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GUER VBIED Detonate Action
Source-verified 2026-07-06 against branch
claude/cmdcon44-wddm@ 1ac5a3f (Build 89 line). Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The GUER "Insurgents" playable faction (Feature B, added by Ray 2026-06-16) gives the resistance player a driver-detonated car bomb. A buyable covered civilian pickup — or, once the side has racked up enough kills, an M113 APC — carries a red Detonate VBIED player action that, on a single scroll-wheel click, immediately asks the server to blow up the vehicle and pay the detonator personally (cash by UID + score) — there is no confirm window and no arm countdown (instant detonation, Ray 2026-06-18). The old team-funds payout was disabled on 2026-06-27: the suicide driver's pre-blast group never reaches the respawned detonator, so the wallet/UID channel is now the single payout path. The whole feature is gated behind WFBE_C_GUER_PLAYERSIDE > 0; that gate defaults ON since B66, so on a stock server the action is added for GUER VBIED drivers (with the gate off, no action is added and the server case is never reached). This page traces the action wiring, the one-shot client guard, the detonation mechanic (the server blast that mirrors AI wildcard W21), the payout pipeline, and the two M113-specific extras (kill gate + speed-boost loop).
The action is a local addAction attached on the buyer's client only, inside the per-vehicle local-init block of Client_BuildUnit.sqf, via an idempotent helper.
| Item | Detail | Source |
|---|---|---|
| Gate |
WFBE_C_GUER_PLAYERSIDE > 0 and vehicle typeOf equals WFBE_C_GUER_VBIED_TYPE (truck) or WFBE_C_GUER_VBIED_M113_TYPE (M113) |
Client/Functions/Client_BuildUnit.sqf:496 |
| Attach helper |
WFBE_CL_FNC_AddGuerVbiedAction — idempotent via a wfbe_vbied_action getVariable check, so re-entry never stacks duplicate actions |
Client/Functions/Client_BuildUnit.sqf:511-520 |
| addAction |
<t color='#ff3333'>Detonate VBIED</t> (HTML red) → Client\Action\Action_GuerVbiedDetonate.sqf, priority 6, showWindow false, hideOnUse true, condition driver _target == _this && {side _this == resistance} (driver-only, resistance-only) |
Client/Functions/Client_BuildUnit.sqf:518 |
| Re-arm | a GetIn event handler re-attaches for a local resistance player entering the driver seat |
Client/Functions/Client_BuildUnit.sqf:559-578 |
| M113 tag | the M113 chassis is tagged wfbe_vbied_m113 at build time (feeds the speed-boost loop below) |
Client/Functions/Client_BuildUnit.sqf:503 |
Because addAction is local, only the client that built (bought) the vehicle — or a driver caught by the GetIn re-arm — attaches the action. On the gate-off / non-VBIED path the if at line 496 is false and no action is added.
The VBIED truck chassis is a tier-0 "always available" entry in the GUER buy pool: hilux1_civil_2_covered on Chernarus (Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:77) and datsun1_civil_2_covered on Takistan, where the overlay also repoints WFBE_C_GUER_VBIED_TYPE so the client gate and the server guard both match the TK truck (Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:86-93).
| Mechanic | Detail | Source |
|---|---|---|
| Kill gate | the M113 (WFBE_C_GUER_VBIED_M113_TYPE, default M113_UN_EP1) joins the depot pool only once WFBE_GUER_PLAYER_KILLS >= WFBE_C_GUER_VBIED_M113_KILLS (50 since the 2x bump; was 25) |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:63-64,104; Common/Init/Init_CommonConstants.sqf:114
|
| Pool rebuild | the overlay's polling loop (10 s cadence) rebuilds WFBE_GUERDEPOTUNITS whenever the [_tier,_m113On,_fobAvail,_civDepotOn] signature changes |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:56-115 |
| Speed boost |
WFBE_CL_FNC_GuerVbiedM113Boost: a driver-local 0.1 s loop that nudges setVelocity +7% of the forward component per tick while isEngineOn && speed > 3 && speed < _target, where _target = (config maxSpeed) * WFBE_C_GUER_VBIED_M113_SPEEDCOEF (2.0 → ~2x stock M113). A2-OA has no setMaxSpeed, hence the velocity-nudge idiom |
Client/Functions/Client_BuildUnit.sqf:522-555 |
| Boost lifecycle | started from the GetIn EH (driver, local player, resistance, wfbe_vbied_m113 tag); exits when the hull dies, the local player stops driving, or canMove fails; an idempotency guard (wfbe_m113_boost_running) prevents duplicate loops |
Client/Functions/Client_BuildUnit.sqf:529-530,538,553,559-578 |
Note the stale-looking 25 in Root_GUE_PlayerOverlay.sqf:64 and Server/PVFunctions/RequestOnUnitKilled.sqf:118 is only the getVariable fallback literal (used if the constant were nil); the live isNil-seeded constant is 50.
Action_GuerVbiedDetonate.sqf receives _this = [target(vehicle), caller(player), actionId, args] and runs entirely on the activating client. Its header records the design intent verbatim: INSTANT DETONATION (Ray 2026-06-18) — no confirm window, no arm countdown, no dialog. A single selection sets a one-shot guard and immediately asks the server to detonate.
| Stage | Logic | Source |
|---|---|---|
| Sanity guard | `isNull _veh | |
| Driver guard |
driver _veh != _player -> exit (belt-and-braces vs the action condition) |
Client/Action/Action_GuerVbiedDetonate.sqf:21 |
| One-shot guard |
_veh getVariable ["wfbe_vbied_fired", false] -> exit (already sent; blocks a same-frame double-select) |
Client/Action/Action_GuerVbiedDetonate.sqf:22 |
| Detonate | set wfbe_vbied_fired = true, then immediately ["RequestSpecial", ["guer-vbied-detonate", _veh, _player]] Call WFBE_CO_FNC_SendToServer
|
Client/Action/Action_GuerVbiedDetonate.sqf:25-26 |
There is no wfbe_vbied_confirm / wfbe_vbied_arming state and no countdown thread — the only client-side state is the boolean wfbe_vbied_fired. (An earlier build had a two-step confirm + arm countdown; it was removed on 2026-06-18 in favour of the single instant click. The WFBE_C_GUER_VBIED_ARM_DELAY constant at Common/Init/Init_CommonConstants.sqf:77 is a leftover of that design — nothing references it anymore.) The request convention is the standard one used across the codebase: WFBE_CO_FNC_SendToServer hands ["guer-vbied-detonate", _veh, _player] to the server's Server_HandleSpecial.sqf, which switches on the tag (_args select 0).
The server re-validates everything (it cannot trust the client) and only then runs the blast, in the guer-vbied-detonate case of Server_HandleSpecial.sqf (case starts at Server/Functions/Server_HandleSpecial.sqf:1155; the body runs in a spawn-ed thread from :1160).
| Step | Logic | Source |
|---|---|---|
| Unpack |
_veh = _args select 1, _driver = _args select 2
|
Server/Functions/Server_HandleSpecial.sqf:1156-1158 |
| Re-validate | vehicle non-null + alive, gate ON, driver _veh == _driver, side _driver == resistance, and typeOf _veh is either WFBE_C_GUER_VBIED_TYPE (truck) or WFBE_C_GUER_VBIED_M113_TYPE (B75) |
Server/Functions/Server_HandleSpecial.sqf:1159 |
| Capture identity |
_drvGrp = group _driver and _drvUID = getPlayerUID _driver, snapped before the blast — the suicide driver is dead/unreliable by settle time |
Server/Functions/Server_HandleSpecial.sqf:1164-1168 |
| Victim snapshot | living east/west Man units, plus crewed LandVehicle/Air (alive crew > 0, so empty wrecks never pay — B74.1/C5 over-pay bound), within WFBE_C_GUER_VBIED_BLAST_RADIUS of the vehicle |
Server/Functions/Server_HandleSpecial.sqf:1176-1190 |
| Structure snapshot | living enemy base structures within the radius, read from each enemy side logic's authoritative wfbe_structures list (B75) |
Server/Functions/Server_HandleSpecial.sqf:1191-1205 |
| Blast |
_veh setDamage 1, then "Bo_FAB_250" createVehicle _p three times at the vehicle position (B74.1: was 3x Sh_122_HE; the FAB-250 aerial bomb gives a far bigger crater) |
Server/Functions/Server_HandleSpecial.sqf:1206-1212 |
| Settle |
sleep 4, then resolve payouts from the snapshots (below) |
Server/Functions/Server_HandleSpecial.sqf:1214 |
The re-validation makes the request safe to receive: it re-checks the gate, that _driver still drives _veh, that the driver is resistance, and that the vehicle is a configured VBIED type — so a forged request for a non-VBIED vehicle or a non-resistance caller is a no-op.
The blast mirrors the AI wildcard W21 idiom: pop the vehicle with setDamage 1 (so the engine's Killed event handler still fires for kill credit) then stack three aerial bombs at its position for a large lethal crater. As of B74.1 (Ray 2026-06-23) the VBIED uses Bo_FAB_250 — the FAB-250 the EASA plane loadouts already carry, so it is loaded on both maps — rather than the older 122mm Sh_122_HE shell.
The original cash-for-kills credit to the driver's team is still computed per dead snapshot victim (_payout += round(price * WFBE_C_GUER_KILL_BOUNTY_COEF), Server/Functions/Server_HandleSpecial.sqf:1222-1226) — but the actual ChangeTeamFunds call was disabled by Ray on 2026-06-27 (Server/Functions/Server_HandleSpecial.sqf:1239-1242): the statement is a no-op false; with the old call preserved in a trailing //was: comment. Rationale (from the comment): the paid group _drvGrp was captured pre-suicide, so the credit never reached the respawned, base-less GUER detonator. Beware when reading the RPT: the adjacent INFORMATION log line still fires and claims a team payout that no longer happens (:1241).
For each snapshot victim that is dead after the 4 s settle — Man units and crewed vehicles alike (Ray 2026-06-27: was Man-only; VBIEDing a convoy previously paid the wallet nothing) — the detonator accumulates (Server/Functions/Server_HandleSpecial.sqf:1227-1236):
-
_persBounty += round(price * 0.7 * WFBE_C_UNITS_BOUNTY_COEF)— the same formula as theAwardBounty.sqfpersonal-kill path (priceis the unit'sQUERYUNITPRICEconfig-price, index2,Common/Init/Init_CommonConstants.sqf:8); -
_persScore += ceil(_b / 100).
Every enemy base structure from the structure snapshot that is dead after settle adds the same per-type bounty a normal building kill grants (mirrors Server_BuildingKilled.sqf): Barracks 3000, Light Factory 4500, Heavy Factory 7000, Aircraft Factory 8000, UAV Terminal 5000, Vehicle Service Point 3000, AA Radar 8000, default 3000 (Server/Functions/Server_HandleSpecial.sqf:1248-1264), plus score _facBounty * WFBE_C_UNITS_BOUNTY_COEF / 100 * 3. Factory/Barracks kills also record a leaderboard WFBE_STAT_KILLS_FACTORY stat against the detonator UID (:1266-1268). Proximity capture is required here because the createVehicle FAB-250s carry no instigator — the structure's own killed EH fires with a null killer and would pay nothing (:1191-1196). That same null-instigator property is why the normal killed-event pipeline never double-pays the blast kills.
FOB tokens (B75, guer-tech): a VBIED-levelled enemy Barracks / Light Factory / Heavy Factory additionally grants GUER a FOB build token of that type — index 0/1/2 of the WFBE_GUER_FOB_AVAIL array ([barracks, light, heavy], seeded [0,0,0] at Common/Init/Init_CommonConstants.sqf:129), incremented and publicVariable'd at Server/Functions/Server_HandleSpecial.sqf:1274-1284. The other structure types pay bounty + score but no token. This is the only place a VBIED factory kill feeds FOB availability (the null-instigator blast never reaches Server_BuildingKilled's resistance gate — no double count).
After the always-on GUERVBIED|v1 diag trace (Server/Functions/Server_HandleSpecial.sqf:1289):
| Channel | Mechanics | Source |
|---|---|---|
| Cash |
[_drvUID, "GuerVbiedBounty", _persBounty] Call WFBE_CO_FNC_SendToClients — a UID-targeted client PVF, sent only if the UID was captured and the bounty is positive |
Server/Functions/Server_HandleSpecial.sqf:1290-1293 |
| Score |
RequestChangeScore sets score _driver to score + _persScore (server-local WFBE_SE_FNC_HandlePVF spawn, or SendToServer on a hosted client) |
Server/Functions/Server_HandleSpecial.sqf:1294-1300 |
The client side of GuerVbiedBounty: registered in Common/Init/Init_Common.sqf:320-322 (compiled to CLTFNCGuerVbiedBounty, added to WFBE_CL_PVF_ALLOWED, wired to WFBE_CL_FNC_HandlePVF); the receiver Client/PVFunctions/GuerVbiedBounty.sqf exits on headless clients / null player / non-scalar / non-positive amounts, then credits (_bounty) Call ChangePlayerFunds (:20). Precision on the "wallet" naming: ChangePlayerFunds is [clientTeam, _amount] Call ChangeTeamFunds (Client/Functions/Client_ChangePlayerFunds.sqf:1), and clientTeam is group player on the receiving client — so mechanically the credit lands in the detonator's own group's wfbe_funds store. It is "personal" in the sense that the PVF is delivered to that one player's client by UID (not broadcast to the whole team), and it is applied to whatever group the detonator is in at receipt time — which is exactly what fixed the dead pre-suicide-group credit.
For contrast: the general GUER kill-bounty in Server/PVFunctions/RequestOnUnitKilled.sqf:131-152 (any resistance player kill of a west/east unit, with the WFBE_C_GUER_IED_KILL_COEF anti-farm override for IED kills) is a separate, still-live team-funds path — it pays _killer_group via WFBE_CO_FNC_ChangeTeamFunds and is unrelated to the VBIED case's disabled statement.
All VBIED constants are isNil-guarded defaults in Init_CommonConstants.sqf, so MP mission parameters can override them without being clobbered.
| Variable | Default | Role | Source |
|---|---|---|---|
WFBE_C_GUER_PLAYERSIDE |
1 |
master gate — ON by default since B66 (0 = off) | Common/Init/Init_CommonConstants.sqf:76 |
WFBE_C_GUER_VBIED_ARM_DELAY |
3 |
orphaned — leftover of the removed arm-countdown design; zero references anywhere in the repo | Common/Init/Init_CommonConstants.sqf:77 |
WFBE_C_GUER_VBIED_BLAST_RADIUS |
60 |
server victim/structure-snapshot radius, in metres (B74.1: 30->60 for the FAB-250 blast; the in-case getVariable fallback literal is still 30 but the seeded constant governs) |
Common/Init/Init_CommonConstants.sqf:78 |
WFBE_C_GUER_VBIED_TYPE |
"hilux1_civil_2_covered" |
primary suicide-truck classname (runtime-repointed to "datsun1_civil_2_covered" on Takistan) |
Common/Init/Init_CommonConstants.sqf:79, Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:86-93
|
WFBE_C_GUER_KILL_BOUNTY_COEF |
0.5 |
coefficient of the (now-disabled) team-funds computation; still live in the general RequestOnUnitKilled GUER bounty |
Common/Init/Init_CommonConstants.sqf:80 |
WFBE_C_GUER_IED_KILL_COEF |
0.30 |
reduced fraction for IED-tagged kills (anti-farm; RequestOnUnitKilled path) |
Common/Init/Init_CommonConstants.sqf:81 |
WFBE_C_GUER_VBIED_M113_TYPE |
"M113_UN_EP1" |
second, kill-gated VBIED chassis the server guard also accepts (B75) | Common/Init/Init_CommonConstants.sqf:113 |
WFBE_C_GUER_VBIED_M113_KILLS |
50 |
GUER player kills needed before the M113 VBIED appears in the depot (2x-ed; was 25) | Common/Init/Init_CommonConstants.sqf:114 |
WFBE_C_GUER_VBIED_M113_SPEEDCOEF |
2.0 |
target top-speed multiplier of the driver-local M113 boost loop | Common/Init/Init_CommonConstants.sqf:115 |
WFBE_GUER_FOB_AVAIL |
[0,0,0] |
state var (not a tunable): available GUER FOB tokens [barracks, light, heavy]
|
Common/Init/Init_CommonConstants.sqf:129 |
The handler's header (Action_GuerVbiedDetonate.sqf) records the A2 OA-safe constraints it follows: array-form private [...] only (no inline typed private _x =), _arr + [x] rather than pushBack, no params / select-with-code / isEqualType, titleText instead of A3 hint structures, and lazy && {} short-circuit. The server case follows the same rules — note the capitalized Private [...] declarations (Server_HandleSpecial.sqf:1156,1161), the _victims = _victims + [_x] accumulation (Server_HandleSpecial.sqf:1185-1187), and nearestObjects rather than any A3-only collection call (Server_HandleSpecial.sqf:1190). The M113 boost loop's comment likewise documents why it nudges setVelocity instead of the (A3-only) setMaxSpeed (Client_BuildUnit.sqf:522-524).
-
GUER Insurgents Faction Overview — the whole faction this car-bomb belongs to
-
Support Specials And Tactical Modules Atlas — other RequestSpecial tags and their server cases
-
Kill and Score Pipeline — the OnUnitKilled flow and GUER kill-bounty routing the VBIED payout mirrors
-
Faction Unit and Vehicle Roster Catalog — the GUER buy pool the VBIED truck belongs to
-
Gameplay Systems Atlas — GUER Insurgents branch overview
-
Feature Status Register — Feature B (GUER player-side) status
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- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- 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
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- 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