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Earning Funds And Score Player Guide

rayswaynl edited this page Jul 6, 2026 · 3 revisions

Earning Funds and Score Player Guide (how to get paid)

Source-verified 2026-06-21 against master f8a76de34; supply delivery reward re-verified 2026-07-06 against current master supplyMissionCompleted.sqf and supplyMissionCompletedMessage.sqf. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.

This guide explains how a player earns money and score in WASP Warfare, and how to maximise your income. If you are brand new, read the New player quickstart first.

Two different currencies

Currency Who owns it What it buys
Personal funds You, individually Your gear, your vehicles, vehicle services. Tracked client-side (Client/Functions/Client_ChangePlayerFunds.sqf).
Side supply The whole team The commander's structures, upgrades and AI economy. Grown by captured-town income (Common/Functions/Common_ChangeSideSupply.sqf).

The rewards below pay your personal funds unless noted. Side supply is the shared war chest the economy feeds automatically — see Economy, towns and supply and the income-tick engine. You do not spend side supply directly as a soldier.

How you earn personal funds

Action Reward Source
Capture a town $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE (Common/Init/Init_CommonConstants.sqf:820)
Assist a town capture $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE_ASSIST (:821)
Capture-mission objective $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE_MISSION (:822)
Capture-mission assist $2,000 WFBE_C_PLAYERS_BOUNTY_CAPTURE_MISSION_ASSIST (:823)
Supply delivery supply amount hauled (1:1 cash) Client/Module/supplyMission/supplyMissionCompletedMessage.sqf:16-17 (_reward = _supplyAmount); heli delivery adds ×1.25 (WFBE_C_SUPPLY_HELI_REWARD_MULT, Init_CommonConstants.sqf:1352). Note: WFBE_C_PLAYERS_SUPPLY_TRUCKS_DELIVERY_FUNDS_COEF = 4 exists in constants but has no call site in the live reward path.
Kill an enemy unit/vehicle the kill target's purchase price × 1 WFBE_C_UNITS_BOUNTY = 1 (enabled, :929) · WFBE_C_UNITS_BOUNTY_COEF = 1 (:938)

Kill bounties scale with the target's value

A kill pays you the price the enemy paid to field that unit, times the bounty coefficient (WFBE_C_UNITS_BOUNTY_COEF = 1, Init_CommonConstants.sqf:752). The bounty system must be enabled (WFBE_C_UNITS_BOUNTY = 1, :743) — it is on by default. The award is computed server-side in Server/PVFunctions/RequestOnUnitKilled.sqf (the _bounty = (price) * WFBE_C_UNITS_BOUNTY_COEF path) and pushed to you as an AwardBounty event. Practically: killing a cheap rifleman pays little; destroying an expensive tank or jet pays a lot. Anti-vehicle work is some of the best per-kill income in the game.

GUER (insurgents) earn kill bounties at a reduced rate — WFBE_C_GUER_KILL_BOUNTY_COEF = 0.5 (Init_CommonConstants.sqf:80) — but credited to their team for WEST/EAST kills, bypassing the normal coefficient gate (RequestOnUnitKilled.sqf:144-152). See GUER insurgent player economy for the resistance-specific money model.

Score and rank (separate from money)

Kills also award score, which is independent of your funds and drives your in-game rank. When you neutralise an enemy, the server calls WFBE_SE_FNC_AwardScorePlayer to compute points by target type and adds them to your group leader's score (Server/PVFunctions/RequestOnUnitKilled.sqf:259,266-268). The full scoring formula, the kill-attribution window, and how vehicle/air/static kills are valued are in the Kill and score pipeline. Score earns you nothing to spend — it is bragging rights and rank.

Where the money actually comes from (best to worst)

  1. Supply missions — the most reliable steady income; a single delivery pays you the supply amount you hauled (1:1 cash, ×1.25 if by helicopter). See the Supply missions player guide.
  2. Town captures — $2,000 each (plus $2,000 if you assist), and they grow the side economy too, so this is almost always the right move.
  3. Anti-vehicle / anti-air kills — big one-off payouts because the bounty equals the target's price.
  4. Infantry kills — small but constant; they add up in a firefight.

Spend smart: you pay a respawn penalty when you die (a quarter of your gear's price by default — see the New player quickstart), so bank income before splurging on a tank you will lose.

Quick reference

Income Amount
Town capture / assist $2,000 each
Capture-mission / assist $2,000 each
Supply delivery supply amount hauled (1:1 cash; ×1.25 by heli)
Kill bounty enemy unit's price × 1 (GUER × 0.5)
Kills also give score (rank only, not spendable)

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