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Factory Queue Cancel And Refund Action
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 unit-factory build queue lets a player order more units than spawn at once; orders wait in a per-building queu token list until their build slot resolves. This page documents the queue-cancel feature layered on top of that queue: a player can cancel their own most-recently-queued unit and get a refund, either via an in-world scroll action on the factory building (Action_CancelQueue.sqf) or via the buy-menu's cancel button (GUI_Menu_BuyUnits.sqf MenuAction 501). Both paths share the same four lock-step parallel arrays (queu, queu_costs, queu_cpts, queu_labels) populated by Client_BuildUnit.sqf.
This corrects the stale Factory-And-Purchase-Systems-Atlas claim that "'cancel' is not a current UI operation... until an actual cancel command exists" (Factory-And-Purchase-Systems-Atlas.md:248). The feature exists in source.
Every queued order appends one element to four building variables, all written with the broadcast flag so the queue state replicates. The arrays are index-aligned: element i of each describes the same order.
| Variable | Element value | Written by | Citation |
|---|---|---|---|
queu |
Unique token "<UID>_<diag_tickTime>"
|
Client_BuildUnit.sqf:168-173 |
the order's identity (UID-prefixed) |
queu_costs |
_currentCost (price actually paid) |
Client_BuildUnit.sqf:176-178 |
drives the refund amount |
queu_cpts |
_cpt (queue "count" weight of the order) |
Client_BuildUnit.sqf:179-181 |
drives unitQueu decrement |
queu_labels |
Unit display label (select QUERYUNITLABEL) |
Client_BuildUnit.sqf:182-186 |
buy-menu queue readout (Task 33) |
The token format is the keystone: varQueu = Format["%1_%2", getPlayerUID player, diag_tickTime] (Client_BuildUnit.sqf:168). Because every token begins with the buyer's UID, the cancel logic can find a player's own orders by prefix-matching the UID against each token. QUERYUNITLABEL is the constant 0 (Common/Init/Init_CommonConstants.sqf:6); the label is read from the unit's config-gear array via _currentUnit select QUERYUNITLABEL (Client_BuildUnit.sqf:183).
Client/Action/Action_CancelQueue.sqf (99 lines) is the script attached as an addAction on the factory building. It runs locally on the cancelling player's machine.
| Aspect | Detail | Citation |
|---|---|---|
| Params |
_this select 1 = the factory building object; (_this select 3) select 0 = factory type string (e.g. "Barracks"), the action's argument array |
Action_CancelQueue.sqf:17-18 |
| Reads |
getPlayerUID player, then the four parallel arrays off the building (defaulting to []) |
Action_CancelQueue.sqf:20-24 |
| Target order | The last array entry whose token prefix-matches the player's UID (most recent = safest to cancel) | Action_CancelQueue.sqf:43-47 |
| No-queue guard | If no matching index, exitWith with an orange hint "You have no unit in this factory's queue." |
Action_CancelQueue.sqf:49-51 |
| Refund base |
_paidCost = queu_costs select _idx (default 0); _cpt = queu_cpts select _idx (default 1) |
Action_CancelQueue.sqf:54-55 |
| Refund cap | Attack-wave defensive ceiling (see below) | Action_CancelQueue.sqf:57-63 |
| Array removal | Removes index _idx from all four arrays, re-broadcasts each |
Action_CancelQueue.sqf:65-80 |
| Counter decrement |
unitQueu -= _cpt (floored at 0); WFBE_C_QUEUE_<factory> -= 1 (floored at 0) |
Action_CancelQueue.sqf:82-88 |
| Refund payout | if (_refund > 0) then {(_refund) Call ChangePlayerFunds} |
Action_CancelQueue.sqf:90-91 |
| Feedback | Green "Queue cancelled." hint with refunded amount, plus a "(capped...)" note if _paidCost != _refund
|
Action_CancelQueue.sqf:93-98 |
The function's distinguishing feature is the hand-rolled prefix test _uidPrefix (Action_CancelQueue.sqf:29-41). It converts both the token and the UID with toArray and compares leading byte-codes:
_tokA = toArray (_this select 0); // token bytes
_uidA = toArray (_this select 1); // UID bytes
_ok = (_ul > 0) && (_ul <= count _tokA);
if (_ok) then { for "_j" from 0 to (_ul - 1) do {
if ((_tokA select _j) != (_uidA select _j)) exitWith {_ok = false};
}};
The header comment records why (Action_CancelQueue.sqf:26-28): string find string is Arma-3-only and threw "find: Type String, expected Array" on A2 OA — it fired every time a player cancelled a queue item. The toArray byte comparison is the same A2-safe idiom used in the buy-menu cancel block (GUI_Menu_BuyUnits.sqf:220-232). A2 note: toArray and capitalized Private are valid A2 OA; do not "modernize" this to find or isEqualTo.
The token array is removed by value because tokens are unique: _queu = _queu - [_queu select _idx] (Action_CancelQueue.sqf:66). But queu_costs/queu_cpts/queu_labels can hold duplicate values (two identical units cost the same), so they are removed by index with an explicit rebuild loop that skips only _idx (Action_CancelQueue.sqf:67-76). The comment at :65 calls this out: "costs/cpts may share values, must use index." Conflating these would desync the parallel arrays.
Normally the refund equals the price paid (_refund = _paidCost, Action_CancelQueue.sqf:58). A defensive ceiling applies only during an active attack-wave discount:
| Element | Value / behavior | Citation |
|---|---|---|
| Trigger | ATTACK_WAVE_PRICE_MODIFIER < 1.0 && UNIT_COST_MODIFIER > 0 |
Action_CancelQueue.sqf:59 |
| Base price recovery | _basePrice = _paidCost / (ATTACK_WAVE_PRICE_MODIFIER * UNIT_COST_MODIFIER) |
Action_CancelQueue.sqf:60 |
| Cap |
_maxRefund = round (_basePrice * 0.5); clamp _refund to it |
Action_CancelQueue.sqf:61-62 |
ATTACK_WAVE_PRICE_MODIFIER default |
1 (no discount; cap inert) |
Common/Init/Init_CommonConstants.sqf:367 |
UNIT_COST_MODIFIER default |
1; becomes 0.75/0.5 per cost-reduction upgrade |
Common/Init/Init_CommonConstants.sqf:373; Client/Functions/Client_UIFillListBuyUnits.sqf:11,14
|
ATTACK_WAVE_PRICE_MODIFIER is set by the attack-wave system (Server/Functions/Server_AttackWave.sqf:19,34) and applied to client price displays (Client_UIFillListBuyUnits.sqf:90, GUI_Menu_BuyUnits.sqf:99,416). The header comment (Action_CancelQueue.sqf:6-12) states the cap is a DEFENSIVE CEILING that does not trigger in standard config: the refund never exceeds the amount paid, so no arbitrage exists at normal modifier values; it is kept against future config edge cases.
Client_BuildUnit.sqf (BuildUnit, compiled at Client/Init/Init_Client.sqf:71) is the per-order worker that the buy menu spawns. Its params are [_building, _unit, _vehi, _factory, _cpt, _currentCost] (Client_BuildUnit.sqf:2-7); _currentCost defaults to 0 if absent. The buy menu supplies all six and debits at order time: _params Spawn BuildUnit; -(_currentCost) Call ChangePlayerFunds (GUI_Menu_BuyUnits.sqf:163-165).
| Stage | What it does | Citation |
|---|---|---|
| Enqueue | Builds the token, appends to queu + the three cost/cpt/label arrays; adds unitQueu += _cpt
|
Client_BuildUnit.sqf:11,168-186 |
| Add cancel action |
addAction ["<t color='#ff9900'>Cancel last queued unit</t>", "Client\Action\Action_CancelQueue.sqf", [_factory], 50, false, true, "", "cursorObject == _target && player distance _target < 25"]; the action id is stored as wfbe_cancel_action_<UID>
|
Client_BuildUnit.sqf:187-199 |
| Normal-completion sync | On actual spawn, finds _qIdx = _queu find _unique and removes that index from queu_costs/cpts/labels to keep them aligned |
Client_BuildUnit.sqf:232-259 |
| Remove cancel action | Removes the per-player wfbe_cancel_action_<UID> action once the slot resolves |
Client_BuildUnit.sqf:260-267 |
| Cancelled-mid-build guard (E1) | If _qIdx < 0 (the token is gone — Action_CancelQueue already removed it, decremented counters, and refunded), exitWith {} without spawning so the player can't keep both the refund and the unit |
Client_BuildUnit.sqf:269-273 |
| Destroyed-factory refund (FC2) | Distinct path: if the building dies mid-build, decrement counters and if (_currentCost > 0) then {(_currentCost) Call ChangePlayerFunds}
|
Client_BuildUnit.sqf:276-281 |
The cancel-action condition cursorObject == _target && player distance _target < 25 means the buyer must be looking at the factory within 25 m. The action is scoped per-player via the wfbe_cancel_action_<UID> key (Client_BuildUnit.sqf:199,262), so each buyer only ever removes their own action handle.
The E1 guard is the safety hinge: because Action_CancelQueue already balanced unitQueu and WFBE_C_QUEUE_<factory> and issued the refund, the worker must bail without re-touching those counters or spawning (Client_BuildUnit.sqf:269-273). Missing this would double-decrement or hand out a free unit.
The buy menu has a second, equivalent cancel path bound to MenuAction 501 (GUI_Menu_BuyUnits.sqf:213-272, "Task 33"). It operates on _closest (the currently selected factory building) and mirrors Action_CancelQueue line-for-line: the same toArray UID-prefix matcher (:220-232), the same four parallel-array reads (:233-236), last-owned-index pick (:238-239), no-queue guard (:240), attack-wave cap (:243-248), index removal + rebroadcast (:249-257), unitQueu/WFBE_C_QUEUE_<type> decrement (:258-263), and ChangePlayerFunds refund with the same hint (:264-272). It is the menu-button equivalent of the in-world scroll action; both produce the identical "Queue cancelled." green hint.
| Symbol | Role | Citation |
|---|---|---|
unitQueu |
Global running count of queued order weight; both cancel paths subtract _cpt (floored at 0) |
Action_CancelQueue.sqf:83-84; GUI_Menu_BuyUnits.sqf:259
|
WFBE_C_QUEUE_<factory> |
Per-factory-type queued count; incremented at buy (GUI_Menu_BuyUnits.sqf:154-155), decremented by 1 on cancel (floored at 0) |
Action_CancelQueue.sqf:85-88; GUI_Menu_BuyUnits.sqf:260-263
|
ChangePlayerFunds |
The refund/debit sink; compiled from Client_ChangePlayerFunds.sqf, which forwards to ChangeTeamFunds for clientTeam. Positive arg credits, negative debits |
Client/Init/Init_Client.sqf:72; Client/Functions/Client_ChangePlayerFunds.sqf:1
|
The cap on WFBE_C_QUEUE_<factory> enforcement happens at buy time (< WFBE_C_QUEUE_<type>_MAX, GUI_Menu_BuyUnits.sqf:154); cancel only ever decrements it, never below 0.
- Factory-And-Purchase-Systems-Atlas — buy/abort/destroyed-factory flow (note: its "no cancel command exists" claim is superseded by this page)
-
Factory-Queue-Counter-Token-Cleanup — the
unitQueu/WFBE_C_QUEUE_*token-counter lifecycle this cancel path decrements -
Attack-Wave-Authority-Playbook — how
ATTACK_WAVE_PRICE_MODIFIERis set, which drives the refund cap - BuyMenu-EASA-QoL-Branch-Audit — the QoL buy-menu branch where the cancel button and parallel arrays were introduced
-
Side-Team-State-Function-Reference —
ChangePlayerFunds/ChangeTeamFunds, the refund sink
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