostly yes, but without timeouts. initJIPCompatible.sqf:224-233 waits for WFBE_PRESENTSIDES and each side's wfbe_teams before launching Init_Client.sqf; Init_Client.sqf:165, :360, :367-369, :384, :394-397, :463-467, :490, :595, :757 and :787 then wait on common/town/client logic state. This inherits the broader boot/JIP wait-chain caveat in Lifecycle wait-chain: a never-synced variable can hang the client UI path.
Are local UI/title displays resilient after JIP or display loss? Partly. Init_Client.sqf:147-150 keeps the legacy RscOverlay alive, :161-162 clears stale title display refs, Rsc/Titles.hpp:170-171 tracks OptionsAvailable in uiNamespace["currentCutDisplay"], and Client_UpdateRHUD.sqf:87-95 recreates OptionsAvailable if the stored display is null. Caveat: EndOfGameStats also uses the same currentCutDisplay key (Titles.hpp:539-540), so endgame stat rendering should be smoke-tested with RHUD/action icons enabled before claiming title-display resilience.
Are markers and vote UI rehydrated for late joiners? Partly. Init_Client.sqf:730-734 re-runs Client/Init/Init_Markers.sqf after a short JIP delay, updateclient.sqf:41-99 re-evaluates west/east HQ wreck marker state, and Init_Client.sqf:787-789 opens WFBE_VoteMenu if the side logic says a vote is already running. Public-variable marker styling still needs the marker-specific smoke cases from Marker cleanup/restoration.
Do respawns restore the UI/action surface? Yes for the audited local action surface. Client_OnKilled.sqf:49-52 closes active dialogs, :60-87 waits for the new player object and rebinds the killed EH, then calls PreRespawnHandler at :87-89. Client_PreRespawnHandler.sqf:1-38 reapplies skill effects, restarts updateactions.fsm, re-adds the WF menu/player AI actions and restores commander build action when applicable.
Is "HC" wording ambiguous in this code? Yes. updateclient.sqf:203-205 and :227-228 call hcAllGroups / HCRemoveAllGroups, which are player high-command UI/group controls. They are not evidence that the Arma 2 OA headless-client process is running UI code.

Verdict: mark the UI/HUD/menus JIP/HC coverage cell as reviewed with caveats. No dedicated headless-client UI execution was found. Late-join support exists through client-role gating, marker replay, HQ marker repair and vote/menu recovery, but the UI path depends on multiple unbounded synchronized-variable waits and several event-style publicVariable handlers that require feature-specific smoke rather than a blanket "JIP clean" claim.

Safe Extension Points

  • For a new modal workflow, add a distinct class in Rsc/Dialogs.hpp, a controller under Client/GUI, and a main-menu or action entry. Use a unique IDD.
  • For status HUD data, extend OptionsAvailable controls and update Client/Client_UpdateRHUD.sqf with cached text/color/show writes.
  • For range/action indicators, extend _icons and _usable together in updateavailableactions.fsm, then verify the matching OptionsIcon exists in Rsc/Titles.hpp.
  • For map marker behavior, prefer local markers and preserve map-closed sleep/backoff logic.
  • For respawn UI, keep marker selection and actual respawn execution separated: marker loop in Client_UI_Respawn_Selector.sqf, action in GUI_RespawnMenu.sqf, post-respawn state in Client_OnRespawnHandler.sqf.
  • For WASP UI additions, check WASP overlay first because some old action chains are commented or missing.

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