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Empty Side Supply Income Stagnation
Empty-Side Supply Income Stagnation Ramp (per-tick decay that zeroes an unmanned side's town income)
Source-verified 2026-06-23 against master f8a76de3. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
WFBE_CO_FNC_StagnateSupplyIncomeNoPlayers is the throttle that progressively starves a side's town supply income while that side has zero live players. It is not a flat cutoff: each income tick that finds the side empty bumps a per-side counter, and the counter is converted into an ever-growing decrease percentage that linearly ramps the income payout down toward zero. A side with persisted database skill is exempt entirely. The function is registered from Common/Init/Init_Common.sqf:170 and runs only on the positive-income path of ChangeSideSupply when that caller opts in.
Stagnation is gated by the 4th argument (_includeStagnation) of ChangeSideSupply. The income tick is the only producer that passes true; every other supply credit passes false (or omits the argument), so those credits never decay even when the side is empty.
| Credit | 4th arg (_includeStagnation) |
Stagnates? | Source |
|---|---|---|---|
| Town supply income tick | true |
Yes |
Server/FSM/updateresources.sqf:87 (B74.1 f8a76de3) |
| Supply-mission completion | false |
No | Server/Module/supplyMission/supplyMissionCompleted.sqf:40,43 |
| Logistics interdiction kill reward | false |
No | Server/Module/supplyMission/supplyMissionStarted.sqf:28 |
| Attack-wave activation debit | (3 args, omitted) | No | Server/PVFunctions/AttackWave.sqf:40 |
| Anti-stack skill compensation |
_includeStagnation (= false) |
No | Server/Module/AntiStack/skillDiffCompensation.sqf:27,70,128 |
| AI commander stipend / wildcard drops | false |
No |
Server/AI/Commander/AI_Commander.sqf:217; Server/Functions/AI_Commander_Wildcard.sqf:542,1012
|
The gate lives in the common writer: stagnation runs only when the amount is positive and the flag is set. Common/Functions/Common_ChangeSideSupply.sqf:16-18:
if (_amount > 0 && _includeStagnation) then {
_amount = [_amount, _side] call WFBE_CO_FNC_StagnateSupplyIncomeNoPlayers;
};Note the argument-parse shape: _includeStagnation is read only when count _this > 3 (Common_ChangeSideSupply.sqf:8). _reason was previously also gated on > 3 (causing 3-arg callers to drop it), but that has been fixed to > 2 in master (Common_ChangeSideSupply.sqf:12). A strictly 4-argument caller is still required to enable stagnation.
When stagnation is enabled, the function receives [_amount, _side] and runs four phases. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:3-4.
Before counting players, the function queries saved per-side total skill from the persistence database (if that bridge exists). Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:14-24. If the queried side has any saved skill (> 0), it returns the unmodified amount and never touches the no-player counter. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:26-36:
if (_side == west) then {
if (_teamSkillWest > 0) exitWith { _amount; };
} else {
if (_side == east) then {
if (_teamSkillEast > 0) exitWith { _amount; };
};
};Consequence: a side with saved DB skill never stagnates, regardless of how long it sits empty. The ramp only ever bites a side that is both unmanned and has no persisted skill. (The skill query itself is the same WFBE_SE_FNC_CallDatabaseRequestSideTotalSkill "REQUEST_SIDE_SKILL" lookup used by the anti-stack mechanic.)
The function walks allUnits, keeps only isPlayer units whose side matches the target side, and counts them. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:38-47. The counter is then advanced per side: empty → increment; populated → reset to zero. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:49-67:
if (_side == west) then {
_teamWestPlayers = count _sidePlayers;
if (_teamWestPlayers <= 0) then {
TEAM_WEST_TICKS_NO_PLAYERS = TEAM_WEST_TICKS_NO_PLAYERS + 1;
_supplyDecreasePercentage = TEAM_WEST_TICKS_NO_PLAYERS * SUPPLY_INCOME_TICK_MODIFIER_MULTIPLIER;
} else {
TEAM_WEST_TICKS_NO_PLAYERS = 0;
};
} else { ... east mirror ... };Both counters are then broadcast so clients can mirror them. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:69-70 (publicVariable "TEAM_WEST_TICKS_NO_PLAYERS" / "TEAM_EAST_TICKS_NO_PLAYERS"). A single returning player on the side resets that side's counter to 0, instantly restoring full income on the next tick.
The raw ticks × multiplier product is clamped: anything above 1 is forced to 1 (full income kill), anything below 0 to 0. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:72-78.
The reduction is applied only when the percentage is strictly between 0 and 1. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:80-83:
if ((_supplyDecreasePercentage > 0) && (_supplyDecreasePercentage < 1)) then {
_amount = round(_amount * (1 - _supplyDecreasePercentage));
[...] Call WFBE_CO_FNC_LogContent;
};
_amountMechanically important detail of the < 1 strict upper bound: while pct is inside the open interval (0,1) the income is scaled down, but the moment ticks × multiplier reaches 1 (clamping pct to exactly 1.0) the branch no longer fires and the function returns the full, unmodified _amount. So the ramp does not produce a literal zero payout — it scales income down to its harshest fractional value the tick before the product hits 1, then disengages. At the default 0.10 multiplier that boundary is tick 10: ticks 1–9 scale income from 90% down to 10%, and tick 10 (and every tick after) returns full income untouched. Treat tick 10, not tick 11, as the behavioral boundary.
From Common/Init/Init_CommonConstants.sqf, under the //--- Supply income stagnation when no players. block.
| Constant | Value | Role | Source |
|---|---|---|---|
SUPPLY_INCOME_TICK_MODIFIER_MULTIPLIER |
0.10 |
Per-empty-tick increment to the decrease percentage (decimal fraction). | Common/Init/Init_CommonConstants.sqf:580 |
TEAM_WEST_TICKS_NO_PLAYERS |
0 |
West empty-tick counter (runtime accumulator, broadcast). | Common/Init/Init_CommonConstants.sqf:578 |
TEAM_EAST_TICKS_NO_PLAYERS |
0 |
East empty-tick counter (runtime accumulator, broadcast). | Common/Init/Init_CommonConstants.sqf:579 |
There is no GUER (resistance) branch in the stagnation function; only west and east are handled. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:26-67.
pct = ticks × 0.10, clamped to [0,1]; payout multiplier is 1 - pct, applied only while pct is strictly inside (0,1). Computed from Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:53,72-83 and Common/Init/Init_CommonConstants.sqf:580.
| Empty ticks | Raw pct
|
Clamped pct
|
Payout factor | Effect on income |
|---|---|---|---|---|
| 0 | 0.00 | 0.00 | 1.00 (guard off) | Full income |
| 1 | 0.10 | 0.10 | 0.90 | round(amount × 0.90) |
| 5 | 0.50 | 0.50 | 0.50 | round(amount × 0.50) |
| 9 | 0.90 | 0.90 | 0.10 | round(amount × 0.10) |
| 10 | 1.00 | 1.00 | (guard off, pct < 1 false) |
Returns full amount unmodified |
| 11+ | ≥1.10 | 1.00 | (guard off) | Returns full amount unmodified |
The harshest scaling is at tick 9 (90% off); at tick 10 and beyond the strict < 1 guard disengages and the raw amount passes through. The audit log line reports round(_supplyDecreasePercentage * 100) as the percent and the post-scale amount, but only fires on the same (0,1) interval. Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:82.
The Anti-Stack Skill-Balance Mechanic grants compensation supply to the weaker side, and it defers to this throttle by passing _includeStagnation = false on its ChangeSideSupply calls. Server/Module/AntiStack/skillDiffCompensation.sqf:27,70,128. So compensation credits are never decayed — only the per-town income tick is. Both subsystems share the same persistence-skill lookup (WFBE_SE_FNC_CallDatabaseRequestSideTotalSkill, "REQUEST_SIDE_SKILL"), and the DB-skill early exit here is what makes a persisted-but-currently-empty side keep full income while still being eligible for anti-stack compensation.
| Rule | Why | Source |
|---|---|---|
| Only the income tick stagnates. Do not assume any other supply credit decays for an empty side. | Stagnation is gated on the 4th arg; only updateresources.sqf:87 passes true. |
Common/Functions/Common_ChangeSideSupply.sqf:16-18; Server/FSM/updateresources.sqf:87
|
| A side with saved DB skill never stagnates. | The skill > 0 early exit returns the unmodified amount before any counter work. |
Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:26-36 |
| One returning player fully restores income next tick. | A populated side resets its counter to 0, so pct drops back to 0. |
Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:54-56,63-65 |
| Treat tick 10 (not 11) as the behavioral boundary at the default multiplier. | The < 1 guard skips the multiply once pct clamps to 1, returning full income. |
Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:72-83 |
Keep stagnation reasoning separate from ChangeSideSupply arg-parse fixes. |
_includeStagnation and _reason both gate on count _this > 3, an existing quirk. |
Common/Functions/Common_ChangeSideSupply.sqf:8-14 |
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