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GUER Forward Operating Base

grok-main-07162211-1 edited this page Jul 17, 2026 · 1 revision

GUER Forward Operating Base (FOB)

Source pass: 2026-07-17 against rayswaynl/a2waspwarfare origin/master (Chernarus mission root). Gated on playable GUER.

What It Is

GUER FOBs let resistance players convert a FOB delivery truck into a field factory (Barracks, Light, or Heavy) using a token economy. Placement is server-authoritative: the client pre-checks, the server re-validates tokens, side, and blocked areas, then runs the standard construction scripts and consumes the truck.

Gate

Flag Default (master) Role
WFBE_C_GUER_PLAYERSIDE 1 (trial ON) Master playable-GUER gate — FOB paths exit when < 1
WFBE_GUER_FOB_AVAIL [0,0,0] at init Live token pool [Barracks, Light, Heavy] — filled by depot/economy flows, not free infinite builds

Without playable GUER the feature is inert. Tokens must be earned/allocated before a truck can place a structure.

Player Flow

  1. Obtain a FOB delivery truck whose classname is in WFBE_C_GUER_FOB_TRUCKS (map-dependent lists for Chernarus vs Takistan/Zargabad in Init_CommonConstants.sqf near the FOB block).
  2. Truck receives a Build FOB action from unit init (Common/Init/Init_Unit.sqf — action attached when _unit_kind is in the FOB truck list, ~line 96).
  3. Client handler Client/Action/Action_BuildFOB.sqf resolves factory type from truck classname, pre-checks placement, sends the server PVF.
  4. Server Server/PVFunctions/RequestFOBStructure.sqf:
    • exits if WFBE_C_GUER_PLAYERSIDE < 1;
    • optional security hardening on player object / GUER side;
    • spends one matching token from WFBE_GUER_FOB_AVAIL and publicVariables the pool;
    • rejects unknown type, zero tokens, or blocked placement (WFBE_FNC_GuerFobBlocked — enemy town/base proximity);
    • runs Server/Construction/Construction_<script>.sqf for the GUER structure classname;
    • resistance-only map marker via WildcardMarker (guer_fob_<x>_<y>);
    • records active FOB for JIP replay (WFBE_GUER_FOB_ACTIVE);
    • deletes the delivery truck on success; refunds token if structure config missing.

Placement Rules (constants)

Constant Typical default Meaning
WFBE_C_GUER_FOB_STRUCTS ["Barracks","Light","Heavy"] Logical types
WFBE_C_GUER_FOB_BUILD_DIST 22 Metres in front of truck for factory pos
WFBE_C_GUER_FOB_BUILD_RANGE 30 Max player→truck distance for action
WFBE_C_GUER_FOB_TOWN_BLOCK 600 No FOB within this many metres of WEST/EAST-held town

Factory Types

Index-aligned with tokens:

  1. Barracks
  2. Light factory
  3. Heavy factory

Structure classnames resolve from the standard GUER structure tables (WFBE_GUERSTRUCTURES / names / scripts), same construction family as base builds.

Markers And JIP

  • Create is side-scoped (resistance) so WEST/EAST do not see the FOB marker.
  • Destroy path should delete by deterministic marker name from position.
  • WFBE_GUER_FOB_ACTIVE ledger exists so late joiners can be replayed markers (known historical JIP gap called out in source comments).

Related

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Edit summary (task wasp-wiki-pages-wave-20260717)

New page. Confidence: high on PVF gate + token spend path (full file read); medium on depot token grant sources (not fully traced this pass).

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