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Commander Team Driver Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Two functions sit at the centre of the AI-commander combat system. WFBE_CO_FNC_GetCommanderTeam is the tiny getter every consumer calls to find a side's human commander group, and WFBE_CO_FNC_RunCommanderTeam is the 1171-line runtime driver that creates and executes one AI-commander combat team on a headless client. They are unrelated in code but share the "commander team" vocabulary, so this page documents both and draws the line between them clearly: GetCommanderTeam returns the elected player commander's group; RunCommanderTeam spawns and runs an autonomous AI fire-team the brain orders around the map.
Both are registered in Common/Init/Init_Common.sqf: WFBE_CO_FNC_GetCommanderTeam at Common/Init/Init_Common.sqf:114 (and the bare alias GetCommanderTeam at Common/Init/Init_Common.sqf:28), WFBE_CO_FNC_RunCommanderTeam at Common/Init/Init_Common.sqf:108.
A three-line side switch that reads the wfbe_commander variable off the side's logic object. It does NOT create or run anything — it only answers "which group is this side's elected commander?".
| Aspect | Detail | Citation |
|---|---|---|
| Param |
_this = a Side (west / east / resistance) |
Common/Functions/Common_GetCommanderTeam.sqf:3-4 |
| Returns | the side-logic's wfbe_commander group, else objNull
|
Common/Functions/Common_GetCommanderTeam.sqf:8-11 |
| west branch | WFBE_L_BLU getVariable ["wfbe_commander", objNull] |
Common/Functions/Common_GetCommanderTeam.sqf:8 |
| east branch | WFBE_L_OPF getVariable ["wfbe_commander", objNull] |
Common/Functions/Common_GetCommanderTeam.sqf:9 |
| resistance branch | WFBE_L_GUE getVariable ["wfbe_commander", objNull] |
Common/Functions/Common_GetCommanderTeam.sqf:10 |
| default |
objNull (any other side) |
Common/Functions/Common_GetCommanderTeam.sqf:11 |
The WFBE_L_BLU / WFBE_L_OPF / WFBE_L_GUE side-logic objects it reads are bound in Common/Init/Init_Common.sqf:290. The wfbe_commander value it returns is written elsewhere — by the vote/disconnect/init path (Server/Functions/Server_VoteForCommander.sqf, Server/PVFunctions/RequestNewCommander.sqf, Server/Functions/Server_OnPlayerDisconnected.sqf, Server/Init/Init_Server.sqf, Client/Functions/Client_FNC_Special.sqf). The header comment calling it "Return a side's HQ" is stale; the body returns the commander group, not the HQ object (Common/Functions/Common_GetCommanderTeam.sqf:2).
Representative call sites confirm it is a commander-authority gate: ICBM authority checks (_side Call WFBE_CO_FNC_GetCommanderTeam) != _team before firing, and the upgrade-queue loop requires a non-null human commander team to proceed.
This is the per-team driver. The header states the contract precisely: it runs on a HEADLESS CLIENT (dispatched as delegate-aicom-team) or on the server as fallback, and the whole team lifecycle stays on the creating machine so waypoints, doMove, assignAsCargo, and orderGetIn all execute with correct locality (Common/Functions/Common_RunCommanderTeam.sqf:1-5, :112-115).
| Aspect | Detail | Citation |
|---|---|---|
| Params |
[ sideID, template (unit-class array), spawnPos ], optional 4th veteranSkill
|
Common/Functions/Common_RunCommanderTeam.sqf:7, :54-55
|
| Spawned as |
_args spawn WFBE_CO_FNC_RunCommanderTeam on case delegate-aicom-team
|
Client/PVFunctions/HandleSpecial.sqf:51 |
| Dispatched by | [_hcUnit,"HandleSpecial",['delegate-aicom-team',_sideID,_template,getPos _facObj,_w7SkillSend]] Call WFBE_CO_FNC_SendToClient |
Server/AI/Commander/AI_Commander_Teams.sqf:328 |
| Brain contract | ONE public group var wfbe_aicom_order = [seq, mode, pos], mode "towns-target" | "defense"
|
Common/Functions/Common_RunCommanderTeam.sqf:9-13 |
| Returns | nothing; runs the team's full lifecycle then releases the slot and deleteGroups |
Common/Functions/Common_RunCommanderTeam.sqf:882-889 |
| Step | Behavior | Citation |
|---|---|---|
| Resolve side | _side = _sideID Call WFBE_CO_FNC_GetSideFromID |
Common/Functions/Common_RunCommanderTeam.sqf:28 |
| Jitter spawn |
GetRandomPosition (30–120m) then GetEmptyPosition (40m) |
Common/Functions/Common_RunCommanderTeam.sqf:30-31 |
| Build team |
[_side, "aicom"] Call WFBE_CO_FNC_CreateGroup then WFBE_CO_FNC_CreateTeam (skill 90) |
Common/Functions/Common_RunCommanderTeam.sqf:33-37 |
| Fail-safe | empty/null team → log WARNING and emit aicom-team-ended to release the slot |
Common/Functions/Common_RunCommanderTeam.sqf:39-46 |
| No fleeing | _team allowFleeing 0 |
Common/Functions/Common_RunCommanderTeam.sqf:48 |
| W7 veteran skill | optional 4th arg: if a positive SCALAR, setSkill it on every unit (typeName guard, not A3 isEqualType) |
Common/Functions/Common_RunCommanderTeam.sqf:54-59 |
| Founding stance |
setCombatMode "RED"; setBehaviour "AWARE"; setSpeedMode "FULL" — once |
Common/Functions/Common_RunCommanderTeam.sqf:64 |
| Brain tags |
wfbe_aicom_hc = true (broadcast, "do not Produce/waypoint directly"); wfbe_queue = [] (local) |
Common/Functions/Common_RunCommanderTeam.sqf:65-66 |
| Register | emit aicom-team-created to the server |
Common/Functions/Common_RunCommanderTeam.sqf:68-72 |
The order loop below sleeps 20s and blocks during capture, far too coarse to drive a responsive direction arrow, so the heading feed runs on its own Spawn at an ~8s cadence (Common/Functions/Common_RunCommanderTeam.sqf:76-83).
| Aspect | Detail | Citation |
|---|---|---|
| Cadence |
sleep 8 per pass; exits on game-over / null / wiped team |
Common/Functions/Common_RunCommanderTeam.sqf:88, :108
|
| Bearing | default getDir leader; prefer leader→order-dest (slot 2) bearing via A2-safe atan2 (binary getDir is A3-only) |
Common/Functions/Common_RunCommanderTeam.sqf:92-100 |
| Emit |
aicom-team-heading [team, dir] via HandleSpecial/SendToServer
|
Common/Functions/Common_RunCommanderTeam.sqf:102-106 |
| Server gate | server re-broadcasts WFBE_ACTIVE_AICOM_TEAMS only when the arrow moved >7° (abs smallest-signed-angle) |
Server/Functions/Server_HandleSpecial.sqf:277-303 |
Fires only for teams whose OWN template already spawned a troop-capable AIR transport; it reuses that heli — no second transport is created. Foot infantry load into its cargo seats, overflow walks (Common/Functions/Common_RunCommanderTeam.sqf:124-130). Ground vehicles + crews are NOT blocked on the air flag — they get an immediate concurrent MOVE so no crewed hull sits idle (Common/Functions/Common_RunCommanderTeam.sqf:132-135, :149-152).
| Phase | Behavior | Citation |
|---|---|---|
| Classify vehicles | first isKindOf "Air" with transportSoldier>0 = _airVeh; rest = _grndVehs
|
Common/Functions/Common_RunCommanderTeam.sqf:138-146 |
| Load |
assignAsCargo + orderGetIn true up to emptyPositions "cargo"; overflow doMove _pos
|
Common/Functions/Common_RunCommanderTeam.sqf:160-174 |
| Mark + cost | tag heli wfbe_aicom_transport=true; pre-compute build cost via missionNamespace getVariable (typeOf) select QUERYUNITPRICE
|
Common/Functions/Common_RunCommanderTeam.sqf:187-192 |
| Fly + land |
doMove LZ, flyInHeight 60; flat LZ → land "GET OUT" + disembark; no flat LZ → para-eject pattern |
Common/Functions/Common_RunCommanderTeam.sqf:214-239 |
| Drop guard | every dropped pax always gets an unconditional doMove _obj
|
Common/Functions/Common_RunCommanderTeam.sqf:242 |
| Fly-off | empty transport flies to the NEAREST of the four map edges (worldSize hard-coded 15360 — worldSize is A3-only in A2 OA) |
Common/Functions/Common_RunCommanderTeam.sqf:249-274 |
| Refund | if it crosses the edge ALIVE, deleteVehicle crew+heli and emit aicom-heli-refunded [sideID, cost]; destroyed en-route = no refund |
Common/Functions/Common_RunCommanderTeam.sqf:276-290 |
The server refund handler validates _rSide in [east,west,resistance] (a Side, so isNull would throw) and _rCost > 0, then [_rSide,_rCost] Call ChangeAICommanderFunds (Server/Functions/Server_HandleSpecial.sqf:334-343).
When isNull _airVeh, the team's own ground IFV/truck/light cargo seats are filled with on-foot template infantry so a mech/motor team RIDES rather than walking from an empty hull (Common/Functions/Common_RunCommanderTeam.sqf:298-307).
| Aspect | Detail | Citation |
|---|---|---|
| Ride pool | alive, non-Air, canMove, emptyPositions "cargo" > 0
|
Common/Functions/Common_RunCommanderTeam.sqf:317-321 |
| Seat fill | single-frame, monotonic rider index so no body is double-assigned across hulls; assignAsCargo+orderGetIn true
|
Common/Functions/Common_RunCommanderTeam.sqf:331-345 |
| No-freeze guard | non-blocking, no waitUntil/sleep; overflow infantry stay on foot and road-march |
Common/Functions/Common_RunCommanderTeam.sqf:308-313, :346
|
The main while {!WFBE_GameOver && _alive} loop polls every 20s (Common/Functions/Common_RunCommanderTeam.sqf:352, :879), re-reading wfbe_aicom_order each pass. Because A2 groups do not support the [name, default] getVariable form, every group read here uses plain get + isNil (Common/Functions/Common_RunCommanderTeam.sqf:381-383).
When the server flags a rear team via wfbe_aicom_disband (rising human player count → fewer HQ squads for relief), the units — being HC-local — must be deleted here. A hard guardrail re-checks on THIS machine that no player is within the safe radius and the leader is not in COMBAT before deleting; otherwise it STANDS DOWN and clears the flag (Common/Functions/Common_RunCommanderTeam.sqf:355-377).
| Aspect | Detail | Citation |
|---|---|---|
| Safe radius |
WFBE_C_AICOM_DISBAND_SAFE_DIST default 900m |
Common/Functions/Common_RunCommanderTeam.sqf:367 |
| Delete |
{if (local _x) then {deleteVehicle _x}} forEach units _team; sets _alive=false
|
Common/Functions/Common_RunCommanderTeam.sqf:371-372 |
| Telemetry | `diag_log AICOMSTAT | v1 |
| Stand-down | player near OR in combat → wfbe_aicom_disband=false, keep fighting |
Common/Functions/Common_RunCommanderTeam.sqf:374-376 |
The loop acts only when _seq != _lastSeq, making each order idempotent (Common/Functions/Common_RunCommanderTeam.sqf:389-393).
| Step | Behavior | Citation |
|---|---|---|
| Unstuck tier | read from order slot 3 (_order select 3), NOT the out-of-band wfbe_aicom_unstuck flag (a later cycle reset it before this block ran, so UNSTUCK_FIRED was ~never hit) |
Common/Functions/Common_RunCommanderTeam.sqf:406 |
| Tier 1 | break a physical wedge: lead hull setVelocity [0,0,0] + short reverse modelToWorld [0,-14,0]
|
Common/Functions/Common_RunCommanderTeam.sqf:425-430 |
| Tier 3 (≥3) | last-resort teleport to nearest clear non-water road node — ONLY if no player within 300m | Common/Functions/Common_RunCommanderTeam.sqf:433-447 |
| Re-mount | members on foot with a live drivable assigned vehicle get orderGetIn true
|
Common/Functions/Common_RunCommanderTeam.sqf:423 |
| Telemetry | `AICOMSTAT | v2 |
| Road-march | team with a ground vehicle AND dest>700m: AWARE/RED/COLUMN/FULL, road-node chain from wfbe_aicom_route as MOVE WPs + final MOVE on dest |
Common/Functions/Common_RunCommanderTeam.sqf:459-485 |
| Short/foot | else direct cross-country MOVE via WaypointSimple
|
Common/Functions/Common_RunCommanderTeam.sqf:486-491 |
A2-FIX NOTE: the A3-only forceFollowRoad was removed (it throws "Unknown operation" on OA); road-bias now comes from road-snapped MOVE nodes + COLUMN formation (Common/Functions/Common_RunCommanderTeam.sqf:463-466).
| Step | Behavior | Citation |
|---|---|---|
| Careful-gear governor | downshift to LIMITED only on a steep slope (surfaceNormal z < WFBE_C_AICOM_SLOPE_Z 0.93) OR active stuck-strike; back to FULL when both clear; hysteresis flag wfbe_aicom_gearslow fires setSpeedMode once per transition |
Common/Functions/Common_RunCommanderTeam.sqf:494-526 |
| Arrival latch | leader within 200m of dest, once: faction smoke, setSpeedMode "NORMAL", then a COMBAT/RED/WEDGE SAD (radius 100 defense / 250 towns) |
Common/Functions/Common_RunCommanderTeam.sqf:529-545 |
Runs once per order (!_captureDone) when arrived in "towns-target" mode. It fixes the old _hasCargo branch bug (infantry are already on foot by arrival) by always driving the actual on-foot infantry (Common/Functions/Common_RunCommanderTeam.sqf:548-574).
| Step | Behavior | Citation |
|---|---|---|
| Resolve town |
wfbe_aicom_townorder (HC reads nil — set 2-arg server-side) → fall back to nearest of global towns to _dest; depot scan = getPos _townObj
|
Common/Functions/Common_RunCommanderTeam.sqf:582-596 |
| Ranges |
WFBE_C_TOWNS_CAPTURE_RANGE 40m, WFBE_C_CAMPS_RANGE 10m |
Common/Functions/Common_RunCommanderTeam.sqf:596-597 |
| Dismount | every alive non-crew unit → foot; crew (driver/gunner) stay mounted to keep the hull parked + ready | Common/Functions/Common_RunCommanderTeam.sqf:601-624 |
| Per-camp sweep | close to ≤10m on each camp, reveal nearby enemy (2-operand reveal — array form is A3-only), dwell so the server_town_camp.sqf "Man" scan ticks |
Common/Functions/Common_RunCommanderTeam.sqf:634-653 |
| Camp-first gate | BOTH camps before the center: tight MOVE inside ~8m, doStop+setUnitPos "UP" anti-orbit hold; time-boxed 150s, then setUnitPos "AUTO" and fall through |
Common/Functions/Common_RunCommanderTeam.sqf:655-728 |
| Depot hold | push foot infantry onto the depot center, lay a SAD, re-reveal; hold until resistance-near-center = 0 OR ~150s | Common/Functions/Common_RunCommanderTeam.sqf:730-761 |
| Capture latch + re-task | only if townObj sideID == _sideID: latch _captureDone, drop wfbe_teamgoto/townorder/strike/relief so AssignTowns retargets next tick |
Common/Functions/Common_RunCommanderTeam.sqf:765-781 |
| Pure-armour | no infantry: park the hull dead-center (hull counts for the town scan) + SAD; latch | Common/Functions/Common_RunCommanderTeam.sqf:787-796 |
| Step | Behavior | Citation |
|---|---|---|
| Truck-abandon | once per seq (wfbe_aicom_trucksabandoned): dismount crew of ground troop-trucks (not Air/Tank/APC, transportSoldier>0), re-task on foot, enroll husk via aicom-vehicle-abandoned
|
Common/Functions/Common_RunCommanderTeam.sqf:805-838 |
| Immobile-abandon | any non-Air hull that !canMove with live crew: dismount, unconditional doMove, per-hull husk enroll flag wfbe_aicom_abandoned
|
Common/Functions/Common_RunCommanderTeam.sqf:840-874 |
On team wipe the loop exits and emits aicom-team-ended (HandleSpecial on server, else SendToServer), then deleteGroup _team (Common/Functions/Common_RunCommanderTeam.sqf:882-889).
RunCommanderTeam is wholly event-driven against the server through these messages; the bodies live in Server/Functions/Server_HandleSpecial.sqf.
| Message | Sent from | Server effect | Citation |
|---|---|---|---|
aicom-team-created |
:69/:71
|
decrement wfbe_aicom_pending, append to side wfbe_teams, register [leader,sideID,dir,team] in WFBE_ACTIVE_AICOM_TEAMS + publicVariable |
Server/Functions/Server_HandleSpecial.sqf:215-238 |
aicom-team-heading |
:103/:105
|
patch the arrow entry's dir only if delta >7°, re-broadcast | Server/Functions/Server_HandleSpecial.sqf:277-303 |
aicom-team-ended |
:42/:44, :884/:886
|
drop the arrow entry, remove from wfbe_teams (or release pending if null) |
Server/Functions/Server_HandleSpecial.sqf:239-275 |
aicom-vehicle-abandoned |
:830/:832, :868/:870
|
enroll the hull into WF_Logic "emptyVehicles" producer list for the empty-collector |
Server/Functions/Server_HandleSpecial.sqf:310-330 |
aicom-heli-refunded |
:284/:286
|
[side,cost] Call ChangeAICommanderFunds (treasury) |
Server/Functions/Server_HandleSpecial.sqf:334-343 |
The file is deliberately A2-safe. Note the patterns that stand in for A3 equivalents: atan2 for a leader→dest bearing (binary getDir is A3-only, Common/Functions/Common_RunCommanderTeam.sqf:99); 2-operand reveal only (:646, :699, :753); plain getVariable + isNil for group vars (the [name,default] form is unsupported on groups, :95, :382); typeName rather than isEqualType for the skill guard (:56); a hard-coded 15360 because worldSize is A3-only (:251); and the removal of forceFollowRoad (:463-466, :489).
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- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index