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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.hppClient/GUI/GUI_Menu.sqfClient/GUI/GUI_Menu_BuyUnits.sqfClient/Functions/Client_BuildUnit.sqfClient/Functions/Client_UIFillListBuyUnits.sqfClient/Functions/Client_UIChangeComboBuyUnits.sqfClient/FSM/updateavailableactions.fsmClient/Init/Init_Client.sqfCommon/Init/Init_Common.sqfCommon/Init/Init_CommonConstants.sqfCommon/Init/Init_PublicVariables.sqfCommon/Config/Core/*.sqfCommon/Config/Core_Root/*.sqfCommon/Config/Core_Units/*.sqfCommon/Config/Core_Squads/*.sqfCommon/Functions/Common_CreateUnit.sqfCommon/Functions/Common_CreateVehicle.sqfServer/Functions/Server_BuyUnit.sqfServer/Init/Init_Server.sqf
| 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. |
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"]
Entry points:
-
GUI_Menu.sqfcreatesRscMenu_BuyUnits. -
Dialogs.hppdefinesRscMenu_BuyUnitswithidd = 12000andonLoad = "_this ExecVM ""Client\GUI\GUI_Menu_BuyUnits.sqf""". -
Init_Client.sqfcompilesBuildUnit,UIChangeComboBuyUnitsandUIFillListBuyUnits.
The menu starts by choosing the closest available purchase category from the range globals:
BarracksLightHeavyAircraftDepotAirport
If no purchase type is in range, the dialog closes.
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_CAPTURE_RANGE |
40 |
Depot action/range gate in updateavailableactions.fsm (:39, :194). |
WFBE_C_TOWNS_PURCHASE_RANGE |
60 |
Buy-menu closest-depot lookup range in GUI_Menu_BuyUnits.sqf:217; not the FSM depotInRange gate. |
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.
Important split: depotInRange is computed from _tcr = WFBE_C_TOWNS_CAPTURE_RANGE in updateavailableactions.fsm:39,194; the separate WFBE_C_TOWNS_PURCHASE_RANGE value is consumed by the buy menu when it resolves the closest depot at GUI_Menu_BuyUnits.sqf:217.
The active buy menu then reads:
barracksInRangelightInRangeheavyInRangeaircraftInRangedepotInRangehangarInRange
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
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.
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 callsClient/Init/Init_Faction.sqflocally to build faction-filter labels. - Sets
WFBE_WESTLIGHTUNITS,WFBE_WESTHEAVYUNITS,WFBE_WESTAIRCRAFTUNITS,WFBE_WESTAIRPORTUNITSandWFBE_WESTDEPOTUNITS. - Adds depot infantry only if
WFBE_C_UNITS_TOWN_PURCHASE > 0. - Adds boats only when
IS_naval_mapis true. - Handles Chernarus vs non-Chernarus class variants through
IS_chernarus_map_dependent.
Client_UIFillListBuyUnits.sqf fills the listbox from the selected factory pool. It applies:
- Unit-cost upgrade modifier:
WFBE_UP_UNITCOSTsetsUNIT_COST_MODIFIERto0.75or0.5. - Current side upgrades: a unit is shown if
QUERYUNITUPGRADE <= currentUpgrades select tabValue. - Faction dropdown filter: values come from
WFBE_<side><factory>FACTIONS, built byInit_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.
Current-source recheck found two separate buy-menu price risks, not one. The list row and the purchase/check/charge path use the modifier-bearing formula (Client_UIFillListBuyUnits.sqf:60; GUI_Menu_BuyUnits.sqf:90,155-156), but the later detail-refresh path recomputes _currentCost with floor ((_currentUnit select QUERYUNITPRICE) * ATTACK_WAVE_PRICE_MODIFIER) at GUI_Menu_BuyUnits.sqf:261 and writes it to the displayed price control at :465. That means the visible selected-unit detail can still drift from the list/charge path whenever UNIT_COST_MODIFIER is not 1. A future fix should route list row, selected-detail display, affordability check and charge through one helper.
The unit-cost modifier also has a reset trap: Client_UIFillListBuyUnits.sqf:7-16 sets UNIT_COST_MODIFIER only when the upgrade level is 1 or 2. It does not reset the global to 1 when the upgrade level is 0, even though Init_CommonConstants.sqf:203 initializes it that way. If the same client had already seen a discounted state, a later no-upgrade list fill can keep the stale discount. Patch by assigning the default before the if (_unitCostUpgradeLevel > 0) branch or by using a local price helper instead of a mutable global.
The driver-default preference has a separate profileNamespace key split. GUI_Menu_BuyUnits.sqf:39-42,173 initializes and toggles uppercase WFBE_C_DRIVER_ENABLED_BY_DEFAULT, while active cost preview, group-cap counting, BuildUnit parameters, refresh, max-out, and reset paths mostly read or write lowercase wfbe_c_driver_enabled_by_default at GUI_Menu_BuyUnits.sqf:95,136,154,284,308,328-341,366,373,385. Normalize one preference key before polishing crew UX, then smoke the checkbox state, preview cost, group-cap count, spawned driver, max-out, and reset paths together.
Refreshed 2026-06-05 for origin/docs/developer-wiki-claude 504ef5ab, stable origin/master 2cdf5fb8, upstream miksuu/master f532f706, release origin/release/2026-06-feature-bundle 3282ff3f and branch origin/feat/buymenu-easa-qol a66d4691.
| Scope | Selected-detail price | Unit-cost reset | Driver-default profile key | Practical result |
|---|---|---|---|---|
| Current docs/source Chernarus + maintained Vanilla | Still recomputes selected detail as floor ((_currentUnit select QUERYUNITPRICE) * ATTACK_WAVE_PRICE_MODIFIER) at GUI_Menu_BuyUnits.sqf:261, while list and purchase use UNIT_COST_MODIFIER at :90 and Client_UIFillListBuyUnits.sqf:60. |
No UNIT_COST_MODIFIER = 1 reset in Client_UIFillListBuyUnits.sqf; only 0.75 and 0.5 writes at :11,14. |
Uppercase init/toggle remains at GUI_Menu_BuyUnits.sqf:39-42,173; lowercase reads/writes remain at :95,136,154,284,308,328-341,366,373,385. |
All three UI/economy risks remain in both maintained roots. |
Stable origin/master and upstream miksuu/master
|
Same old selected-detail formula in both maintained roots. | Same no-reset shape in both maintained roots. | Same mixed uppercase/lowercase profile key shape in both maintained roots. | No upstream rescue found. |
Release 3282ff3f
|
Chernarus uses the modifier-bearing selected-detail formula at GUI_Menu_BuyUnits.sqf:280; release Vanilla still has the old :261 formula. |
Both release roots still lack a level-0 reset in Client_UIFillListBuyUnits.sqf. |
Both release roots still mix uppercase init/toggle and lowercase live reads/writes. | Release only partially fixes Chernarus selected-detail display; do not call this lane fixed. |
origin/feat/buymenu-easa-qol a66d4691
|
Same as release: Chernarus selected detail is fixed at :280, Vanilla is untouched. |
No reset in either root. | Mixed profile key remains in both roots. | Useful UI branch evidence, but it is not the full price/key cleanup. |
Patch order: first centralize or reset the price modifier so list row, selected-detail display, affordability check and debit agree; then normalize the driver-default profile key; then propagate maintained Vanilla and smoke low/exact/high funds, unit-cost levels 0/1/2, infantry, crewless vehicles, full-crew vehicles, checkbox toggle, max-out and reset.
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. Vehicle crew selected in the buy menu consumes the same group cap, so a driver/gunner/commander/extra-turret purchase can fill several follower slots at once.
If accepted:
-
WFBE_C_QUEUE_<type>increments locally. -
_params Spawn BuildUnit. - Funds are deducted with
ChangePlayerFunds.
There is no refund on the destroyed-factory abort path. The menu deducts funds after spawning BuildUnit (GUI_Menu_BuyUnits.sqf:145-156), then Client_BuildUnit.sqf:203-214 sleeps the build time, removes the queue token and exits if the factory is dead/null. That exit decrements the queue counters but does not restore the already deducted player funds. A future fix should either commit the debit only after build acceptance or refund every post-queue abort path through one source-of-truth helper. Smoke destroyed-factory and buyer-disconnect cases before changing purchase timing or adding cancellation UX.
Important authority note: no server PVF request is sent for this player purchase. There is no Server/PVFunctions/RequestBuyUnit.sqf or Server/PVFunctions/RequestBuildUnit.sqf in the current source, and neither request is registered in Init_PublicVariables.sqf.
Mini-scout follow-up 2026-06-04 rechecked the static footprint: Init_Client.sqf:52 compiles BuildUnit, GUI_Menu_BuyUnits.sqf:155 spawns it for player purchases, and Init_Server.sqf:10 only compiles AIBuyUnit = Server_BuyUnit.sqf. A source grep found no active RequestBuyUnit/RequestBuildUnit PVF path and no static caller for AIBuyUnit beyond the compile. Server_BuyUnit.sqf:12-17,47-55,78-83 repeatedly exits or cleans up when the team leader is a player, which matches a latent/AI helper rather than a player purchase authority surface.
This means the durable fix is not a small "refund missing" patch by itself. A public-server-safe redesign needs an explicit request/accept/debit/abort protocol: the server should validate factory state, funds, side, queue capacity and spawn legality before accepting, then debit only at acceptance or refund every rejected/aborted post-accept path through one helper.
Terminology note from the 2026-06-04 factory queue scout: once the buy menu spawns BuildUnit, "cancel" is not a current UI operation. The Back button only returns to the main WF menu (GUI_Menu_BuyUnits.sqf:495-499), while the worker continues unless it reaches an abort path such as a dead/null factory. Use "abort/refund" for implementation work until an actual cancel command exists.
Refreshed 2026-06-06 for current source HEAD/stable origin/master 2cdf5fb8, upstream miksuu/master f532f706, origin/perf/quick-wins 0076040f and release origin/release/2026-06-feature-bundle 7195b331.
| Scope | Menu/debit shape | Dead/null factory abort | Development meaning |
|---|---|---|---|
| Current source Chernarus + maintained Vanilla |
GUI_Menu_BuyUnits.sqf:145-156 checks the local queue cap, increments WFBE_C_QUEUE_%1, spawns BuildUnit, then debits with -(_currentCost) Call ChangePlayerFunds. _currentCost is not passed to BuildUnit. |
Client_BuildUnit.sqf:211-214 exits when the building is dead/null and decrements unitQueu plus WFBE_C_QUEUE_%1, but does not refund funds. |
The player pays even when the build worker aborts after a destroyed/null factory. Treat as owner-decision patch-ready work, not a documented cancellation feature. |
Stable origin/master 2cdf5fb8 and upstream miksuu/master f532f706
|
Same line shape in both maintained roots: buy menu debit after BuildUnit spawn at GUI_Menu_BuyUnits.sqf:145-156. |
Same dead/null exit at Client_BuildUnit.sqf:211-214 with queue cleanup only. |
No stable/upstream rescue found. |
origin/perf/quick-wins 0076040f
|
Same buy menu debit and no _currentCost parameter in both roots. |
Dead/null factory exit still has queue cleanup only at Client_BuildUnit.sqf:211-214. Chernarus additionally cleans the empty/crewless branch counter at :367-368; Vanilla does not. |
Perf branch is useful DR-33a evidence, but it does not solve destroyed-factory refunds or maintained Vanilla propagation. |
Release origin/release/2026-06-feature-bundle 7195b331
|
Chernarus and Vanilla pass _currentCost into BuildUnit at GUI_Menu_BuyUnits.sqf:160, spawn at :161, then debit at :162. |
Dead/null factory exit still only decrements queue/counter at Client_BuildUnit.sqf:212-215. The later empty/crewless branch releases the queue and refunds _currentCost at :367-372, with a comment saying factory destroyed before build. |
Release has adjacent cost/refund plumbing, but not closure for the dead/null factory abort. Review the comment/branch placement before porting; a durable fix should define one acceptance/debit/refund contract across all post-queue abort paths. |
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.
Factory-death cleanup is split. The client wait path exits when the building is dead/null (Client_BuildUnit.sqf:180-182) and later removes local counters/token state (:211-214), while Server_BuyUnit.sqf has its own queue-removal branches (:47-55, :78-83, :213-214) for the latent server buy worker. The building death handler itself only updates structure accounting (Server_BuildingKilled.sqf:81-93) and does not own queue cleanup or refunds.
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. Every exit branch after enqueue must decrement both the building unitQueu token and the relevant WFBE_C_QUEUE_<type> counter. 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 initializes varQueu = random(10)+random(100)+random(1000) in Init_Common.sqf:164, then uses _unique = varQueu and rerolls the same random expression in Client_BuildUnit.sqf:167-172. The building queu array is still broadcast with setVariable [..., true] on enqueue/progress/completion (Client_BuildUnit.sqf:172,191,207). |
DR-33b is still open. Patch the local token and counter first; broadcast reduction remains a separate UI-aware follow-up. See Factory queue counter token cleanup. |
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.
Player build path:
- Infantry:
Client_BuildUnit.sqfcallsWFBE_CO_FNC_CreateUnit. - Vehicles:
Client_BuildUnit.sqfcallsWFBE_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_CreateUnitand 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.sqfsets unit skill fromQUERYUNITSKILL, applies selected special-case loadout fixes, attaches killed handler and runsInit_Unit.sqfdepending on infantry tracking/global-init rules. -
Common_CreateVehicle.sqfcreates the vehicle, applies tank/APC modification, textures, direction/velocity, lock state, killed/hit bounty handlers, optional globalsetVehicleInit, map combat marker fired handler and performance audit.
Server/Init/Init_Server.sqf compiles:
AIBuyUnit = Compile preprocessFile "Server\Functions\Server_BuyUnit.sqf";Server_BuyUnit.sqf is a server-side team/AI production worker, not a drop-in mirror of the player buy path:
- expects
_id,_building,_unitType,_side,_teamand 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_queueentry when done.
Current status: a source search finds AIBuyUnit only in the compile line and Server_BuyUnit.sqf itself on stable master. No active caller was found in the source mission. Treat the server buy worker as latent until a dynamic call path is proven or a branch intentionally revives it.
Queue-model split: player purchases use client-local WFBE_C_QUEUE_* counters plus unitQueu (Init_Client.sqf:185-196,288; Client_BuildUnit.sqf:10,212-214,467-469). The server worker uses a separate group variable wfbe_queue initialized during server team setup (Init_Server.sqf:477) and cleaned in Server_BuyUnit.sqf:12-16,47-55,78-83,213-214. AI/player crew policy also diverges: the player path has an empty/crewless vehicle branch that can exit before crew creation (Client_BuildUnit.sqf:211-214,365-367), while Server_BuyUnit.sqf:92-214 proceeds through server-side crew creation. Any revival of AIBuyUnit needs an explicit production policy rather than assuming player-buy parity.
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.sqfsendsATTACK_WAVE_INITto the server. -
Server_AttackWave.sqfpublishesATTACK_WAVE_DETAILS. -
Server/PVFunctions/AttackWave.sqflistens forATTACK_WAVE_DETAILSand sendsHandleSpecial/LocalizeMessageupdates to clients. -
Client/PVFunctions/HandleSpecial.sqfupdatesATTACK_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.
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.
| Risk / status | Evidence | Development guidance |
|---|---|---|
No player RequestBuyUnit server authority |
Init_PublicVariables.sqf:9-21 lists server-command PVFs and has no RequestBuyUnit; GUI_Menu_BuyUnits.sqf:144-156 increments the local queue counter, spawns local BuildUnit, then 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 on stable master |
Init_Server.sqf:10 compiles AIBuyUnit = Server_BuyUnit.sqf, but source search finds no caller outside the compile and the function file. The origin/feat/ai-commander branch intentionally calls it from AI_Commander_Produce.sqf, so keep branch scope explicit. |
Before reviving AI purchases, find intended caller history or design a new explicit AI commander production loop; do not assume the worker matches player buy semantics. |
| 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 (Client_BuildUnit.sqf:167-172, :205-207, :467-469); 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 (Client_BuildUnit.sqf:365, :443). The buy menu has a close/back path (GUI_Menu_BuyUnits.sqf:495-499) but no visible cancel/refund branch for already spawned buy threads. |
Always test factory destruction, menu close, empty-vehicle buys, extra-turret-crew selections, repeated purchases and queue hints when touching queues; do not assume cancel/refund semantics exist unless a new branch is added. |
| 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. |
| Destroyed-factory build abort has no refund |
GUI_Menu_BuyUnits.sqf:156 debits after spawning BuildUnit; Client_BuildUnit.sqf:211-214 exits on dead/null factory after queue cleanup but before unit creation and without a refund. |
Decide whether this is intended risk/reward or a bug. If fixing, make debit/acceptance atomic with build start or add a single refund path that cannot be abused by disconnects or factory-damage timing; do not split refund rules across the menu and build worker. |
| Empty vehicles bypass this group-cap check | Buy menu vehicle-cap math computes optional crew count in _cpt (GUI_Menu_BuyUnits.sqf:93-99,135-140) and only blocks the purchase when _cpt != 0; infantry uses the direct cap check at :132. |
This may be intentional because empty vehicles do not add AI to the buyer's group, but balance docs and Discord AI-cap tables should not count empty-vehicle purchases as squad slots. Smoke crew-toggle combinations if changing caps. |
| 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-menu price/key alignment | Current source, stable and upstream keep three related risks: selected-detail price can drift from list/charge price, UNIT_COST_MODIFIER can stay stale after discounted list fills, and driver-default init/toggle uses a different profile key from live crew/cost/build paths. Release and origin/feat/buymenu-easa-qol fix only Chernarus selected-detail price; Vanilla, modifier reset and driver key remain open. |
Use the branch matrix above. Keep one exact price helper/reset path, normalize one driver-default key, propagate Vanilla, then smoke list/detail/charge, funds guard, unit-cost levels 0/1/2, crew toggles, max-out and reset. |
| 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. |
When adding or changing purchasable units:
- Define or update the class metadata in the relevant
Common/Config/Core/Core_*.sqffile. - Make sure the metadata fields match
QUERYUNIT*constants, especially price, time, crew, upgrade, factory, faction and turrets. - Add the classname to every intended
Common/Config/Core_Units/Units_*.sqffactory pool. - If the class is a support vehicle, update side root arrays such as
WFBE_<side>REPAIRTRUCKS,AMMOTRUCKS,SUPPLYTRUCKS,SALVAGETRUCK,AMBULANCES,LIFTVEHICLEorARTYVEHICLE. - Check whether AI squad templates or support scripts expect the class.
- Test list filtering by upgrade level and faction dropdown.
- Test queue behavior at the relevant factory and with the factory destroyed mid-build.
- If AI commander/server production must use the class, either verify an active caller for
AIBuyUnitor implement the server caller intentionally. - Run
Tools/LoadoutManagerafter gameplay edits so generated missions receive the source changes. - Update this page, Feature status, Client UI systems atlas and
agent-context.jsonwhen changing purchase authority or config ownership.
- Review whether
Server_BuyUnit.sqfshould be revived, removed from docs as retired, or wired into a new AI commander production design. - Compare every vehicle handler in
Client_BuildUnit.sqfvsServer_BuyUnit.sqfand 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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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
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- Shelved PR #169: gear price double-count
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- Victory conditions reference
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- Support specials and tactical modules
- SCUD TEL tactical munitions
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- Construction and CoIn systems
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- Upgrades and research atlas
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- Content, reference and catalogs
- Faction unit/vehicle roster catalog
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- Gear store loadout route catalog
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- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
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- Town AI lifecycle reference
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- Takistan features
- Takistan parity reference
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- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
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- Waypoint helper function reference
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- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
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- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
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- Counter-battery radar system
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- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
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- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
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- Per-unit client init pipeline
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- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
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- Resource income-tick engine
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- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
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- WASP base-repair system
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- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
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- Unit-camera spectator system
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- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
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- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
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- Attack-wave authority
- Server runtime and operations
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- Server gameplay runtime atlas
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- Audit findings queue (2026-06-03)
- Deep review findings
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- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
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- Earplugs audio toggle
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- Tooling / release / integrations
- Tools and build workflow
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- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
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- Current RPT release gate
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- External integrations
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- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
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- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
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- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index