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Legacy AI Order Primitive 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 legacy AI order primitive family — the bare-named global functions AIMoveTo, AIPatrol, AITownPatrol, AITownResitance, AIWPAdd, and AIWPRemove. These are compiled server-side from Server/AI/Orders/*.sqf (plus Server/AI/AI_Resistance.sqf) and drive paradrop egress, AI-commander team movement, the wildcard/guerrilla system, and resistance defence. They are a separate system from the documented WFBE_CO_FNC_Waypoint* helper family (compiled in Init_Common.sqf from Common/Functions/Common_Waypoint*.sqf); see Waypoint Helper Function Reference for that parallel family and the section below for how the two differ.
Five globals are compiled in one block in Server/Init/Init_Server.sqf:19-23:
| Global | Source file | Init_Server line |
|---|---|---|
AIMoveTo |
Server/AI/Orders/AI_MoveTo.sqf |
Server/Init/Init_Server.sqf:13 |
AIPatrol |
Server/AI/Orders/AI_Patrol.sqf |
Server/Init/Init_Server.sqf:14 |
AITownPatrol |
Server/AI/Orders/AI_TownPatrol.sqf |
Removed from Chernarus master; compile line commented out with note 'NOT WIRED'; file absent from Server/AI/Orders/
|
AITownResitance |
Server/AI/AI_Resistance.sqf |
Server/Init/Init_Server.sqf:16 |
AIWPAdd |
Server/AI/Orders/AI_WPAdd.sqf |
Server/Init/Init_Server.sqf:17 |
AIWPRemove |
Server/AI/Orders/AI_WPRemove.sqf |
Server/Init/Init_Server.sqf:18 |
All are compiled with Compile preprocessFile and run server-side only. They mutate group waypoints and posture directly, so callers must already hold a server-local group.
Every order in this family ultimately funnels into AIWPAdd, which consumes an array of 6-element waypoint tuples. The element order is fixed by AI_WPAdd.sqf:22-27:
| Index | Field | Type | Consumed at | Notes |
|---|---|---|---|---|
| 0 | position |
Array or Object | Server/AI/Orders/AI_WPAdd.sqf:22 |
If an Object is passed, it is resolved via getPos (Server/AI/Orders/AI_WPAdd.sqf:28) |
| 1 | type |
String | Server/AI/Orders/AI_WPAdd.sqf:23 |
Waypoint type, e.g. 'MOVE', 'SAD', 'CYCLE', 'HOLD', 'SCRIPTED'
|
| 2 | radius |
Number | Server/AI/Orders/AI_WPAdd.sqf:24 |
Passed to addWaypoint [position, radius] (Server/AI/Orders/AI_WPAdd.sqf:32) |
| 3 | completionRadius |
Number | Server/AI/Orders/AI_WPAdd.sqf:25 |
Passed to setWaypointCompletionRadius (Server/AI/Orders/AI_WPAdd.sqf:34) |
| 4 | scripted |
String | Server/AI/Orders/AI_WPAdd.sqf:26 |
Only applied when type == 'SCRIPTED' (Server/AI/Orders/AI_WPAdd.sqf:35) |
| 5 | statements |
Array | Server/AI/Orders/AI_WPAdd.sqf:27 |
When non-empty, applied as setWaypointStatements [condition, statement] (Server/AI/Orders/AI_WPAdd.sqf:36) |
This 6-tuple is the distinguishing contract of the legacy family. The newer WFBE_CO_FNC_WaypointsAdd family uses a 7-element tuple (see Waypoint Helper Function Reference). Mixing the two will mis-index — a 7-tuple fed to AIWPAdd would read garbage at indices 4-5.
AIWPAdd (Server/AI/Orders/AI_WPAdd.sqf) is the low-level primitive every other order delegates to. It clears (optionally) then appends a list of waypoints to a group.
| Aspect | Detail |
|---|---|
| Parameters |
[_team, _clear, _waypoints] — group, Boolean clear flag, array of 6-tuples (Server/AI/Orders/AI_WPAdd.sqf:15-17) |
| Returns | Nothing meaningful; mutates the group's waypoint list in place |
| Clear behaviour | When _clear is true, calls _team Call AIWPRemove first (Server/AI/Orders/AI_WPAdd.sqf:19) |
| Per-waypoint write |
_team addWaypoint [_position, _radius] (Server/AI/Orders/AI_WPAdd.sqf:32), then setWaypointType / setWaypointCompletionRadius (Server/AI/Orders/AI_WPAdd.sqf:33-34) |
| Conditional fields |
setWaypointScript only for 'SCRIPTED' type (Server/AI/Orders/AI_WPAdd.sqf:35); setWaypointStatements only when count _statements > 0 (Server/AI/Orders/AI_WPAdd.sqf:36) |
| First-waypoint activation | When _WPCount == 0 (the first waypoint just added), it calls _team setCurrentWaypoint [_team, _WPCount] to make the group act on it immediately (Server/AI/Orders/AI_WPAdd.sqf:38) |
| Index bookkeeping |
_WPCount = count (waypoints _team) is re-read each iteration before the add (Server/AI/Orders/AI_WPAdd.sqf:30), so the new waypoint's index is the pre-add count |
The header docstring at Server/AI/Orders/AI_WPAdd.sqf:1-12 (author Benny) gives the canonical example tuple with a 'SAD' waypoint carrying statements ["canComplete", "this sidechat 'lets roll'"].
AIWPRemove (Server/AI/Orders/AI_WPRemove.sqf) deletes every waypoint on a group.
| Aspect | Detail |
|---|---|
| Parameter |
_team = _this — the group is passed bare, not wrapped in an array (Server/AI/Orders/AI_WPRemove.sqf:2) |
| Loop | Reverse-index for from (count (waypoints _team))-1 down to 0 (Server/AI/Orders/AI_WPRemove.sqf:4) |
| Delete |
deleteWaypoint [_team, _z] per index (Server/AI/Orders/AI_WPRemove.sqf:5) |
The reverse iteration is deliberate: deleting low indices first would re-number the remaining waypoints and skip entries. The only caller is AIWPAdd itself (Server/AI/Orders/AI_WPAdd.sqf:19); no other site invokes AIWPRemove directly.
AIMoveTo (Server/AI/Orders/AI_MoveTo.sqf) sets an aggressive march posture and gives the group a single waypoint to a destination. It is the most heavily used member of the family.
| Aspect | Detail |
|---|---|
| Parameters |
[_team, _destination, _mission, _radius] (Server/AI/Orders/AI_MoveTo.sqf:2-5); _radius defaults to 30 when fewer than 4 args (Server/AI/Orders/AI_MoveTo.sqf:5) |
| Posture set |
setCombatMode "RED", setBehaviour "AWARE", setFormation "COLUMN", setSpeedMode "FULL" (Server/AI/Orders/AI_MoveTo.sqf:6-9) |
| Waypoint emitted | One 6-tuple [_destination, _mission, _radius, 20, "", []] via AIWPAdd with clear=true (Server/AI/Orders/AI_MoveTo.sqf:32) — completion radius hard-coded to 20
|
| Update gate |
_update starts true; for WEST/EAST it is overwritten by _team Call CanUpdateTeam (Server/AI/Orders/AI_MoveTo.sqf:11-14) |
Lines Server/AI/Orders/AI_MoveTo.sqf:16-28 are the most consequential logic in this file. The shared UpdateTeam routine re-stamps AWARE/NORMAL/YELLOW plus a random formation, which would clobber the aggressive RED/FULL/COLUMN set at lines 6-9. To preserve posture for AI-commander teams, AIMoveTo reads two group variables and skips UpdateTeam when either is set:
| Variable | Read at | Meaning |
|---|---|---|
wfbe_aicom_hc |
Server/AI/Orders/AI_MoveTo.sqf:23 |
AI-commander headless-delegated team |
wfbe_aicom_founded |
Server/AI/Orders/AI_MoveTo.sqf:24 |
AI-commander-founded team |
The guard if ((!isNil "_aicomHc" && {_aicomHc}) || {!isNil "_aicomFnd" && {_aicomFnd}}) then {_update = false} (Server/AI/Orders/AI_MoveTo.sqf:25) is written with 1-arg getVariable + isNil for a documented A2-OA reason recorded in the comment at lines 19-22: under Arma 2 OA the 2-arg group getVariable [name, default] returns nil (not the default) when the variable is unset. For non-AICOM groups (paradrop, para-ammo, para-vehicle, town, patrol) these variables are unset, so the old 2-arg form returned nil, and nil || {nil} threw "Type Nothing" — aborting AIMoveTo before the AIWPAdd call at line 32, leaving those groups with no waypoint. The 1-arg-plus-isNil form treats an unset variable as false and lets non-AICOM groups proceed. UpdateTeam is finally applied (when still permitted) at Server/AI/Orders/AI_MoveTo.sqf:28.
AIPatrol (Server/AI/Orders/AI_Patrol.sqf) builds a multi-waypoint patrol loop scattered around a destination.
| Aspect | Detail |
|---|---|
| Parameters |
[_team, _destination, _radius] (Server/AI/Orders/AI_Patrol.sqf:2-4); _radius defaults to 30 (Server/AI/Orders/AI_Patrol.sqf:4) |
| Object resolve | If _destination is an Object it is resolved with getPos (Server/AI/Orders/AI_Patrol.sqf:5) |
| Posture |
setCombatMode "YELLOW", setBehaviour "AWARE", setFormation "COLUMN", setSpeedMode "NORMAL" (Server/AI/Orders/AI_Patrol.sqf:7-10) |
| Update gate | Same WEST/EAST CanUpdateTeam pattern, then UpdateTeam unconditionally for permitted groups (Server/AI/Orders/AI_Patrol.sqf:12-18) — no AICOM posture guard here |
| Waypoint count |
_maxWaypoints = 8; loop runs _z = 0 to _z <= 8 inclusive (Server/AI/Orders/AI_Patrol.sqf:20-22) = 9 waypoints |
| Scatter | Each position offset by random _radius - random _radius on X and Y (Server/AI/Orders/AI_Patrol.sqf:23-25) |
| Water resample |
while {surfaceIsWater _pos && _wtr < 20} re-rolls up to 20 times; if still water, falls back to the bare destination (Server/AI/Orders/AI_Patrol.sqf:27-33) |
| Types | All 'MOVE' except the final index _z == _maxWaypoints, which is 'CYCLE' to loop the patrol (Server/AI/Orders/AI_Patrol.sqf:34) |
| Tuple |
[_pos, _type, 35, 40, "", []] — radius 35, completion 40 (Server/AI/Orders/AI_Patrol.sqf:35) |
| Emit |
[_team, true, _wps] Call AIWPAdd (Server/AI/Orders/AI_Patrol.sqf:40) |
AITownPatrol (Server/AI/Orders/AI_TownPatrol.sqf) is a richer town-patrol generator that interleaves the town's camps and depots into the waypoint chain and randomizes per-group behaviour.
| Aspect | Detail |
|---|---|
| Parameters |
[_team, _town, _radius]; _radius defaults to 30 (Server/AI/Orders/AI_TownPatrol.sqf:13-15) |
| Guards |
exitWith ERROR if _town is not an Object (Server/AI/Orders/AI_TownPatrol.sqf:16) or _team is null (Server/AI/Orders/AI_TownPatrol.sqf:17) |
| Insert set |
_usable = [_town] + _camps, where _camps = _town getVariable 'camps' (Server/AI/Orders/AI_TownPatrol.sqf:20-22) |
| Waypoint count |
WFBE_C_TOWNS_PATROL_HOPS + count(_usable) (Server/AI/Orders/AI_TownPatrol.sqf:23); WFBE_C_TOWNS_PATROL_HOPS = 5 at Common/Init/Init_CommonConstants.sqf:508
|
| Randomized posture | Per-group coin-flips: formation DIAMOND/STAG COLUMN, combat YELLOW/RED, behaviour AWARE/COMBAT, speed NORMAL/LIMITED (Server/AI/Orders/AI_TownPatrol.sqf:27-30) |
| Dynamic insert |
_insertStep = floor(_maxWaypoints / count(_usable)); at each multiple a random unused camp/depot is consumed (Server/AI/Orders/AI_TownPatrol.sqf:33-44) |
| Dual completion radii | Scatter waypoints use radius 32 / completion 44; insert-object (camp/depot) waypoints use radius 35 / completion 68 (Server/AI/Orders/AI_TownPatrol.sqf:58-63) |
| Water resample | Same 20-try surfaceIsWater resample as AIPatrol, only on scatter waypoints (Server/AI/Orders/AI_TownPatrol.sqf:51-57) |
| Types |
'MOVE' except final 'CYCLE' (Server/AI/Orders/AI_TownPatrol.sqf:66) |
| Emit |
[_team, true, _wps] Call AIWPAdd (Server/AI/Orders/AI_TownPatrol.sqf:72) |
Dormancy note: AITownPatrol is compiled at Server/Init/Init_Server.sqf:21 but has no live caller anywhere in master — a tree-wide search finds only the compile line itself. It is a dormant primitive available to be wired up, not an active path.
AITownResitance (Server/AI/AI_Resistance.sqf; note the misspelled global name preserved from source) dispatches a resistance group into one of three behaviours by action string.
| Aspect | Detail |
|---|---|
| Parameters |
[_team, _position, _range, _action] (Server/AI/AI_Resistance.sqf:2-5) |
"Patrol" |
[_team, _position, _range] Call BIS_fnc_taskPatrol — engine task-patrol generator (Server/AI/AI_Resistance.sqf:8) |
"Defend" |
Sets STAG COLUMN / AWARE / NORMAL, then one 'SAD' waypoint [_position, 'SAD', 40, 30, "", []] via AIWPAdd (Server/AI/AI_Resistance.sqf:9-15) |
"CPatrol" |
[_team, _position, _range] Spawn AIPatrol — delegates to the scattered AIPatrol loop (Server/AI/AI_Resistance.sqf:16) |
Dormancy note: like AITownPatrol, AITownResitance is compiled (Server/Init/Init_Server.sqf:22) but has no live caller in master. It is dormant.
Verified callers of the family across the mission tree (excluding internal delegation):
| Caller site | Order called | Argument shape |
|---|---|---|
Server/Support/Support_Paratroopers.sqf:92 |
AIMoveTo |
[_grp, _destination, "MOVE", 10] (drop egress) |
Server/Support/Support_Paratroopers.sqf:122 |
AIMoveTo |
[_grp, (_ranPos select _ran), "MOVE", 10] (post-drop scatter) |
Server/Support/Support_ParaAmmo.sqf:38 |
AIMoveTo |
[_grp, (_args select 2), "MOVE", 10] |
Server/Support/Support_ParaAmmo.sqf:96 |
AIMoveTo |
[_grp, (_ranPos select _ran), "MOVE", 10] |
Server/Support/Support_ParaVehicles.sqf:39 |
AIMoveTo |
[_grp, (_args select 2), "MOVE", 10] |
Server/Support/Support_ParaVehicles.sqf:78 |
AIMoveTo |
[_grp, (_ranPos select _ran), "MOVE", 10] |
Server/AI/Commander/AI_Commander_Execute.sqf:46 |
AIMoveTo |
[_team, _goto, _wpType, _radius] (MOVE/SAD/HOLD by mode) |
Server/AI/Commander/AI_Commander_AssignTowns.sqf:377 |
AIMoveTo |
[_team, getPos _target, "SAD", 200] (non-arc fallback) |
Server/Functions/AI_Commander_Wildcard.sqf:776 |
AIPatrol |
[_guerGrp, _guerPos, 200] |
Server/Functions/AI_Commander_Wildcard.sqf:870 |
AIPatrol |
[_w13Grp, _w13TargetPos, 200] |
Server/Functions/AI_Commander_Wildcard.sqf:985 |
AIPatrol |
[_w17Grp, _w17TargetPos, 100] |
Server/Functions/AI_Commander_Wildcard.sqf:1034 |
AIPatrol |
[_w18Grp, _w18Pos, 120] |
Server/AI/AI_Resistance.sqf:16 |
AIPatrol (via AITownResitance "CPatrol") |
[_team, _position, _range] Spawn |
Server/AI/Orders/AI_MoveTo.sqf:32 |
AIWPAdd |
internal (single MOVE waypoint) |
Server/AI/Orders/AI_Patrol.sqf:40 |
AIWPAdd |
internal (patrol loop) |
Server/AI/Orders/AI_TownPatrol.sqf:72 |
AIWPAdd |
internal (town loop) |
Server/AI/AI_Resistance.sqf:14 |
AIWPAdd |
[_team, true, [[_position, 'SAD', 40, 30, "", []]]] (Defend) |
Server/AI/Orders/AI_WPAdd.sqf:19 |
AIWPRemove |
internal (clear-before-add) |
Note that the AI commander's preferred path at AI_Commander_AssignTowns.sqf:374-375 (the if (_useArc) then { guard at 374, then [_team, _target] Call WFBE_SE_FNC_AI_SetTownAttackPath; at 375) is WFBE_SE_FNC_AI_SetTownAttackPath; AIMoveTo at line 377 is only the non-arc fallback (_useArc == false).
This legacy family and the WFBE_CO_FNC_Waypoint* helper family are independent, with non-overlapping function names and incompatible tuple shapes:
| Legacy AI order family (this page) | Waypoint-Helper family | |
|---|---|---|
| Globals |
AIMoveTo, AIPatrol, AITownPatrol, AITownResitance, AIWPAdd, AIWPRemove
|
WFBE_CO_FNC_WaypointsAdd, WaypointsRemove, WaypointPatrol, WaypointPatrolTown, WaypointSimple
|
| Compiled in |
Server/Init/Init_Server.sqf:19-24 (server-only) |
Init_Common.sqf (common) — see Waypoint Helper Function Reference
|
| Source |
Server/AI/Orders/*.sqf, Server/AI/AI_Resistance.sqf
|
Common/Functions/Common_Waypoint*.sqf |
| Waypoint tuple |
6 elements [position, type, radius, completionRadius, scripted, statements] (Server/AI/Orders/AI_WPAdd.sqf:22-27) |
7 elements |
When porting or extending AI movement, pick one family and keep its tuple shape; do not feed a 7-tuple into AIWPAdd (Server/AI/Orders/AI_WPAdd.sqf reads only indices 0-5).
-
Waypoint Helper Function Reference — the parallel
WFBE_CO_FNC_Waypoint*family and its 7-element tuple -
AI Commander Autonomy Audit — how the AI commander drives
AIMoveTofor team movement -
Support Specials And Tactical Modules Atlas — the paradrop modules that call
AIMoveTofor egress -
Resistance Supply Scaffold — the resistance/GUER side that
AITownResitancewas built for - AI Runtime And HC Loop Map — server-side AI loops and headless delegation context
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- 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