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ICBM Nuke Client VFX And Radiation Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page documents the ICBM/nuke client runtime -- the presentation half of the module: the launch animation, the mushroom-cloud particle/post-process choreography, the radiation-zone lifecycle, and the side-targeted text+audio messages and map markers. It is deliberately distinct from ICBM authority playbook, which owns the DR-27 forged-RequestSpecial server trust boundary. Everything here is what a client sees and hears; the only server-side scripts described (NukeDammage, NukeRadiation) are included because they are compiled in the same module init and drive the radiation broadcast that clients react to.
The module is loaded only when its gate is set: Init_Common.sqf:338 runs Client\Module\Nuke\ICBM_Init.sqf when WFBE_C_MODULE_WFBE_ICBM > 0, and that flag defaults to 1 (Common/Init/Init_CommonConstants.sqf:813).
ICBM_Init.sqf first sets the two radius constants into missionNamespace, then compiles two disjoint sets of functions depending on machine role.
| Symbol | Value / compiled-from | Role gate | Citation |
|---|---|---|---|
ICBM_DAMAGE_RADIUS |
800 |
always | Client/Module/Nuke/ICBM_Init.sqf:1 |
ICBM_RADIATION_RADIUS |
900 |
always | Client/Module/Nuke/ICBM_Init.sqf:2 |
Nuke |
nuke.sqf (mushroom-cloud VFX) |
if (local player) |
Client/Module/Nuke/ICBM_Init.sqf:4-5 |
NukeIncoming |
nukeincoming.sqf (launch anim) |
if (local player) |
Client/Module/Nuke/ICBM_Init.sqf:6 |
ICBM_FriendySide_Message |
ICBM_friendlySide_Message.sqf |
if (local player) |
Client/Module/Nuke/ICBM_Init.sqf:8 |
ICBM_EnemySide_Message |
ICBM_EnemySide_Message.sqf |
if (local player) |
Client/Module/Nuke/ICBM_Init.sqf:9 |
NukeDammage |
damage.sqf (map-wide destruction) |
if (isServer) |
Client/Module/Nuke/ICBM_Init.sqf:12-13 |
NukeRadiation |
radzone.sqf (radiation zone) |
if (isServer) |
Client/Module/Nuke/ICBM_Init.sqf:14 |
Note the function symbol is spelled ICBM_FriendySide_Message (missing the second l), consistently at the definition and both call sites -- do not "correct" it.
The two public-variable event handlers that the client reacts to are not wired here; they are registered in the client FSM init (see "Event-handler wiring" below).
Nuke (nukeincoming.sqf) runs on the launching commander's client, spawned by the tactical menu as [_obj,_ICBM_marker_name] Spawn NukeIncoming (Client/GUI/GUI_Menu_Tactical.sqf:499). _obj is a "HeliHEmpty" object the menu creates at the map-click world position (Client/GUI/GUI_Menu_Tactical.sqf:499) to serve as the impact anchor.
| Step | Behavior | Citation |
|---|---|---|
| Params |
_target = _this select 0, _nukeMarker = _this select 1
|
Client/Module/Nuke/nukeincoming.sqf:3-4 |
| Impact delay | Sleeps WFBE_ICBM_TIME_TO_IMPACT * 60 seconds (param is in minutes; default 1) |
Client/Module/Nuke/nukeincoming.sqf:7-8, default Common/Init/Init_CommonConstants.sqf:409
|
| Cruise object | Creates Chukar (vanilla/CO) or Chukar_EP1 via createVehicle [..,"FLY"] at the target position, then snaps it to altitude 570 m with setPos/flyInHeight 570, setSpeedMode "FULL"
|
Client/Module/Nuke/nukeincoming.sqf:14-22 |
| Server hand-off | Sends ["RequestSpecial", ["ICBM", sideJoined, _target, _cruise, clientTeam]] via WFBE_CO_FNC_SendToServer
|
Client/Module/Nuke/nukeincoming.sqf:23 |
| Display fan-out | After sleep 1.5, broadcasts [nil,"HandleSpecial",["icbm-display",_target,_cruise]] via WFBE_CO_FNC_SendToClients
|
Client/Module/Nuke/nukeincoming.sqf:25-27 |
| Flare/exhaust (vanilla/CO only) | Spawns a cruiseMissileFlare1 600 m above the drop, inflame true, then execVMs the stock cruisemissileflare.sqf and exhaust1.sqf from \ca\air2\cruisemissile\data\scripts\ and retextures the cruise with the exhaust flame |
Client/Module/Nuke/nukeincoming.sqf:29-43 |
| Teardown |
sleep 7, then waitUntil {!alive _cruise}, sleep 5, delete flare (vanilla/CO) and cruise |
Client/Module/Nuke/nukeincoming.sqf:45-51 |
The trailing deleteMarkerLocal is commented out (Client/Module/Nuke/nukeincoming.sqf:53-54); marker cleanup is handled separately by the tactical menu's timed WFBE_CL_FNC_Delete_Marker calls (Client/GUI/GUI_Menu_Tactical.sqf:504-505).
The "icbm-display" HandleSpecial case routes to WFBE_CL_FNC_Display_ICBM on every client (Client/PVFunctions/HandleSpecial.sqf:60). That helper waits for the cruise to die, then triggers the blast VFX: waitUntil {!alive _cruise}; [_obj] Spawn Nuke; (Client/Functions/Client_FNC_Special.sqf:51-59). This is what synchronizes the mushroom cloud to the moment the cruise missile is destroyed.
Nuke (nuke.sqf) runs locally on every client as [_obj] Spawn Nuke. It builds a layered local-particle mushroom cloud plus a distance-gated post-process flash. _target = _this select 0 (Client/Module/Nuke/nuke.sqf:4).
All post-process work is gated on player distance _target < 4000 -- a far-away player gets the particles but no screen effects. The first gate (an immediate dynamicBlur punch-in) is at Client/Module/Nuke/nuke.sqf:5-9; the main flash block is at Client/Module/Nuke/nuke.sqf:52-73; the recovery block at :93-97; the final disable at :145.
Each emitter is a local "#particlesource" / "#lightpoint" created with createVehicleLocal at getPos _target.
| Local var | Object | Role / notable params | Citation |
|---|---|---|---|
_Cone |
#particlesource |
Ground cone, setParticleCircle [10,...], drop interval 0.005
|
Client/Module/Nuke/nuke.sqf:11-17 |
_top |
#particlesource |
Rising stem (initial), drop 0.001
|
Client/Module/Nuke/nuke.sqf:19-23 |
_top2 |
#particlesource |
Stem detail, drop 0.002
|
Client/Module/Nuke/nuke.sqf:25-29 |
_smoke |
#particlesource |
Dark smoke column (recolored later), drop 0.002
|
Client/Module/Nuke/nuke.sqf:31-37 |
_Wave |
#particlesource |
Ground shock-wave ring, setParticleCircle [50,...], drop 0.0002
|
Client/Module/Nuke/nuke.sqf:39-45 |
_light |
#lightpoint |
Flash light 500 m above target, ambient/color [1500,1200,1000], brightness 100000.0
|
Client/Module/Nuke/nuke.sqf:47-50, re-set :74
|
_top3 |
#particlesource |
Cap layer at z=500, lifetime 0.6 s
|
Client/Module/Nuke/nuke.sqf:82-89 |
_top4 |
#particlesource |
Cap layer at z=800 | Client/Module/Nuke/nuke.sqf:99-107 |
_top5 |
#particlesource |
Cap layer at z=1000 | Client/Module/Nuke/nuke.sqf:110-114 |
_smoke2 |
#particlesource |
High smoke at z=900 | Client/Module/Nuke/nuke.sqf:125-131 |
All emitters use the stock \Ca\Data\ParticleEffects\Universal\Universal sprite sheet.
| Phase | Effect | Citation |
|---|---|---|
| Pre-detonation blur |
dynamicBlur enable + adjust [1], commit 1
|
Client/Module/Nuke/nuke.sqf:6-8 |
| Flash |
colorCorrections enable + harsh adjust, commit 0.4; dynamicBlur adjust [0.5] commit 3
|
Client/Module/Nuke/nuke.sqf:53-57 |
| Settle (spawned, +4 s) | A [] Spawn waits Sleep 4 then warms the palette: colorCorrections adjust to a warm tint, commit 7
|
Client/Module/Nuke/nuke.sqf:61-66 |
| Blur ramp-down |
dynamicBlur adjust [2] commit 1, then adjust [0.5] commit 4
|
Client/Module/Nuke/nuke.sqf:68-72 |
| Mid recovery (+~3.5 s later) |
colorCorrections back toward neutral commit 1, re-enable; dynamicBlur adjust [0] commit 1
|
Client/Module/Nuke/nuke.sqf:93-97 |
| Final disable (+~20 s) | "colorCorrections" ppEffectEnable false |
Client/Module/Nuke/nuke.sqf:145 |
The emitters are deleted in staged sleep/deleteVehicle steps over the rest of the script: _top/_top2 (:79-80), _top3 (:89), _light/_top4 (:106-107), _top5 (:134), _smoke2 (:139), and finally _Wave/_cone/_smoke (:141-143). The cone/wave/smoke drop intervals are throttled down (setDropInterval 0.01/0.02) before deletion to taper the effect (:116-117,135-136).
The script ends with [currentFX] Spawn FX; (Client/Module/Nuke/nuke.sqf:146), which re-applies the player's selected color/FX preset. FX is compiled from Client\Functions\Client_FX.sqf (Client/Init/Init_Client.sqf:74) and currentFX is the player's chosen index (default 0, Client/Init/Init_Client.sqf:340). This restores baseline post-processing after the nuke's colorCorrections/dynamicBlur overrides.
NukeDammage (damage.sqf) runs on the server, invoked from Server_HandleSpecial.sqf after the ICBM request is accepted (see the authority playbook for the trust gap). _target = _this select 0 (Client/Module/Nuke/damage.sqf:13).
| Step | Behavior | Citation |
|---|---|---|
| Range |
_range = ICBM_DAMAGE_RADIUS (800) |
Client/Module/Nuke/damage.sqf:14 |
| Gather |
nearestObjects [_target,[],_range] -- the empty type filter is deliberate so trees/walls are included |
Client/Module/Nuke/damage.sqf:16 |
| Preserve list | A large _logic_class array of game-logic/manager classes, plus WFBE_C_CAMP_FLAG/WFBE_C_DEPOT/WFBE_C_CAMP and the land_nav_pier_* set, are subtracted out so core mechanics survive |
Client/Module/Nuke/damage.sqf:17-26 |
| Destroy |
_x setDamage 1 on every remaining object |
Client/Module/Nuke/damage.sqf:28-31 |
| Chain | [_target] Spawn NukeRadiation |
Client/Module/Nuke/damage.sqf:34 |
NukeRadiation (radzone.sqf) runs on the server, spawned by NukeDammage. It paints per-side warning markers, ticks damage over time, and broadcasts which player is currently irradiated so each client can play the geiger sound.
| Constant / setting | Value | Citation |
|---|---|---|
_radiation_duration |
WFBE_RADZONE_TIME * 60 seconds (param in minutes, default 1) |
Client/Module/Nuke/radzone.sqf:42-43, default Common/Init/Init_CommonConstants.sqf:410
|
_radiation_interval |
5 seconds per tick |
Client/Module/Nuke/radzone.sqf:45 |
_radiation_range |
ICBM_RADIATION_RADIUS (900) |
Client/Module/Nuke/radzone.sqf:47 |
| Marker type / text / color |
mil_warning / "RADIOACTIVE ZONE" / ColorGreen
|
Client/Module/Nuke/radzone.sqf:51-53 |
Two per-side markers are created via WF_createMarker (Common/Init/Init_Common.sqf:167 -> Common_CreateMarker.sqf), one keyed to west and one to east, each with a paired ellipse marker for the radius circle. Names get a random suffix (format ["RADZONE_west_%1_%2", round time, round (random 10000)]) to avoid collisions: Client/Module/Nuke/radzone.sqf:57-85.
while {time < _radiation_end_time} do {
_array = _target nearEntities [["Man","Car","Motorcycle","Tank","Ship","Air","StaticWeapon"], _radiation_range];
{ _x setDammage (getDammage _x + 0.03);
{_x setDammage (getDammage _x + 0.05)} forEach crew _x;
if (isPlayer _x) then { ...PLAYER_RADIATED broadcast... };
} forEach _array;
sleep _radiation_interval;
};
-- Client/Module/Nuke/radzone.sqf:88-110. Each tick adds 0.03 damage to the entity body and 0.05 to each crew member (:93-94). When the entity is a player, the loop sets PLAYER_RADIATED to that player and publicVariables it (:102-104), which fires the radiated-sound handler on every client.
Note: the per-player
publicVariable "PLAYER_RADIATED"inside the inner loop fires once per irradiated player per 5 s tick -- the per-tick broadcast cost is the subject of a separate finding in Deep-review findings (radzone.sqf:102-104). This page documents the runtime as written; that page owns the perf assessment.
After the loop, deleteVehicle _target removes the impact anchor (Client/Module/Nuke/radzone.sqf:112), and all four markers (two zone, two ellipse) are removed immediately with delay 0 via WFBE_CL_FNC_Delete_Marker (Client/Module/Nuke/radzone.sqf:120-124).
Both build a deferred multi-language message string and a sound name, then hand off to WF_sendMessage (Common/Init/Init_Common.sqf:169 -> Common_SendMessage.sqf) targeting a side.
| Function | Localized string | Sound | Citation |
|---|---|---|---|
ICBM_FriendySide_Message |
STR_WF_CHAT_ICBM_Launch_BY_OUR_TEAM (formatted with impact time) |
ICBM_message_to_friendly_players |
Client/Module/Nuke/ICBM_friendlySide_Message.sqf:13-25 |
ICBM_EnemySide_Message |
STR_WF_CHAT_ICBM_Launch_BY_ENEMY_TEAM (formatted with impact time) |
ICBM_message_to_enemy_players |
Client/Module/Nuke/ICBM_EnemySide_Message.sqf:12-25 |
Both strings are defined in stringtable.xml; the three sound classes are defined in Sounds/description.ext (ICBM_message_to_enemy_players at :96-99, ICBM_message_to_friendly_players at :102-105, radiationSound at :144-146). The friendly-message file warns that Arma 2 OA must be restarted for a newly added sound to register (Client/Module/Nuke/ICBM_friendlySide_Message.sqf:9).
At launch the tactical menu calls both directly on the commander's own client: [playerSide] call ICBM_FriendySide_Message and [_enemy_side] call ICBM_EnemySide_Message (Client/GUI/GUI_Menu_Tactical.sqf:495-496).
This is the public-variable event handler for ICBM_launched. Its design intent (per its header) is the addPublicVariableEventHandler quirk that the publishing client does not run its own handler, so the commander draws its own marker via the GUI while remote clients draw theirs through this handler.
| Step | Behavior | Citation |
|---|---|---|
| Read value |
_ICBM_infos = _this select 1 (select 0 is the var name, not the value) |
Client/Module/Nuke/OnEventHandler_ICBM_Launch.sqf:17 |
| Unpack |
_ICBM_postion = _ICBM_infos select 0, _ICBM_side = _ICBM_infos select 1
|
Client/Module/Nuke/OnEventHandler_ICBM_Launch.sqf:19-20 |
| Friendly branch | If playerSide == _ICBM_side: call ICBM_FriendySide_Message, then createMarkerLocal ["icbmstrike",_ICBM_postion] styled mil_warning / text "ICBM" / ColorRed, auto-deleted after WFBE_ICBM_TIME_TO_IMPACT*60 s via WFBE_CL_FNC_Delete_Marker
|
Client/Module/Nuke/OnEventHandler_ICBM_Launch.sqf:22-34 |
| Enemy branch | Else call ICBM_EnemySide_Message
|
Client/Module/Nuke/OnEventHandler_ICBM_Launch.sqf:35-38 |
Source caveat: the
ICBM_launchedpublic variable is registered as an event handler (Client/FSM/updateclient.sqf:19-20) but is neverpublicVariable'd anywhere in the current mission source -- a wiki-clone-independent grep for anICBM_launched =/publicVariable "ICBM_launched"producer returns nothing. In the shipped flow the friendly/enemy messages reach players through the GUI-local commander calls (GUI_Menu_Tactical.sqf:495-496) and the per-sideWF_sendMessagebroadcast inside those functions; the per-clienticbmstrikemarker that this handler would draw is therefore not currently triggered. The handler is wired and ready but dormant.
Public-variable event handler for PLAYER_RADIATED. _PLAYER_radiated = _this select 1; if that object is the local player, playSound ["radiationSound", true] (Client/Module/Nuke/OnEventHandler_player_radiated.sqf:14-18). This is the client-side reaction to the server's per-tick broadcast in radzone.sqf.
Both ICBM public-variable event handlers are compiled and registered in the client FSM update init, not in ICBM_Init.sqf:
| PV name | Handler symbol / compiled-from | Citation |
|---|---|---|
ICBM_launched |
OnEventHandler_ICBM_Launch <- OnEventHandler_ICBM_Launch.sqf
|
Client/FSM/updateclient.sqf:19-20 |
PLAYER_RADIATED |
OnEventHandler_player_radiated <- OnEventHandler_player_radiated.sqf
|
Client/FSM/updateclient.sqf:23-24 |
- Commander confirms an ICBM map-click in the tactical menu; client debits funds, creates the
HeliHEmptyanchor and the local commander marker, plays both side messages locally, and spawnsNukeIncoming(GUI_Menu_Tactical.sqf:463-499). -
NukeIncomingwaits the impact time, spawns theChukarcruise object at 570 m, sends theRequestSpecialto the server and theicbm-displayHandleSpecialto all clients (nukeincoming.sqf:7-27). - On every client
WFBE_CL_FNC_Display_ICBMwaits for the cruise to die, then spawnsNukefor the mushroom-cloud + PP flash (Client_FNC_Special.sqf:51-59,nuke.sqf). - On the server (after authority acceptance)
NukeDammageflattens objects in 800 m and chainsNukeRadiation(damage.sqf), which paints per-side radzone markers and ticks 0.03/0.05 damage overWFBE_RADZONE_TIME, broadcastingPLAYER_RADIATEDper affected player (radzone.sqf). - Each client's
PLAYER_RADIATEDhandler playsradiationSoundfor the local player while irradiated (OnEventHandler_player_radiated.sqf).
-
ICBM authority playbook -- the server-side forged-
RequestSpecialtrust boundary (DR-27) this VFX page complements. -
Marker cleanup restoration systems atlas --
WF_createMarker/WFBE_CL_FNC_Delete_Markerpatterns used by the radzone and launch markers. -
Public variable channel index -- where
ICBM_launched/PLAYER_RADIATEDsit among PV channels. - Support specials and tactical modules atlas -- the broader special/tactical-menu module family.
-
Deep-review findings -- the
PLAYER_RADIATEDper-tick broadcast perf finding.
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- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- 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
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- 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