Skip to content

Client UI Systems Atlas

rayswaynl edited this page Jun 5, 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/.

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

  • DR-24: RscMenu_Upgrade is stale: it points to missing Client/GUI/GUI_Menu_Upgrade.sqf (Dialogs.hpp:2425-2428). The same old dialog block references missing Client\Images\wf_*.paa upgrade icons at Dialogs.hpp:2634-2821; no matching wf_*.paa files were found under source Chernarus Client\Images during the 2026-06-04 UI scout. The live main menu opens WFBE_UpgradeMenu / Client/GUI/GUI_UpgradeMenu.sqf instead (GUI_Menu.sqf:165). Branch check 2026-06-05: origin/master, miksuu/master and docs/source keep the stale class in Chernarus plus maintained Vanilla; release branch Chernarus removed it in 460c0312, but release Vanilla still carries the old class.
  • DR-17 branch check 2026-06-05: current source, origin/master and miksuu/master keep RscMenu_EASA and RscMenu_Economy both on idd = 23000 in Chernarus and maintained Vanilla. Release Chernarus moves EASA to 24000, but release Vanilla still has both dialogs on 23000. They are not opened together in normal flow and no current mission source findDisplay 23000 caller was found, so IDD reuse is a maintenance/debug/future-script trap rather than a proven live lookup bug. Use UI IDD collision repair for the patch shape and smoke plan.
  • 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.
  • Economy IDC branch check 2026-06-05: current source Chernarus and maintained Vanilla, origin/master and miksuu/master all keep GUI_Menu_Economy.sqf:7-8 writes to controls 23004, 23005 and 23006, while the RscMenu_Economy control block declares 23002, 23003, and 23008 through 23016 instead. The release branch rewrites Chernarus away from those stale writes and adds dashboard control 23020, but release Vanilla still carries the old 23004/23005/23006 writes. Treat this as a parity cleanup: port/compare the Chernarus release fix or remove/update the stale controller writes consistently across maintained roots, then smoke Economy disabled state, income controls, sell mode and supply-truck respawn.
  • 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.

Branch-Only UI Theme Work

origin/feat/wf-menu-ops-console head 0767c0b5 is a branch-only UI reskin, not stable-master truth. It changes the palette/control layer in Chernarus and maintained Vanilla (Rsc/Styles.hpp:10-40, Rsc/Ressources.hpp:117-131,274-277), adds a chevron and footer to WF_Menu (Rsc/Dialogs.hpp:1057-1064,1240-1249), sets PuristaBold on the hub title (Dialogs.hpp:1173-1179) and sets EtelkaMonospacePro on RHUD numeric values (Rsc/Titles.hpp:178-179). Treat it as visual/theme evidence until Arma 2 OA smoke proves the fonts, texture path, contrast and both Chernarus/Vanilla menu surfaces.

Static caveat for the branch: git diff --check origin/master..origin/feat/wf-menu-ops-console currently reports trailing whitespace in docs/superpowers/plans/2026-06-03-wf-menu-ops-console.md:78,179. Clean that before merge even though it is not mission runtime code.

origin/feat/buymenu-easa-qol head a66d4691 is the smaller UI QoL branch. It changes only three Chernarus client UI files: Client_UIFillListBuyUnits.sqf:1,61-62,104 colors unaffordable displayed base prices red, GUI_Menu_BuyUnits.sqf:201-210 appends live queue counts to factory tabs, GUI_Menu_BuyUnits.sqf:280,335,388,444,487 touches selected-unit cost display and GUI_Menu_EASA.sqf:29-40 colors/preselects the aircraft's current loadout. Treat this as low-blast-radius UI evidence, not merged behavior: maintained Vanilla is not changed on the branch, and Arma smoke still needs to confirm affordability color versus full/crew cost, queue-label refresh/no flicker, final price field and EASA current-loadout selection. See BuyMenu EASA QoL branch audit.

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.

DR-25a branch check 2026-06-05: RscOverlay and OptionsAvailable both use idd=10200 (Titles.hpp:44-51, :164-176) in current source, stable/upstream, maintained Vanilla and the release branch. Treat them as separate cutRsc resources with overlapping IDD values; current mission source has no hard-coded findDisplay 10200 caller, but future title work should not assume IDD lookup is unique.

Wave Q found a separate title lifecycle-handle collision that does not depend on matching IDDs: EndOfGameStats has idd=90000, but it also sets and clears uiNamespace["currentCutDisplay"] through the same onLoad/onUnload helper scripts as OptionsAvailable (Titles.hpp:532-540). GUI_EndOfGameStats.sqf:13,34-44,86-93 cuts EndOfGameStats and writes stat bars through that key, while the RHUD loop keeps running (Client_UpdateRHUD.sqf:183-190) and can re-cut OptionsAvailable when the shared key is null (:89-92). Patch title work by splitting display ownership, for example an OptionsAvailable/action-icon/RHUD handle and a separate endgame-stats handle, or by gating RHUD/action-icon recreation once endgame begins. Use UI IDD collision repair before changing title IDs or title display variables.

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, but the audited WF_Menu controls expose actions 1-13, 16 and 19 only.
19 Toggle FPS-only HUD

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: 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, but no current WF_Menu resource control was found to send those values.

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. The move/order helpers are live, but task assignment is partial: the dialog exposes the Set Task button (Rsc/Dialogs.hpp:2052-2053) and GUI_Menu_Command.sqf:315-344 gathers task data and plays HQ speech, while the SetTask send calls are commented at :335-337 and :343.

Vote menu cleanup edge: WFBE_Client_Teams_Count is initialized as count WFBE_Client_Teams (Init_Client.sqf:273), 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 (Dialogs.hpp:3446-3447). 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: GUI_Menu.sqf:202-208 still handles MenuAction == 17/18 for GPS zoom, but the audited WF_Menu resource block exposes actions 1-13, 16 and 19 only. Treat those router cases as dead UX baggage unless a hidden/branch control is deliberately reintroduced and smoke-tested.

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

Area Evidence Risk
Duplicate dialog IDD DR-17: current source/stable/upstream EASA and Economy both use idd = 23000; release Chernarus changes EASA to 24000, but release Vanilla remains duplicated. Parity cleanup or formal waiver. Avoid introducing findDisplay 23000 assumptions; assign a new IDD before adding scripted cross-dialog control work.
Stale old upgrade dialog DR-24: RscMenu_Upgrade references missing Client/GUI/GUI_Menu_Upgrade.sqf; its old icon controls also point at missing Client\Images\wf_*.paa assets. Live flow uses WFBE_UpgradeMenu. Release branch Chernarus removed the stale class through 460c0312, but release Vanilla still carries it. Treat RscMenu_Upgrade as dead/stale. Prefer a consistent deletion or explicit compatibility alias across source Chernarus and maintained Vanilla; smoke the live WFBE_UpgradeMenu path afterward.
Shared title IDD RscOverlay and OptionsAvailable both use 10200 across current source/stable/upstream/release roots checked. Use explicit display ownership rather than IDD uniqueness; do not introduce findDisplay 10200 assumptions.
Shared title lifecycle handle OptionsAvailable and EndOfGameStats both set/clear uiNamespace["currentCutDisplay"] from their onLoad/onUnload scripts; RHUD/action-icon recovery can recreate OptionsAvailable while endgame stats writes through the same key. Split title display variables or gate RHUD/action-icon recreation during endgame; smoke RHUD/FPS, action icons and endgame stat bars together.
Malformed clickable-text base control config DR-25b: RscClickableText.soundPush[] = {, 0.2, 1}; in Rsc/Ressources.hpp:556; the same shape is present in source Chernarus, maintained Vanilla Takistan and the main modded forks. Ressources.hpp:92 shows the valid empty-sound shape as {"", 0.2, 1}. Fix the base class before deriving new clickable controls from it; then smoke representative buttons/resources in Arma 2 OA.
Economy dialog missing controls Current source/stable/upstream GUI_Menu_Economy.sqf:7-8 writes to 23004/23005/23006, while RscMenu_Economy declares 23002, 23003 and 23008+. Release branch Chernarus no longer has those writes and uses dashboard 23020, but release Vanilla still has them. Parity cleanup. Import/compare the Chernarus release shape or remove/update stale writes across maintained roots; smoke Economy disabled state, income controls, sell mode and supply-truck respawn after the change.
Polling loops GUI_Menu.sqf, buy/command/tactical/service/upgrade/respawn menus all run scheduled loops. Keep work incremental and cache expensive state.
Map marker loops Marker loops are live-server sensitive and now include performance-audit records. Preserve map-closed skip behavior and WFBE_C_MAP_ICON_BLINKING_ENABLED gates.
WASP marker dialog wait/input lock WASP/global_marking_monitor.sqf:57-73 disables all user input and does up to two seconds of unslept display polling before re-enabling input. Add a tiny sleep/backoff and a fail-safe unlock; smoke map-marker creation and rapid double-click/dialog-close behavior before adding more WASP marker features.
Respawn selector loop Client_UI_Respawn_Selector.sqf sleeps 0.03. Do not add expensive marker or object scans inside it.
Economy supply-truck UI GUI_Menu_Economy.sqf can send RespawnST. This touches the config-gated broken autonomous supply-truck path.
Command task assignment UI Rsc/Dialogs.hpp:2052-2053 exposes the button and GUI_Menu_Command.sqf:315-344 builds task data/HQ speech, but the SetTask sends are commented. Visible partial feature; revive only with JIP/task-spam review, or hide the affordance.
Commander reassignment selection by name GUI_Commander_VoteMenu.sqf:33-46 resolves the selected row by visible leader name instead of the row's stored team value. Fold into Commander reassignment call shape and Commander vote/reassignment; use row value/team identity when patching DR-15.
Vote menu inclusive loops GUI_Commander_VoteMenu.sqf:58 and GUI_VoteMenu.sqf:29,61 loop to WFBE_Client_Teams_Count, which equals count WFBE_Client_Teams. Treat as UI correctness debt; use count - 1 or forEach if touching vote refresh.
Vote row color offset GUI_VoteMenu.sqf:74-83 scans list rows but colors row [_i+1,0]. Fold into the vote-refresh cleanup; smoke multiple candidates and vote changes so the highlighted/current row still matches the selected team.
Help menu stale unload state Dialogs.hpp:3446-3447 sets dialog_HelpPanel on load but clears cti_dialog_ui_onlinehelpmenu on unload; GUI_Menu_Help.sqf has no onUnload case. Clean namespace key ownership before adding new help-menu state or controller behavior.
Economy sell guard commented DR-16: GUI_Menu_Economy.sqf:32-35 comments an HQ-death guard while :105-150 keeps the sell/refund path active. Treat structure selling as part of the server-authority migration class, not as a safe UI-only feature.
Economy stale cleanup notes GUI_Menu_Economy.sqf:93-96,136-141 contains dead relay comments and a TODO to replace lookup-by-find behavior. Clean comments/lookup behavior before using this menu as a model for new commander controls.
Service/EASA stale TODO GUI_Menu_Service.sqf:240-244 says EASA dialog is TBD, but the live path opens RscMenu_EASA. Do not document EASA as missing; update comments if touching service UI.
Buy-unit driver-default variable split GUI_Menu_BuyUnits.sqf:39-42,173 initializes/toggles WFBE_C_DRIVER_ENABLED_BY_DEFAULT, while cost, crew and list refresh logic mostly reads/writes lowercase wfbe_c_driver_enabled_by_default (:95,136,154,284,308,328-341,366,373,385). Normalize the profileNamespace key before buy-menu polish; smoke checkbox state, displayed crew cost and actual spawned crew/count together.
Hardcoded live UI text GUI_Menu_BuyUnits.sqf:443-457 shows English vehicle-help hints for ambulances, repair trucks, supply trucks and artillery; GUI_Menu_Tactical.sqf:604-605 shows English artillery ammo request status. Move to stringtable keys during UI polish; verify no missing keys and keep tactical status formatting intact.
Buy-unit authority RscMenu_BuyUnits drives local GUI_Menu_BuyUnits.sqf and Client_BuildUnit.sqf; no RequestBuyUnit PVF exists. UI purchase checks are not server authority; see Deep-review findings DR-14 and Factory and purchase systems atlas.
Buy-gear authority and partials GUI_BuyGearMenu.sqf includes TODOs for target refresh, vehicle target content and template scope; profile-template save filtering has a confirmed _u_upgrade bug; cargo equip helpers have confirmed inclusive loop bounds. Avoid expanding templates until gear, cargo, vehicle and backpack behavior is deliberately mapped; buy-gear spend joins DR-28's client-authoritative economy class. See Gear template profile filter, Vehicle cargo equip loop bounds, Gear/loadout/EASA atlas and Deep-review findings DR-28.
Buy-gear stale target/content TODOs GUI_BuyGearMenu.sqf:64-75 refreshes targets only through _update_target and still says todo refresh targets on click; vehicle view fills from cached _gear_vehicle_content and carries todo update target content at :140-146; primary weapon replacement still has todo update mags at :245-249; inventory pricing later uses cached gear/vehicle content at :480-487. Treat target refresh, vehicle cargo and template work as partial before adding more gear QoL. Smoke target switching, dead target refresh, vehicle cargo edits and primary-weapon magazine replacement together.
Tactical fast-travel fee UX GUI_Menu_Tactical.sqf:146-147 still has a travel-fee policy TODO; fee mode hides destinations when funds are too low (:185-199) and draws fee text without a confirmation prompt (:208-217), then debits on travel at :403-406. Functional but partial UX. Decide whether paid destinations should be shown disabled/explained and whether a confirmation prompt is needed before debiting.
Upgrade progress feedback partial GUI_UpgradeMenu.sqf:157-165 locally debits funds/supply and sends RequestUpgrade, then sets wfbe_upgrading/wfbe_upgrading_id, but the local upgrade thread/timer/hint remains TODO. Current source has basic "upgrade running" feedback, not a complete local progress timer. Keep server authority work separate from UI progress polish.
Hardcoded help menu content GUI_Menu_Help.sqf:7-8 hardcodes topic labels and :12-224 embeds large English help strings in the controller. Localization/content debt. Move to stringtable or data files only after owner decides whether the help panel should remain in-game documentation.
EASA/service authority and service affordability lag GUI_Menu_Service.sqf and GUI_Menu_EASA.sqf are live aircraft/service UI paths. The service menu enables the heal button for Man targets using the previous _healPrice before recomputing it at GUI_Menu_Service.sqf:128-137. Service/EASA spend and loadout changes are UI-originated; see Deep-review findings DR-28, Gear, loadout and EASA atlas and the local service menu affordability guards. As a local UI fix, recompute price before enabling the button.
CoIn title registration WFBE_ConstructionInterface is cut from coin_interface.sqf and stores wfbe_title_coin, but it is not listed in RscTitles.titles[]. Construction appears intentionally wired; verify in-game before refactoring title registration.
Disabled task UI TaskSystem compile and town task spawn are commented in Init_Client.sqf:75 and :744-745. Task UI behavior is partial/disabled; revive only with JIP and spam review.

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.

Continue Reading

Previous: Player UI workflow map | Next: Tools/build

Main map: Home | Fast path: Quickstart | Agent file: agent-context.json

Sidebar

Clone this wiki locally