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Factory And Purchase Systems Atlas

rayswaynl edited this page Jun 2, 2026 · 35 revisions

Factory And Purchase Systems Atlas

This page maps how units and vehicles become purchasable, how the buy menu gates and queues player purchases, how spawned units enter the mission, and where the older server-side AI buy path currently sits.

Primary source scope:

  • Rsc/Dialogs.hpp
  • Client/GUI/GUI_Menu.sqf
  • Client/GUI/GUI_Menu_BuyUnits.sqf
  • Client/Functions/Client_BuildUnit.sqf
  • Client/Functions/Client_UIFillListBuyUnits.sqf
  • Client/Functions/Client_UIChangeComboBuyUnits.sqf
  • Client/FSM/updateavailableactions.fsm
  • Client/Init/Init_Client.sqf
  • Common/Init/Init_Common.sqf
  • Common/Init/Init_CommonConstants.sqf
  • Common/Init/Init_PublicVariables.sqf
  • Common/Config/Core/*.sqf
  • Common/Config/Core_Root/*.sqf
  • Common/Config/Core_Units/*.sqf
  • Common/Config/Core_Squads/*.sqf
  • Common/Functions/Common_CreateUnit.sqf
  • Common/Functions/Common_CreateVehicle.sqf
  • Server/Functions/Server_BuyUnit.sqf
  • Server/Init/Init_Server.sqf

Executive Summary

Area Source-backed finding
Player buy path The player buy menu does not send a RequestBuyUnit PVF. GUI_Menu_BuyUnits.sqf calls local BuildUnit, compiled from Client_BuildUnit.sqf, then deducts client funds.
Server buy path Init_Server.sqf compiles AIBuyUnit = Server_BuyUnit.sqf, but source search finds no current caller besides the compile. Treat it as latent/unused until a dynamic call is proven.
Config model Common/Config/Core/*.sqf creates per-class metadata arrays; Core_Units/*.sqf groups class names into factory lists such as WFBE_WESTLIGHTUNITS; Core_Root/*.sqf selects which side root calls which unit/structure/upgrade files.
Availability updateavailableactions.fsm sets barracksInRange, lightInRange, heavyInRange, aircraftInRange, depotInRange and hangarInRange. Command center range can replace normal purchase range through commandInRange.
Queueing Player queue caps are client missionNamespace counters initialized in Init_Client.sqf; factory FIFO order is stored on the building variable queu.
Unit creation Both client and server paths call common primitives: WFBE_CO_FNC_CreateUnit and WFBE_CO_FNC_CreateVehicle, which attach global init, killed/hit handlers, tracking and performance-audit hooks.
Risk Purchase authority is largely client-side for player buys. That is consistent with legacy Warfare locality, but high-value additions should not assume there is a server-side purchase validator.

Player Purchase Flow

flowchart TD
    A["Main menu action"] --> B["RscMenu_BuyUnits onLoad"]
    B --> C["Client/GUI/GUI_Menu_BuyUnits.sqf"]
    C --> D["Range globals from updateavailableactions.fsm"]
    C --> E["WFBE_<side><factory>UNITS list"]
    E --> F["Client_UIFillListBuyUnits.sqf"]
    F --> G["Upgrade/faction/cost filtered listbox"]
    G --> H["MenuAction = 1 purchase"]
    H --> I["Funds, camp, group-size and queue checks"]
    I --> J["Spawn BuildUnit"]
    J --> K["Client_BuildUnit.sqf"]
    K --> L["Common_CreateUnit / Common_CreateVehicle"]
    L --> M["Unit/vehicle in player group"]
Loading

Entry points:

  • GUI_Menu.sqf creates RscMenu_BuyUnits.
  • Dialogs.hpp defines RscMenu_BuyUnits with idd = 12000 and onLoad = "_this ExecVM ""Client\GUI\GUI_Menu_BuyUnits.sqf""".
  • Init_Client.sqf compiles BuildUnit, UIChangeComboBuyUnits and UIFillListBuyUnits.

The menu starts by choosing the closest available purchase category from the range globals:

  • Barracks
  • Light
  • Heavy
  • Aircraft
  • Depot
  • Airport

If no purchase type is in range, the dialog closes.

Range And Availability

Client/FSM/updateavailableactions.fsm runs after client init and updates the globals used by the UI. It loads these important constants:

Constant Default Role
WFBE_C_UNITS_PURCHASE_RANGE 150 Normal factory purchase range.
WFBE_C_STRUCTURES_COMMANDCENTER_RANGE 5500 Command center remote interaction range.
WFBE_C_TOWNS_PURCHASE_RANGE 60 Depot purchase range.
WFBE_C_UNITS_PURCHASE_HANGAR_RANGE 50 Airport/hangar purchase range.

The FSM sets _purchaseRange = if (commandInRange) then {_ccr} else {_pur}. That means the command center can effectively turn normal barracks/light/heavy/aircraft purchase into a much larger remote-purchase radius. Depot and hangar logic use their own closest-depot/airport checks.

The active buy menu then reads:

  • barracksInRange
  • lightInRange
  • heavyInRange
  • aircraftInRange
  • depotInRange
  • hangarInRange

Config Chain

flowchart TD
    A["Init_Common.sqf"] --> B["Common/Config/Core/*.sqf"]
    B --> C["Per-class missionNamespace metadata"]
    A --> D["Common/Config/Core_Root/Root_<side>.sqf"]
    D --> E["Core_Units/Units_<faction>.sqf"]
    D --> F["Core_Structures/Structures_<faction>.sqf"]
    D --> G["Core_Upgrades/Upgrades_<faction>.sqf"]
    E --> H["WFBE_<side>BARRACKSUNITS"]
    E --> I["WFBE_<side>LIGHTUNITS"]
    E --> J["WFBE_<side>HEAVYUNITS"]
    E --> K["WFBE_<side>AIRCRAFTUNITS"]
    E --> L["WFBE_<side>AIRPORTUNITS"]
    E --> M["WFBE_<side>DEPOTUNITS"]
    H --> N["Buy menu list"]
    I --> N
    J --> N
    K --> N
    L --> N
    M --> N
Loading

Init_Common.sqf first loads the broad Common/Config/Core/*.sqf files, including Core_US.sqf, Core_USMC.sqf, Core_RU.sqf, Core_TKA.sqf and other content cores. These core files define per-class metadata arrays and store them under the class name in missionNamespace.

The metadata layout is defined by Init_CommonConstants.sqf:

Index Constant Meaning
0 QUERYUNITLABEL Display label.
1 QUERYUNITPICTURE UI picture or portrait.
2 QUERYUNITPRICE Base price.
3 QUERYUNITTIME Build time.
4 QUERYUNITCREW Crew slot metadata or scalar sentinel.
5 QUERYUNITUPGRADE Required upgrade level.
6 QUERYUNITFACTORY Factory category index/type.
7 QUERYUNITSKILL AI skill.
8 QUERYUNITFACTION Faction filter label.
9 QUERYUNITTURRETS Extra turret paths.

Representative metadata example from Core_US.sqf: US_Soldier_EP1 has price 150, build time 4, infantry upgrade requirement 0, factory category 0, skill 1 and faction US.

After core metadata is loaded, Core_Root/Root_<side>.sqf chooses side-specific root data and calls the matching Core_Units, Core_Squads, Core_Structures and Core_Upgrades files. For example, Root_US.sqf sets West crew/pilot/soldier/support vehicle arrays and then calls Units_CO_US.sqf, Structures_CO_US.sqf and Upgrades_CO_US.sqf.

Factory Lists

Core_Units/*.sqf files put class names into six purchase pools:

Pool Example variable Menu tab
Barracks WFBE_WESTBARRACKSUNITS Infantry.
Light WFBE_WESTLIGHTUNITS Cars, trucks, light armor, support vehicles.
Heavy WFBE_WESTHEAVYUNITS APCs, tanks, heavy artillery/AA.
Aircraft WFBE_WESTAIRCRAFTUNITS Helicopters and some fixed-wing classes.
Airport WFBE_WESTAIRPORTUNITS Fixed-wing/hangar purchases.
Depot WFBE_WESTDEPOTUNITS Civilian/simple vehicles and optionally town infantry.

Units_CO_US.sqf shows the complete pattern:

  • Sets WFBE_WESTBARRACKSUNITS, then calls Client/Init/Init_Faction.sqf locally to build faction-filter labels.
  • Sets WFBE_WESTLIGHTUNITS, WFBE_WESTHEAVYUNITS, WFBE_WESTAIRCRAFTUNITS, WFBE_WESTAIRPORTUNITS and WFBE_WESTDEPOTUNITS.
  • Adds depot infantry only if WFBE_C_UNITS_TOWN_PURCHASE > 0.
  • Adds boats only when IS_naval_map is true.
  • Handles Chernarus vs non-Chernarus class variants through IS_chernarus_map_dependent.

Buy Menu Filtering

Client_UIFillListBuyUnits.sqf fills the listbox from the selected factory pool. It applies:

  • Unit-cost upgrade modifier: WFBE_UP_UNITCOST sets UNIT_COST_MODIFIER to 0.75 or 0.5.
  • Current side upgrades: a unit is shown if QUERYUNITUPGRADE <= currentUpgrades select tabValue.
  • Faction dropdown filter: values come from WFBE_<side><factory>FACTIONS, built by Init_Faction.sqf.
  • Depot exceptions: some infantry are manually allowed when barracks upgrade thresholds are met.
  • Visual coloring for repair trucks, ammo trucks, airlift vehicles, ambulances, salvage trucks, artillery vehicles and supply trucks.

Cost shown in the list is:

round (((_c select QUERYUNITPRICE) * ATTACK_WAVE_PRICE_MODIFIER) * UNIT_COST_MODIFIER)

The visible list is therefore a combined result of core metadata, side upgrade state, faction filter state, unit-cost upgrades and attack-wave discount state.

Focused UI review found a display/detail drift: Client_UIFillListBuyUnits.sqf:59-60 uses the rounded attack-wave plus unit-cost modifier price for the list and affordability flow, while the detail panel in GUI_Menu_BuyUnits.sqf:90-99 uses floor(base * ATTACK_WAVE_PRICE_MODIFIER) before adding crew cost. Any UNIT_COST_MODIFIER discount can therefore leave the details panel showing a different price from the list/purchase path. If the detail panel is used for player decisions, align it to the same helper or formula before rebalancing costs.

Purchase Checks

When MenuAction == 1, GUI_Menu_BuyUnits.sqf performs these checks before spawning:

Check Source behavior
Funds Uses Call GetPlayerFunds; missing funds blocks and hints.
Depot infantry camps Depot infantry purchase requires all camps on that town to belong to the player's side.
Group size Uses live units plus local unitQueu, scaled by barracks upgrade and with a commander bonus.
Crew count Vehicle purchases can include driver, gunner, commander and extra turret crew.
Queue cap Checks WFBE_C_QUEUE_<type> against WFBE_C_QUEUE_<type>_MAX.
Factory queue text Reads the selected building's queu variable to show immediate or queued purchase hint.

For the exact default AI-follower table and role-balance notes, use Player AI caps and role balance. The important source rule is that the lobby player-AI cap is scaled by barracks level, Soldier slots apply a 1.5x multiplier before that scaling, and commander team players get +10 total group slots.

If accepted:

  1. WFBE_C_QUEUE_<type> increments locally.
  2. _params Spawn BuildUnit.
  3. Funds are deducted with ChangePlayerFunds.

Important authority note: no server PVF request is sent for this player purchase. There is also no Server/PVFunctions/RequestBuyUnit.sqf in the current source and RequestBuyUnit is not registered in Init_PublicVariables.sqf.

Queue Model

There are two queue concepts:

Queue Scope Source
Client queue cap Client missionNamespace counters such as WFBE_C_QUEUE_LIGHT, max values initialized in Init_Client.sqf. Prevents a player from starting too many concurrent local builds by category.
Factory FIFO Building variable queu, public on the building. Orders builds at the same selected factory.

Client_BuildUnit.sqf appends a random _unique ID to _building getVariable "queu" and waits until that ID reaches the front. If the queue appears stuck longer than WFBE_LONGEST<factory>BUILDTIME, it removes the head entry. Longest build times are calculated in Init_Common.sqf by scanning the purchasable units for each structure and side.

Queue cleanup is fragile by design: changing factory type labels, longest-build variables or queue mutation rules can strand entries or let concurrent purchases overlap.

Claude DR-33 adds two concrete implementation hazards:

Hazard Evidence Fix direction
Empty-vehicle buys leak the client queue counter. Current source still has an empty-vehicle exitWith before the normal unitQueu / WFBE_C_QUEUE_* decrement in Client_BuildUnit.sqf. Patch-ready, not patched. Smoke repeated crewless vehicle buys and normal crewed/infantry buys after the fix. See Factory queue counter token cleanup.
Factory FIFO token identity is collision-prone; queu broadcast churn remains. Current source still uses a low-entropy random varQueu token, and the building queu array is still broadcast with setVariable [..., true] on enqueue/progress/completion. Patch the local token and counter first; broadcast reduction remains a separate UI-aware follow-up. See Factory queue counter token cleanup.

Spawn Position Model

Client_BuildUnit.sqf chooses spawn positions from either structure distance/direction arrays or nearby helper pads:

Factory type Preferred helper object Fallback
Light HeliH, excluding HeliHCivil and HeliHRescue Structure modelToWorld distance/direction.
Heavy HeliHRescue Structure modelToWorld distance/direction.
Aircraft HeliHCivil Structure modelToWorld distance/direction.
Barracks Sr_border Structure modelToWorld distance/direction.
Depot WFBE_C_DEPOT_BUY_DISTANCE / WFBE_C_DEPOT_BUY_DIR Position from town depot logic.
Airport WFBE_C_HANGAR_BUY_DISTANCE / WFBE_C_HANGAR_BUY_DIR Position from airfield logic.

This means map object placement can alter purchase spawn behavior without touching scripts.

Creation And Initialization

Player build path:

  • Infantry: Client_BuildUnit.sqf calls WFBE_CO_FNC_CreateUnit.
  • Vehicles: Client_BuildUnit.sqf calls WFBE_CO_FNC_CreateVehicle, then adds local vehicle actions, balance, artillery, missile, countermeasure, IRS, engine and reload handlers.
  • Optional crew are created through WFBE_CO_FNC_CreateUnit and moved into driver/gunner/commander/turret positions.
  • Created units are sent to the leader waypoint helper through WFBE_CL_FNC_SendSpawnedUnitsToLeaderWaypoint.

Common creation behavior:

  • Common_CreateUnit.sqf sets unit skill from QUERYUNITSKILL, applies selected special-case loadout fixes, attaches killed handler and runs Init_Unit.sqf depending on infantry tracking/global-init rules.
  • Common_CreateVehicle.sqf creates the vehicle, applies tank/APC modification, textures, direction/velocity, lock state, killed/hit bounty handlers, optional global setVehicleInit, map combat marker fired handler and performance audit.

Server AI Buy Path

Server/Init/Init_Server.sqf compiles:

AIBuyUnit = Compile preprocessFile "Server\Functions\Server_BuyUnit.sqf";

Server_BuyUnit.sqf is a full server-side purchase worker:

  • expects _id, _building, _unitType, _side, _team and vehicle crew flags;
  • appends to the building queu;
  • waits for the factory FIFO;
  • exits if the factory dies or a player takes over the AI team;
  • creates units/vehicles server-side through the common primitives;
  • applies vehicle handlers and crew logic;
  • clears the team's wfbe_queue entry when done.

Current status: a source search finds AIBuyUnit only in the compile line and Server_BuyUnit.sqf itself. No active caller was found in the source mission. Treat the server buy worker as latent or abandoned until a dynamic call path is proven.

Attack Wave And Unit Cost Modifiers

The buy menu cost path includes two global modifiers:

Modifier Source
ATTACK_WAVE_PRICE_MODIFIER Initialized in Init_CommonConstants.sqf; changed by attack-wave client special messages.
UNIT_COST_MODIFIER Initialized to 1; updated by Client_UIFillListBuyUnits.sqf from WFBE_UP_UNITCOST.

Attack wave itself is handled through direct public variable channels:

  • Common_AttackWaveActivate.sqf sends ATTACK_WAVE_INIT to the server.
  • Server_AttackWave.sqf publishes ATTACK_WAVE_DETAILS.
  • Server/PVFunctions/AttackWave.sqf listens for ATTACK_WAVE_DETAILS and sends HandleSpecial / LocalizeMessage updates to clients.
  • Client/PVFunctions/HandleSpecial.sqf updates ATTACK_WAVE_PRICE_MODIFIER.

Because player purchase cost is calculated client-side, any attack-wave or unit-cost work must keep UI display, local affordability and actual deduction aligned.

Relationship To AI Squads

Core_Squads/Squads_GetFactionGroups.sqf reads QUERYUNITFACTORY and QUERYUNITUPGRADE from the same per-class metadata arrays to infer what factories and upgrade levels a group template requires.

This means class metadata mistakes can break more than the visible buy menu:

  • buy list gating;
  • AI squad requirement derivation;
  • bounties and score;
  • build time;
  • factory categorization;
  • crew/turret generation;
  • skill applied by Common_CreateUnit.

Current Risks And Partial Features

Risk / status Evidence Development guidance
No player RequestBuyUnit server authority Init_PublicVariables.sqf has no RequestBuyUnit; GUI_Menu_BuyUnits.sqf calls local BuildUnit and deducts funds client-side. For high-value or exploit-sensitive purchases, add a server-validated request path or at least document why client-local creation is acceptable for the target server model.
Server_BuyUnit.sqf appears unused AIBuyUnit is compiled in Init_Server.sqf, but source search finds no caller. Before reviving AI purchases, find intended caller history or design a new explicit AI commander production loop.
Player/server build drift Client_BuildUnit.sqf and Server_BuyUnit.sqf duplicate vehicle handler, missile, IRS, countermeasure and crew setup logic. Any new vehicle behavior may need both paths unless server path is formally retired or refactored.
Queue state is fragile Building queu and client WFBE_C_QUEUE_* counters are manually incremented/decremented; DR-33 counter/token fixes are patch-ready but still absent from current source, while public queue broadcast churn also remains. Wave R added that extra-turret-crew-only vehicle buys, if exposed, can hit the same empty-exit before extra crew creation. Always test cancellation, factory destruction, menu close, empty-vehicle buys, extra-turret-crew selections, repeated purchases and queue hints when touching queues.
Cost authority is local Menu checks funds and calls ChangePlayerFunds locally after spawning build thread. Do not add new economy side effects to purchase without tracing client funds, commander income, side supply and PV hardening.
Spawn pads are object-class conventions Light/heavy/air/barracks pads depend on nearby helper object classes. Document required map editor objects when adding or moving bases.
Attack-wave cost is client-visible state ATTACK_WAVE_PRICE_MODIFIER affects list display and purchase cost. Keep JIP sync and local modifier state aligned before adding temporary discounts.
Buy-list detail price can drift from actual list/purchase price Client_UIFillListBuyUnits.sqf:59-60 applies UNIT_COST_MODIFIER, while GUI_Menu_BuyUnits.sqf:90-99 detail math does not before crew cost. Extract or duplicate one exact price helper before changing unit-cost discounts or attack-wave modifiers.
Special-vehicle color/hint support is incomplete The briefing claims colored special vehicles, Client_UIFillListBuyUnits.sqf:67-100 colors many support classes, and GUI_Menu_BuyUnits.sqf:442-458 has manual hints/conditions for special purchase classes. Treat colored/hinted special vehicles as a UI affordance, not a complete feature registry. Add new support classes to list coloring, detail text, purchase checks and root arrays together.

Implementation Checklist

When adding or changing purchasable units:

  1. Define or update the class metadata in the relevant Common/Config/Core/Core_*.sqf file.
  2. Make sure the metadata fields match QUERYUNIT* constants, especially price, time, crew, upgrade, factory, faction and turrets.
  3. Add the classname to every intended Common/Config/Core_Units/Units_*.sqf factory pool.
  4. If the class is a support vehicle, update side root arrays such as WFBE_<side>REPAIRTRUCKS, AMMOTRUCKS, SUPPLYTRUCKS, SALVAGETRUCK, AMBULANCES, LIFTVEHICLE or ARTYVEHICLE.
  5. Check whether AI squad templates or support scripts expect the class.
  6. Test list filtering by upgrade level and faction dropdown.
  7. Test queue behavior at the relevant factory and with the factory destroyed mid-build.
  8. If AI commander/server production must use the class, either verify an active caller for AIBuyUnit or implement the server caller intentionally.
  9. Run Tools/LoadoutManager after gameplay edits so generated missions receive the source changes.
  10. Update this page, Feature status, Client UI systems atlas and agent-context.json when changing purchase authority or config ownership.

Handoff For Claude / Future Review

  • Review whether Server_BuyUnit.sqf should be revived, removed from docs as retired, or wired into a new AI commander production design.
  • Compare every vehicle handler in Client_BuildUnit.sqf vs Server_BuyUnit.sqf and decide whether drift is acceptable.
  • Design a minimal server-side validation layer for player purchases that respects Arma 2 locality and does not break hosted/JIP behavior.
  • Cross-check depot town purchase with current town-camp ownership logic and supply-truck status.

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