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End Of Game Stats Victory Screen
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The end-of-game victory screen is the title-resource scoreboard every client cuts up when a match ends. It is a single client GUI script, Client/GUI/GUI_EndOfGameStats.sqf, that renders four faction-comparison rows (soldiers recruited, soldiers lost, vehicles built, vehicles lost) as animated count-up numbers and growing bars, one column per side. The numbers it shows are not computed at end-game: they are four cumulative per-side counters that WF_Logic has been accumulating across the whole match through one tiny producer, Common/Functions/Common_UpdateStatistics.sqf. The Victory and Endgame Atlas owns the win-condition loop and the outro camera; this page documents only the renderer and the counter pipeline that feeds it, which that atlas references but does not describe.
This page covers: the renderer's read/normalize/animate flow, the EndOfGameStats title resource and its IDC layout, the UpdateStatistics accumulator, where the counters are zeroed, and the full set of producer call sites that increment them.
GUI_EndOfGameStats.sqf is not called by the win loop directly. It is launched from the loser-side outro driver, Client/Client_EndGame.sqf, which receives the losing side, flips it to the winning side, and ExecVMs the renderer with that winner.
| Step | Path:line | Detail |
|---|---|---|
| Caller receives winning side | Client/Client_EndGame.sqf:3 |
_side = _this; — B67 fix: payload is now the winner directly; old loser-flip block removed |
| Launch renderer | Client/Client_EndGame.sqf:11 |
[_side] ExecVM "Client\GUI\GUI_EndOfGameStats.sqf"; — passes the winning side |
| Play outro music + run base flyover | Client/Client_EndGame.sqf:15-86 |
playMusic "wf_outro", then a camera tour of each side's structures; ends failMission "END1" at :89
|
Resistance is explicitly handled: GUI_EndOfGameStats.sqf:9 localizes it to STR_WF_PARAMETER_Side_Guer rather than defaulting to East.
A client-side title-resource script (disableSerialization at line 1) that cuts the EndOfGameStats resource, fills in the winning-side title, then for each of eight bars normalizes the counter to a fixed-width bar and animates a count-up. Signature: [_side] where _side is the winning side.
| Phase | Path:line | Behavior |
|---|---|---|
| Clear prior title layer | GUI_EndOfGameStats.sqf:3 |
12450 cutText ["","PLAIN",0]; blanks title layer 12450 |
| Resolve winner name | GUI_EndOfGameStats.sqf:5-8 |
_side select 0; localizes STR_WF_PARAMETER_Side_East (default) or STR_WF_PARAMETER_Side_West, then Format[Localize "STR_WF_END_Victory",_sideText] → " Team has won"
|
| Cut the resource | GUI_EndOfGameStats.sqf:10-13 |
_width = 0.4; TitleText["","PLAIN"]; sleep 0.5; CutRsc["EndOfGameStats","PLAIN",0]
|
| Read 8 counters | GUI_EndOfGameStats.sqf:15-22 |
WF_Logic getVariable "eastUnitsCreated" and the 7 siblings (see counter table below) |
| Compute count-up rates | GUI_EndOfGameStats.sqf:24-32 |
per stat: rate = value / 5 * .1 (i.e. value/50 per 0.1s tick → full value in ~5s, capped by the 8s loop) |
| Wait for display, set title | GUI_EndOfGameStats.sqf:34-35 |
waitUntil {!isNull (["currentCutDisplay"] call BIS_FNC_GUIget)}, then DisplayCtrl 90001 CtrlSetText _sideName
|
| Bind west controls | GUI_EndOfGameStats.sqf:37-44 |
counter/bar control pairs 90200-90207 |
| Animate west bars | GUI_EndOfGameStats.sqf:46-84 |
per bar: normalize, commit width 0 instantly, then commit target over 8s |
| Bind east controls | GUI_EndOfGameStats.sqf:86-93 |
counter/bar control pairs 90101-90108 |
| Animate east bars | GUI_EndOfGameStats.sqf:95-133 |
same normalize/commit pattern |
| Count-up loop | GUI_EndOfGameStats.sqf:135-182 |
8-second while {_timePassed < 8} loop, sleep 0.1, increments all 8 numeric counters |
The renderer reads four stats per side off WF_Logic. The variable name is <side><stat> (lowercase side prefix as hardcoded in the script).
| Renderer local | WF_Logic key (read) | Path:line | Stat |
|---|---|---|---|
_eastUnitsCreated |
eastUnitsCreated |
GUI_EndOfGameStats.sqf:15 |
East soldiers recruited |
_eastCasualties |
eastCasualties |
GUI_EndOfGameStats.sqf:16 |
East soldiers lost |
_eastVehiclesCreated |
eastVehiclesCreated |
GUI_EndOfGameStats.sqf:17 |
East vehicles built |
_eastVehiclesLost |
eastVehiclesLost |
GUI_EndOfGameStats.sqf:18 |
East vehicles lost |
_westUnitsCreated |
westUnitsCreated |
GUI_EndOfGameStats.sqf:19 |
West soldiers recruited |
_westCasualties |
westCasualties |
GUI_EndOfGameStats.sqf:20 |
West soldiers lost |
_westVehiclesCreated |
westVehiclesCreated |
GUI_EndOfGameStats.sqf:21 |
West vehicles built |
_westVehiclesLost |
westVehiclesLost |
GUI_EndOfGameStats.sqf:22 |
West vehicles lost |
Case note: the renderer reads lowercase-prefixed keys (westUnitsCreated), while both the producer (str _side / sideJoinedText = str sideJoined, which yield uppercase "WEST") and the Init_Server zeroing (Format["%1UnitsCreated",_side], which stringifies the side value to "WEST") write uppercase-prefixed keys (WESTUnitsCreated). These resolve to the same slot because Arma's namespace variable keys are case-insensitive, so the screen reads the values the match accumulated despite the apparent prefix mismatch. There is no KilledEnemy row on this screen even though that counter is maintained alongside the others (see zeroing table); it feeds COMBATSTAT, not the scoreboard.
Each bar is an RscText whose width (position select 2) is driven to a fraction of the fixed _width = 0.4. The divisor differs by stat: soldier counts saturate at 500, vehicle counts at 150, and the result is clamped never to exceed _width.
| Bar | Path:line | Normalization | Saturates at |
|---|---|---|---|
| Soldiers recruited (per side) |
GUI_EndOfGameStats.sqf:47-48, 96-97
|
_width * (UnitsCreated / 500), capped to _width
|
500 |
| Soldiers lost (per side) |
GUI_EndOfGameStats.sqf:57-58, 106-107
|
_width * (Casualties / 500), capped to _width
|
500 |
| Vehicles built (per side) |
GUI_EndOfGameStats.sqf:67-68, 116-117
|
_width * (VehiclesCreated / 150), capped to _width
|
150 |
| Vehicles lost (per side) |
GUI_EndOfGameStats.sqf:77-78, 126-127
|
_width * (VehiclesLost / 150), capped to _width
|
150 |
The animation idiom is the same for every bar (e.g. west recruited at GUI_EndOfGameStats.sqf:46-54): read CtrlPosition, Set[2,0] then CtrlCommit 0 to snap to zero width, then Set[2,<normalized>] then CtrlCommit 8 to grow to target width over 8 seconds. The bar grow and the numeric count-up therefore play in parallel over the same ~8s window.
GUI_EndOfGameStats.sqf:135-182 runs an 8-second loop (_timePassed starts 0, sleep 0.1, +0.1 per pass). Each pass advances all eight numeric counters by their precomputed rate (value / 5 * .1), clamps each to its target value (if (_count > _target) then {_count = _target}), and writes the integer part via CtrlSetText Format["%1", _count - (_count % 1)] (e.g. east recruited at :149-151). Because rate = value/50 per tick and there are 80 ticks, every counter reaches its target well before the loop ends and then holds. The script ends when _timePassed reaches 8; the resource itself persists per its duration (see resource table).
Defined in Rsc/Titles.hpp:580-769. A idd = 90000 title resource with a 15000ms duration. Its onLoad/onUnload route through the shared currentCutDisplay helper, which is the source of the documented title-handle collision (see Continue Reading).
| Property | Path:line | Value |
|---|---|---|
idd |
Rsc/Titles.hpp:581 |
90000 |
duration |
Rsc/Titles.hpp:582 |
15000 |
onLoad |
Rsc/Titles.hpp:587 |
_this ExecVM "Client\GUI\GUI_SetCurrentCutDisplay.sqf" |
onUnload |
Rsc/Titles.hpp:588 |
_this ExecVM "Client\GUI\GUI_ClearCurrentCutDisplay.sqf" |
The renderer addresses controls by IDC through (["currentCutDisplay"] call BIS_FNC_GUIget) DisplayCtrl <idc>. East count/bar pairs run 90101-90108; West pairs run 90200-90207; the title is 90001. Counter classes inherit from SoldiersRecruitedCountBase (declared Rsc/Titles.hpp:654, idc = 90100 at Rsc/Titles.hpp:655); bars are style = 128 RscText blocks.
| Stat row | East count IDC | East bar IDC | West count IDC | West bar IDC | Hpp lines |
|---|---|---|---|---|---|
| Soldiers recruited | 90101 | 90102 | 90200 | 90201 | Rsc/Titles.hpp:665-687 |
| Soldiers lost | 90103 | 90104 | 90202 | 90203 | Rsc/Titles.hpp:694-714 |
| Vehicles created | 90105 | 90106 | 90204 | 90205 | Rsc/Titles.hpp:721-741 |
| Vehicles lost | 90107 | 90108 | 90206 | 90207 | Rsc/Titles.hpp:748-768 |
Title and frame controls: SideWinsText idc = 90001 (Rsc/Titles.hpp:608-609); StatsBackGroundHeader 90002; StatsBackGround 90003. Faction imagery: EastImage uses ruflag (Rsc/Titles.hpp:629-635), WestImage uses usflag (Rsc/Titles.hpp:638-641). Row labels read localized strings STR_WF_END_Soldier_Recruited, STR_WF_END_Soldier_Lost, STR_WF_END_Vehicle_Built, STR_WF_END_Vehicle_Lost (Rsc/Titles.hpp:651,691,718,745), all present in stringtable.xml:740-768.
The accumulator behind every counter. A one-line function compiled to the global UpdateStatistics at Common/Init/Init_Common.sqf:86.
| Aspect | Detail |
|---|---|
| Path | Common/Functions/Common_UpdateStatistics.sqf:1 |
| Compile binding |
UpdateStatistics = Compile preprocessFileLineNumbers "Common\Functions\Common_UpdateStatistics.sqf"; (Common/Init/Init_Common.sqf:86) |
| Params |
[_side, _var, _val] — side string, stat-name suffix, increment amount |
| Body | WF_Logic setVariable [Format["%1%2",_side,_var], ((WF_Logic getVariable Format["%1%2",_side,_var]) + _val), true]; |
| Behavior | Reads the current <side><var> counter on WF_Logic, adds _val, writes it back with the public flag true so it broadcasts to all machines (the renderer can read it on any client) |
| Returns | nothing meaningful (last statement is the setVariable) |
Because the key is built as Format["%1%2",_side,_var], the same function maintains every counter; the four scoreboard stats are just the _var values UnitsCreated, Casualties, VehiclesCreated, VehiclesLost, plus the non-scoreboard KilledEnemy.
The five WF_Logic counters are reset to 0 for each present side inside the per-side init loop in Server/Init/Init_Server.sqf. The loop variable _side is a side value (_x select 1, Server/Init/Init_Server.sqf:381), which Format stringifies into the key prefix.
| Path:line | Statement |
|---|---|
Server/Init/Init_Server.sqf:453 |
WF_Logic setVariable [Format["%1UnitsCreated",_side],0,true]; |
Server/Init/Init_Server.sqf:454 |
WF_Logic setVariable [Format["%1Casualties",_side],0,true]; |
Server/Init/Init_Server.sqf:455 |
WF_Logic setVariable [Format["%1VehiclesCreated",_side],0,true]; |
Server/Init/Init_Server.sqf:456 |
WF_Logic setVariable [Format["%1VehiclesLost",_side],0,true]; |
Server/Init/Init_Server.sqf:457 |
WF_Logic setVariable [Format["%1KilledEnemy",_side],0,true]; — feeds COMBATSTAT, not the scoreboard |
The //todo improve. comment at Server/Init/Init_Server.sqf:452 sits directly above this block.
UnitsCreated and VehiclesCreated are written from the many unit/vehicle creation paths; Casualties and VehiclesLost are written from the kill handler. All sites pass an uppercase side string (str _side / _sideText = str _side / sideJoinedText).
| Counter | Call site (path:line) | Context |
|---|---|---|
| UnitsCreated | Server/Functions/Server_BuyUnit.sqf:88,229 |
Server buys a soldier / batch |
| VehiclesCreated | Server/Functions/Server_BuyUnit.sqf:179 |
Server buys a vehicle |
| UnitsCreated | Client/Functions/Client_BuildUnit.sqf:302,548 |
Client-built soldier / batch (sideJoinedText) |
| VehiclesCreated | Client/Functions/Client_BuildUnit.sqf:380 |
Client-built vehicle |
| UnitsCreated | Client/Functions/Client_PreRespawnHandler.sqf:39 |
Pre-respawn unit accounting |
| UnitsCreated | Client/Init/Init_Client.sqf:816 |
Initial client unit |
| UnitsCreated / VehiclesCreated | Client/Module/UAV/uav.sqf:47-48 |
UAV crew + airframe |
| UnitsCreated | Server/AI/AI_SquadRespawn.sqf:16 |
AI squad respawn |
| UnitsCreated / VehiclesCreated | Common/Functions/Common_CreateTownUnits.sqf:96-97 |
Town garrison spawn (gated _built > 0 / _builtveh > 0) |
| UnitsCreated | Common/Functions/Common_CreateUnitForStaticDefence.sqf:192 |
Static-defense gunner spawn |
| UnitsCreated | Common/Functions/Common_CreateUnitsForResBases.sqf:44 |
Resistance base spawn |
| UnitsCreated | Server/Functions/Server_HandleDefense.sqf:96 |
Server defense unit |
| VehiclesCreated / UnitsCreated |
Server/Support/Support_Paratroopers.sqf:68,89; Support_ParaAmmo.sqf:31-32; Support_ParaVehicles.sqf:30-31
|
Paradrop support inserts |
| Casualties / VehiclesLost | Server/PVFunctions/RequestOnUnitKilled.sqf:183 |
On kill: man → Casualties, else → VehiclesLost, gated _killed_side in WFBE_PRESENTSIDES
|
| KilledEnemy (not on screen) | Server/PVFunctions/RequestOnUnitKilled.sqf:190 |
Credits killer side for a downed enemy; feeds COMBATSTAT |
The kill-side Casualties/VehiclesLost write at RequestOnUnitKilled.sqf:183 is the same producer the Kill And Score Pipeline documents as its faction-level counter step; this page's scope is the rest of the producer set and the screen that consumes all of it.
-
Victory and Endgame Atlas — the win-condition loop and outro that trigger this screen via
Client_EndGame.sqf -
Kill and Score Pipeline — the kill handler that produces the
Casualties/VehiclesLostcounters -
UI IDD Collision Repair — the
currentCutDisplayshared-handle collision this resource participates in - Client UI Systems Atlas — catalog of title resources and HUD display ownership
-
Networking and Public Variables — how the
WF_Logic setVariable [...,true]broadcast reaches every client
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