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Core Systems Index

rayswaynl edited this page Jun 1, 2026 · 7 revisions

Core Systems Index

Towns And Capture

Town data is initialized through Common/Init/Init_Towns.sqf and server-side town behavior runs globally through Server/FSM/server_town.sqf. Town AI and resistance behavior live in Server/FSM/server_town_ai.sqf, Server/AI/AI_Resistance.sqf, and helpers such as Server_GetTownGroups, Server_SpawnTownDefense, Server_ManageTownDefenses, and Server_OperateTownDefensesUnits.

Current defaults in common constants favor all-camp capture mode, medium defenders/occupation, automatic supply growth, and enhanced camp respawns.

Economy

Economy state is split between funds and side supply. Common helpers expose team funds, side supply and income. Server resource updates run through Server/FSM/updateresources.sqf. The commander economy uses configurable income percentages and supply caps; player delivery rewards are derived from town supply value and configured coefficients.

Commander And Teams

Each side has logic objects with wfbe_teams, commander state, HQ state and upgrade arrays. Commander voting and reassignment use server functions and PVF requests. Client command menus call into PVF request handlers rather than directly mutating server state.

Construction And Base

Construction is a server-owned flow. Client building placement goes through CoIn/UI code, then server PVF request handlers validate and create structures. Important structure systems include HQ deployment, base area grouping, anti-air radar, repair/sale timing, structure max counts, and base defense manning range.

Factories And Purchases

Player unit purchases for Barracks, Light, Heavy, Aircraft and Hangar/Airport run through Client/GUI/GUI_Menu_BuyUnits.sqf and Client/Functions/Client_BuildUnit.sqf. AI purchases use Server/Functions/Server_BuyUnit.sqf.

Spawn marker convention from repo instructions:

  • Barracks: nearby Sr_border
  • Light: HeliH, excluding HeliHCivil and HeliHRescue
  • Heavy: HeliHRescue
  • Aircraft: HeliHCivil
  • Hangar/Airport: WFBE_C_HANGAR_BUY_DISTANCE plus WFBE_C_HANGAR_BUY_DIR fallback logic

Upgrades

Upgrade indices are constants in Init_CommonConstants.sqf, from WFBE_UP_BARRACKS = 0 through WFBE_UP_UNITCOST = 21. Upgrade processing is server-side via Server_ProcessUpgrade, while UI and availability are exposed through client menus.

Respawn

Respawn modes include camp, leader, MASH and mobile respawn. Constants cover respawn delay, camp mode/ranges, MASH/mobile behavior, penalties and safe radius. Player respawn flow uses client handlers and server-owned team state.

Support Systems

Support includes artillery, paratroopers, para ammo, para vehicles, UAV, fast travel, service point repair/rearm/refuel, HALO, ICBM, IR smoke, countermeasures, EASA and airlift/cargo.

Administrative/Operational Systems

Operational systems include anti-stack, AFK kick through BattlEye publicVariable filters, server FPS publication, performance audit logs, global game stats extension export, and Discord bot status publishing.

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