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Gameplay Systems Atlas
This page maps the main gameplay systems that make Warfare feel like Warfare: towns, economy, commander flow, upgrades, construction and factories. It is source-backed against Missions/[55-2hc]warfarev2_073v48co.chernarus.
flowchart TD
Mission["mission.sqm town logics"] --> InitTown["Common/Init/Init_Town.sqf"]
InitTown --> TownState["town variables: sideID, supplyValue, camps, defenses"]
InitTown --> CampLoop["Server/FSM/server_town_camp.sqf"]
InitServer["Server/Init/Init_Server.sqf"] --> TownLoop["Server/FSM/server_town.sqf"]
InitServer --> TownAI["Server/FSM/server_town_ai.sqf"]
InitServer --> Resources["Server/FSM/updateresources.sqf"]
TownLoop --> Capture["capture and supply value updates"]
TownAI --> AIUnits["defender/occupation groups and static defense crews"]
Resources --> Funds["side supply, player funds, commander funds"]
Commander["commander vote/assign PVFs"] --> Upgrades["Server_ProcessUpgrade.sqf"]
Construction["Client CoIn construction UI"] --> RequestStructure["Server/PVFunctions/RequestStructure.sqf"]
RequestStructure --> BuildScripts["Server/Construction/Construction_*.sqf"]
Factories["Buy units menu / AI buy"] --> Units["Client_BuildUnit.sqf or Server_BuyUnit.sqf"]
mission.sqmCommon/Init/Init_Town.sqfServer/Init/Init_Towns.sqfServer/FSM/server_town_camp.sqfServer/FSM/server_town.sqfServer/FSM/server_town_ai.sqf
mission.sqm places town logics and calls Common/Init/Init_Town.sqf with town name, optional dubbing name, start supply value, max supply value, town value and town group template/type.
Init_Town.sqf waits for town mode and mission parameters, skips disabled towns from TownTemplate, then sets the core town variables:
| Variable | Purpose |
|---|---|
name |
Display/logging name. |
range |
Town range, currently initialized to 600. |
startingSupplyValue |
Reset floor after capture and initial SV. |
maxSupplyValue |
Supply value cap. |
lastSupplyMissionRun |
Supply mission cooldown bookkeeping. |
supplyMissionCoolDownEnabled |
Whether town supply mission is currently cooling down. |
wfbe_town_type |
Chosen town group template/type; arrays are randomized to one template. |
camps |
Synchronized camp logics. |
wfbe_town_defenses |
Synchronized defense logics. |
wfbe_town_dubbing |
Radio/dubbing name. |
sideID |
Owning side ID, defaulting to defender when unset. |
supplyValue |
Current town SV, public. |
Camp creation is server-owned. For each synchronized camp, the server creates a camp bunker model, flag object and side/supply variables, then starts Server/FSM/server_town_camp.sqf once all camps are initialized.
Client town initialization waits for camps, assigns camp marker names and records town ownership on camp logic objects.
Server/Init/Init_Towns.sqf runs after townInit when starting mode or patrols are enabled.
Supported starting modes:
| Mode | Behavior |
|---|---|
0 |
No special starting distribution; server sets townInitServer = true directly. |
1 |
50/50 split: towns nearest west start become west; remaining towns become east. |
2 |
Nearby towns: each side gets a limited number of nearby towns. |
3 |
Random 25/25/50 style setup: west/east/resistance distribution, using boundaries when available. |
Resistance patrols are enabled by setting wfbe_patrol_enabled on selected towns; old respatrol.fsm references are commented, while server_town_ai.sqf later starts Server/FSM/server_patrols.sqf.
Server/Init/Init_Server.sqf starts one global town loop:
[] Spawn {[] execVM 'Server\FSM\server_town.sqf'};server_town.sqf iterates every town while the game is running. It performs:
- active entity scan near each town for
Man,Car,Motorcycle,Tank,AirandShip; - side counts for west/east/resistance;
- capture-mode logic;
- supply value reduction during attack;
- supply value restoration when protected;
- time-based supply growth when configured;
- town capture event publication;
- camp side updates;
- town defense removal/recreation;
- performance audit recording.
Capture modes observed in source:
| Mode | Behavior |
|---|---|
0 |
Classic capture; mixed hostile presence blocks capture. |
1 |
Dominion logic; strongest side can reduce opposing side counts. |
2 |
Dominion plus camp ownership requirement: a side must hold all camps before capture proceeds. |
On capture, the loop:
- resets/updates
sideIDandsupplyValue; - sends side messages;
- publishes
[nil, "TownCaptured", [_location, _sideID, _newSID]]viaWFBE_CO_FNC_SendToClients; - calls
WFBE_SE_FNC_SetCampsToSideif camps are enabled; - removes old town defense units;
- creates new defender/occupation defenses if enabled.
Performance note: this loop deliberately sleeps 0.05 between towns and records active time, town count, nearEntities count, detected units, network writes and capture count through PerformanceAudit_Record.
Server/Init/Init_Server.sqf starts Server/FSM/server_town_ai.sqf only when defender or occupation AI is enabled.
server_town_ai.sqf is separate from town ownership/capture. It:
- initializes
wfbe_active,wfbe_active_air,wfbe_active_sideIDs,wfbe_inactivity,wfbe_active_vehiclesandwfbe_town_teams; - scans each town for enemies, excluding aircraft from activation scans to prevent fly-by spawns;
- publishes side-scoped active visibility through
wfbe_active_sideIDs; - chooses defender or occupation group templates;
- spawns/manages town AI via server, client delegation or headless delegation;
- mans static defenses through
WFBE_SE_FNC_OperateTownDefensesUnits; - despawns town AI and active vehicles after inactivity;
- starts patrols with
Server/FSM/server_patrols.sqfwhen enabled.
AI delegation mode comes from WFBE_C_AI_DELEGATION:
| Mode | Behavior |
|---|---|
0 or fallback |
Server creates town units with WFBE_CO_FNC_CreateTownUnits. |
1 |
Server delegates town AI to clients through WFBE_SE_FNC_DelegateAITown. |
2 |
Server delegates town AI to headless clients when WFBE_HEADLESSCLIENTS_ID is populated. |
Risk notes:
- Town AI activation and capture loops are independent; changing one can make the other stale.
- Detection range differs for inactive vs active towns.
-
wfbe_active_sideIDsandwfbe_attacker_sideIDsare side-scoped visibility tools; avoid replacing them with global reveal flags.
Server/Init/Init_Server.sqf starts resources only when there are at least two present sides:
[] ExecVM "Server\FSM\updateresources.sqf";Server/FSM/updateresources.sqf loops over WFBE_PRESENTSIDES and computes:
- town supply with
WFBE_CO_FNC_GetTownsSupply; - income from supply value, depending on
WFBE_C_ECONOMY_INCOME_SYSTEM; - player and commander share when using commander-percent systems;
- side supply increase through
ChangeSideSupplywhen currency system is supply-based; - team funds through
WFBE_CO_FNC_ChangeTeamFunds; - AI commander funds through
ChangeAICommanderFundswhen no player commander exists.
Important parameters:
| Parameter | Role |
|---|---|
WFBE_C_ECONOMY_INCOME_SYSTEM |
Selects income mode. |
WFBE_C_ECONOMY_INCOME_INTERVAL |
Base resource tick interval. |
WFBE_C_ECONOMY_INCOME_COEF |
Multiplier for income mode 3. |
WFBE_C_ECONOMY_INCOME_DIVIDED |
Commander income divisor in mode 3. |
WFBE_C_ECONOMY_CURRENCY_SYSTEM |
Whether side supply currency is active. |
WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT |
Upper supply cap gate in resource loop. |
wfbe_commander_percent |
Per-side commander share, initialized on side logic. |
Common_StagnateSupplyIncomeNoPlayers.sqf is a supply-income modifier that uses AntiStack database side-skill calls first; if a side has no skill data and no players, it increments no-player ticks and can reduce supply income. It publishes TEAM_WEST_TICKS_NO_PLAYERS and TEAM_EAST_TICKS_NO_PLAYERS.
Risk notes:
- Economy, AntiStack and side presence interact; changing AntiStack guards can change income behavior.
- Resource sleeps use
GetSleepFPS, so tick rate may adapt to server FPS. -
WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMITgates the whole income block when side supply exceeds the limit.
Server/PVFunctions/RequestCommanderVote.sqfServer/PVFunctions/RequestNewCommander.sqfServer/Functions/Server_VoteForCommander.sqfServer/Functions/Server_AssignNewCommander.sqfCommon/Functions/Common_SetCommanderVotes.sqfCommon/Functions/Common_GetCommanderTeam.sqf
Commander vote flow:
sequenceDiagram
participant Client
participant PVF as WFBE_CO_FNC_SendToServer
participant ServerPV as RequestCommanderVote.sqf
participant Vote as Server_VoteForCommander.sqf
participant Clients as HandleSpecial clients
Client->>PVF: RequestCommanderVote
PVF->>ServerPV: SRVFNCRequestCommanderVote
ServerPV->>Vote: spawn vote countdown
Vote->>Vote: collect wfbe_vote from teams
Vote->>Clients: commander-vote result
RequestCommanderVote.sqf only starts a vote when side logic wfbe_votetime <= 0. It seeds votes with SetCommanderVotes, spawns WFBE_SE_FNC_VoteForCommander, sends VotingForNewCommander, and notifies clients with HandleSpecial.
Server_VoteForCommander.sqf counts down WFBE_C_GAMEPLAY_VOTE_TIME, collects team votes, resolves a winner or AI commander fallback, sets side logic wfbe_commander, notifies clients and stops AI commander state when a player commander is elected.
RequestNewCommander.sqf directly assigns a commander when no vote is running, then spawns WFBE_SE_FNC_AssignForCommander and sends new-commander-assigned.
Risk notes:
-
Server_AssignNewCommander.sqftreats_thisboth as side and array (_side = _this; _commander = _this select 1), so confirm call shape before changing it. - Commander identity lives on side logic and is public; client UI and resource distribution both depend on it.
Server/PVFunctions/RequestUpgrade.sqfServer/Functions/Server_ProcessUpgrade.sqfCommon/Config/Core_Upgrades/Upgrades_*.sqfCommon/Config/Core_Upgrades/Check_Upgrades.sqfClient/GUI/GUI_UpgradeMenu.sqf
RequestUpgrade.sqf is a thin PVF wrapper that spawns WFBE_SE_FNC_ProcessUpgrade.
Server_ProcessUpgrade.sqf:
- reads upgrade time from
WFBE_C_UPGRADES_<side>_TIMES; - sets side logic
wfbe_upgrading = trueandwfbe_upgrading_id; - notifies clients with
HandleSpecial ['upgrade-started', id, level]; - waits for either a sync variable or elapsed upgrade time for player-started upgrades;
- increments side logic
wfbe_upgrades; - clears
wfbe_upgradingandwfbe_upgrading_id; - refreshes existing artillery pieces when the artillery ammo upgrade completes;
- notifies clients with
HandleSpecial ['upgrade-complete', id, level].
Check_Upgrades.sqf fills missing AI commander upgrade order entries from enabled upgrade levels. It is a repair/normalization helper, not the live upgrade processor.
Risk notes:
- Some feature code checks upgrade levels directly from
WFBE_CO_FNC_GetSideUpgrades; changing upgrade indices affects many systems. - Existing artillery is special: it needs explicit ammo refresh after artillery ammo upgrades because it may not pass through buy/build init again.
Client/Init/Init_Coin.sqfClient/Module/CoIn/coin_interface.sqfServer/PVFunctions/RequestStructure.sqfServer/Construction/Construction_HQSite.sqfServer/Construction/Construction_SmallSite.sqfServer/Construction/Construction_MediumSite.sqfServer/Construction/Construction_StationaryDefense.sqfClient/Init/Init_BaseStructure.sqf
Construction flow:
flowchart TD
Player["Commander/player opens construction"] --> InitCoin["Client/Init/Init_Coin.sqf"]
InitCoin --> CoIn["Client/Module/CoIn/coin_interface.sqf"]
CoIn --> Preview["local preview, border and menu state"]
CoIn --> StructurePV["RequestStructure via WFBE_CO_FNC_SendToServer"]
CoIn --> DefensePV["RequestDefense via WFBE_CO_FNC_SendToServer"]
StructurePV --> RequestStructure["Server/PVFunctions/RequestStructure.sqf"]
RequestStructure --> ScriptChoice["WFBE_<side>STRUCTURESCRIPTS chooses Construction_*.sqf"]
ScriptChoice --> Build["server creates final structure and init"]
Init_Coin.sqf builds the CoIn item list from side structure arrays and defense arrays. It sets:
-
BIS_COIN_categories; -
BIS_COIN_items; - funds display and supply/cash mode;
- construction/defense category mapping.
coin_interface.sqf owns the camera, preview object, local helper/border, input handlers, selected object state and final request dispatch. It calls:
-
RequestAutoWallConstructinChangewhen toggling auto wall construction; -
RequestStructurefor HQ deploy/mobilize and structures; -
RequestDefensefor defenses; -
RequestChangeScorefor commander build score.
RequestStructure.sqf resolves display structure name to real structure type and construction script using:
-
WFBE_<side>STRUCTURES; -
WFBE_<side>STRUCTURENAMES; -
WFBE_<side>STRUCTURESCRIPTS.
It sends a building-started HandleSpecial for major structures and starts Server/Construction/Construction_<script>.sqf.
Construction_HQSite.sqf toggles deployed HQ and mobile HQ. It uses wfbe_hqinuse as a side-logic lock, updates wfbe_hq, wfbe_hq_deployed, base areas, killed/hit/damage handlers and client structure init.
Construction_SmallSite.sqf and Construction_MediumSite.sqf create temporary construction-site objects using BIS object mapper, optionally track completion via wfbe_structures_logic, delete temporary objects and create final structures with hit/damage/killed handlers and Client/Init/Init_BaseStructure.sqf.
Risk notes:
- CoIn uses local preview objects and client camera state; server must still be the authority for final creation.
-
coin_interface.sqfstill contains old commented direct publicVariable code near the newer PVF path. - Construction mode changes affect
wfbe_structures_logic, which other repair/build-completion code may inspect. - HQ deploy/mobilize deletes and replaces the HQ object; client-side killed handlers and JIP handling must be preserved.
Client/GUI/GUI_Menu_BuyUnits.sqfClient/Functions/Client_BuildUnit.sqfServer/Functions/Server_BuyUnit.sqf- side unit/config arrays under
Common/Config/Core_Units/* - side structure arrays under
Common/Config/Core_Structures/*
There are two main production paths:
| Path | Owner | Source | Use |
|---|---|---|---|
| Player local build | Client |
GUI_Menu_BuyUnits.sqf -> Client_BuildUnit.sqf
|
Player buys units/vehicles near a factory. |
| AI/server build | Server |
AIBuyUnit -> Server_BuyUnit.sqf
|
AI teams and server-side production. |
The buy menu:
- detects current factory range via
barracksInRange,lightInRange,heavyInRange,aircraftInRange,depotInRange,hangarInRange; - filters by tab/factory type and selected faction;
- validates funds;
- checks depot infantry camp ownership requirements;
- calculates crew costs;
- applies infantry limit from barracks upgrade;
- spawns
BuildUnitand deducts player funds.
Client_BuildUnit.sqf:
- computes spawn position from structure offsets or nearby pad helper objects;
- uses a local queue on the building (
queu); - waits for queue position and build time;
- creates infantry or vehicle locally using common creation helpers;
- initializes cargo, lock actions, salvage truck, balance, countermeasures, artillery, missile handlers, engine stealth actions and crew.
Server_BuyUnit.sqf:
- uses server-side queue state and build time;
- exits if the factory is destroyed or a player takes over the AI team;
- creates units/vehicles server-side;
- applies vehicle fired/missile/reload/IRS/countermeasure/artillery handlers;
- creates crew and updates statistics.
Risk notes:
- Player and AI production paths duplicate substantial vehicle initialization logic. Any new vehicle feature may need both
Client_BuildUnit.sqfandServer_BuyUnit.sqf. - Building queue cleanup has timeout behavior based on longest build time; changing queue variables can strand factories.
- Spawn pads are type-based helper objects near factories; pad class changes can alter spawn placement.
- Buy menu affordability is client-side, so server-side validation should be considered before adding high-value or exploitable purchases.
| Change type | Preferred starting point |
|---|---|
| New town behavior |
server_town.sqf for ownership/SV, server_town_ai.sqf for AI activation, not both by accident. |
| New income behavior |
updateresources.sqf, side supply helpers and relevant UI display code. |
| New commander action | Existing PVF command pattern plus HandleSpecial client notification where needed. |
| New upgrade effect |
Server_ProcessUpgrade.sqf for completion effects plus every direct upgrade-level consumer. |
| New structure | Side Structures_*.sqf, RequestStructure.sqf script mapping, matching construction script and Init_BaseStructure.sqf. |
| New purchasable unit | Unit config arrays, buy menu filtering, Client_BuildUnit.sqf, and Server_BuyUnit.sqf if AI can use it. |
- Confirm whether
Server_AssignNewCommander.sqfcall-shape handling is intentional or a latent bug. - Trace structure repair/completion logic that consumes
wfbe_structures_logic. - Compare client and server unit-build initialization for drift, especially countermeasures, IRS, artillery and special vehicle actions.
- Verify whether supply-income stagnation is currently called from the active resource loop or only retained as a helper.
- Map exact dependencies between
Init_BaseStructure.sqf, range globals likebarracksInRange, and the buy menu.
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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
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- Economy system reference
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- Towns, camps and capture atlas
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- Victory conditions reference
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- Upgrades and research atlas
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- Class-skill system reference
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- Waypoint helper function reference
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- 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)
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- In-game briefing & Diary field manual
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- UAV terminal and spotter system
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- Service Point pricing model
- Medic redeployment truck (forward spawn)
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- Valhalla vehicle climbing-assist
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- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
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- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
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- Flag system quick reference
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- CoIn construction-interface client engine
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- 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
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- Player UI workflow map
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- UI control class library reference
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- UI design inspiration 2026-07
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- Gear/loadout/EASA atlas
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- 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