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Map Boundaries And Offmap Enforcement
Source-refreshed 2026-06-21 against current
origin/master@0139a346after thecf2a6d6a4..0139a346drift check. Paths relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/unless noted. Arma 2 OA 1.64.
The boundaries system enforces a playable zone by shape-testing each client's position every 5 seconds, displaying a countdown hint when the player leaves the zone, and killing the vehicle/player when the countdown expires. It also clamps paradrop aircraft spawn points to map edges and drives the random-town distribution algorithm. The feature is parameter-controlled and silently self-disables on unregistered terrain.
Current-head note: the post-cf2a6d6a4 changes shifted constants, parameters, support-paradrop and stringtable anchors, but did not replace the boundary geometry or countdown handler shape checked below.
Common/Init/Init_Boundaries.sqf runs on every machine (client and server) from Common/Init/Init_Common.sqf:326. It sets the single missionNamespace variable that all consumers read.
// Common/Init/Init_Boundaries.sqf:1-37 (abridged)
Private ['_boundariesXY'];
_boundariesXY = -1;
switch (toLower(worldName)) do {
case 'chernarus': {_boundariesXY = 15360};
case 'eden': {_boundariesXY = 12800};
case 'isladuala': {_boundariesXY = 10240};
case 'takistan': {_boundariesXY = 12800};
case 'utes': {_boundariesXY = 5120};
case 'tasmania2010': {_boundariesXY = 25360};
case 'napf': {_boundariesXY = 20500};
case 'lingor': {_boundariesXY = 10300};
case 'smd_sahrani_a2':{_boundariesXY = 20480};
case 'tavi': {_boundariesXY = 25600};
case 'dingor': {_boundariesXY = 10300};
};Common/Init/Init_Boundaries.sqf:4-16
| worldName (toLower) | WFBE_BOUNDARIESXY |
|---|---|
| chernarus | 15360 |
| eden | 12800 |
| isladuala | 10240 |
| takistan | 12800 |
| utes | 5120 |
| tasmania2010 | 25360 |
| napf | 20500 |
| lingor | 10300 |
| smd_sahrani_a2 | 20480 |
| tavi | 25600 |
| dingor | 10300 |
| (any other worldName) | -1 (feature disabled) |
Common/Init/Init_Boundaries.sqf:4-16
After the switch, the script branches on WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED (Common/Init/Init_Boundaries.sqf:19):
| Condition | Result |
|---|---|
| Enabled AND terrain known | missionNamespace setVariable ['WFBE_BOUNDARIESXY', _boundariesXY] |
Enabled AND terrain unknown (_boundariesXY == -1) |
Forces WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED to 0; nils BoundariesIsOnMap and BoundariesHandleOnMap on local player; logs warning |
| Disabled AND terrain known | Sets WFBE_BOUNDARIESXY anyway (support callers need it); logs {Boundaries parameter is disabled}
|
| Disabled AND terrain unknown | Logs warning only |
The nil-out of BoundariesIsOnMap/BoundariesHandleOnMap only executes on the machine where local player is true, i.e. each client independently. Common/Init/Init_Boundaries.sqf:23-24
| Parameter class | Default | Values | File |
|---|---|---|---|
WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED |
1 (Enabled) |
{0, 1} |
Rsc/Parameters.hpp:269 |
The hardcoded fallback (if the mission starts without a lobby parameter value) is set at Common/Init/Init_CommonConstants.sqf:792:
if (isNil "WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED") then {WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED = 1};The timeout constant lives in the same file:
WFBE_C_PLAYERS_OFFMAP_TIMEOUT = 50; //--- Player may remain x second outside of the map before being killed.Common/Init/Init_CommonConstants.sqf:427
| Variable | Scope | Written by | Read by |
|---|---|---|---|
WFBE_BOUNDARIESXY |
missionNamespace | Init_Boundaries.sqf |
Client_IsOnMap.sqf, three Support_Para*.sqf, Server/Init/Init_Towns.sqf
|
WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED |
missionNamespace | Parameters / Init_CommonConstants.sqf
|
Init_Boundaries.sqf, updateavailableactions.fsm
|
WFBE_C_PLAYERS_OFFMAP_TIMEOUT |
missionNamespace | Init_CommonConstants.sqf |
Client_HandleOnMap.sqf |
BoundariesIsOnMap |
missionNamespace (global code var) |
Init_Client.sqf:69 (compiled) |
updateavailableactions.fsm:134, Client_HandleOnMap.sqf:8
|
BoundariesHandleOnMap |
missionNamespace (global code var) |
Init_Client.sqf:70 (compiled) |
updateavailableactions.fsm:136 |
paramBoundariesRunning |
missionNamespace (global bool) |
Client_HandleOnMap.sqf:4 (set on spawn) |
updateavailableactions.fsm:136,139 |
The playable zone is a square of side WFBE_BOUNDARIESXY, with its origin at [0, 0]. The script uses polar math to find the distance from the player to the nearest edge of the square, then compares it to the player's distance from the square's centre point.
// Client/Functions/Client_IsOnMap.sqf:1-17
Private ['_adis','_bdis','_borderdis','_boundary','_difx','_dify','_dir',
'_position','_positiondis','_sqrradH','_sqrradHR'];
_boundary = missionNamespace getVariable 'WFBE_BOUNDARIESXY';
_sqrradH = _boundary / 2;
_sqrradHR = [_sqrradH, _sqrradH]; // centre of the square
_position = [getPos player select 0, getPos player select 1];
_difx = (_position select 0) - _sqrradH;
_dify = (_position select 1) - _sqrradH;
_dir = atan (_difx / _dify);
if (_dify < 0) then {_dir = _dir + 180};
_adis = abs (_sqrradH / cos (90 - _dir));
_bdis = abs (_sqrradH / cos _dir);
_borderdis = _adis min _bdis; // nearest edge distance
_positiondis = _position distance _sqrradHR; // player distance from centre
if (_positiondis < _borderdis) then {true} else {false}Client/Functions/Client_IsOnMap.sqf:1-17
-
_sqrradHis half the terrain XY value. For Chernarus this is7680— both the X and Y centre coordinates in world space. - The polar decomposition (
atan, then a cosine correction on each axis) computes the radius of the inscribed square at the player's bearing rather than a circle. A player directly on a diagonal can be further from the centre than one at a cardinal heading while both are at the same_positiondis. - The check is not a circle radius test. On Chernarus a player at bearing 45° can be roughly 41% further from centre before triggering than a player at bearing 0° or 90° (a factor of sqrt(2), since the effective boundary at 45° is 7680/cos(45°) ≈ 10 860 m versus 7 680 m at cardinal headings).
- The function is called with no arguments:
Call BoundariesIsOnMap. Returnstrue(inside) orfalse(outside).
When the FSM detects the player is off-map and no countdown is already running, it spawns BoundariesHandleOnMap:
// Client/Functions/Client_HandleOnMap.sqf:1-16
Private ['_isOnMap','_timeToKill'];
_timeToKill = missionNamespace getVariable "WFBE_C_PLAYERS_OFFMAP_TIMEOUT";
paramBoundariesRunning = true;
while {true} do {
sleep 1;
_isOnMap = Call BoundariesIsOnMap;
if !(_isOnMap) then {
hint parseText(Format[localize 'STR_WF_INFO_OffmapWarning', _timeToKill]);
_timeToKill = _timeToKill - 1;
};
if (_timeToKill < 0 || _isOnMap || !(alive player)) exitWith {
if !(_isOnMap && alive player) then {(vehicle player) setDamage 1};
paramBoundariesRunning = false;
};
};Client/Functions/Client_HandleOnMap.sqf:1-16
| Event | What happens |
|---|---|
| Player off-map | Hint fires each second: STR_WF_INFO_OffmapWarning formatted with remaining seconds |
| Player returns to map before timeout |
exitWith fires; setDamage 1 is not called; paramBoundariesRunning = false
|
| Countdown reaches -1 |
exitWith fires; (vehicle player) setDamage 1 kills the player (and the vehicle if mounted) |
| Player dies while off-map |
!(alive player) guard exits the loop; setDamage 1 is not double-applied |
Default timeout: 50 seconds (Common/Init/Init_CommonConstants.sqf:427).
The hint text (stringtable.xml:1118) is red and localised: English reads Warning! You are leaving the battlefield! <N> Seconds left.
Design note: setDamage 1 is applied to vehicle player, not player directly. If the player is on foot, vehicle player returns the player unit and the effect is identical. If mounted, the vehicle is destroyed along with the player.
The FSM runs on each client and ticks roughly every 5 seconds (condition: time - _lastUpdate > 5). It is the only caller that decides whether to spawn a new countdown coroutine.
// Client/FSM/updateavailableactions.fsm:46 (init section)
"_boundaries_enabled = if ((missionNamespace getVariable ""WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED"") > 0) then {true} else {false};"
// Client/FSM/updateavailableactions.fsm:132-141 (Update_Client_Ac state)
"//--- Boundaries are limited ?"
"if (_boundaries_enabled) then {"
" _isOnMap = Call BoundariesIsOnMap;"
" if (!_isOnMap && alive player && !WFBE_Client_IsRespawning) then {"
" if !(paramBoundariesRunning) then {_handle = [] Spawn BoundariesHandleOnMap};"
" } else {"
" if !(isNil '_handle') then {terminate _handle; _handle = nil};"
" paramBoundariesRunning = false;"
" };"
"};"Client/FSM/updateavailableactions.fsm:46,133-141
| FSM check | Effect |
|---|---|
!_isOnMap && alive player && !WFBE_Client_IsRespawning |
Spawns BoundariesHandleOnMap if not already running |
| Player is on-map OR dead | Terminates any running _handle; clears paramBoundariesRunning
|
WFBE_Client_IsRespawning true |
Suppresses spawn — prevents a false off-map kill during respawn fade |
The FSM's 5-second tick means there is a latency window: a player can step off-map and return before the next FSM update without seeing a hint or countdown, as long as BoundariesHandleOnMap has not already been spawned.
All three paradrop support scripts use WFBE_BOUNDARIESXY to build a four-corner array of map-edge spawn positions at altitude ~400–600 m. If the variable is nil (terrain unregistered or script ran before init), they fall back to a two-point hardcoded array.
| File | Line | Usage |
|---|---|---|
Server/Support/Support_ParaAmmo.sqf |
12 | _bd = missionNamespace getVariable 'WFBE_BOUNDARIESXY' |
Server/Support/Support_Paratroopers.sqf |
14 | same |
Server/Support/Support_ParaVehicles.sqf |
12 | same |
// Shared pattern — e.g. Support_Paratroopers.sqf:14-27
_bd = missionNamespace getVariable 'WFBE_BOUNDARIESXY';
if !(isNil '_bd') then {
_ranPos = [
[0+random(200), 0+random(200), 400+random(200)],
[0+random(200), _bd-random(200), 400+random(200)],
[_bd-random(200), _bd-random(200), 400+random(200)],
[_bd-random(200), 0+random(200), 400+random(200)]
];
_ranDir = [45, 145, 225, 315];
} else {
_ranPos = [[0+random(200),0+random(200),400+random(200)],
[15000+random(200),0+random(200),400+random(200)]];
_ranDir = [45, 315];
};Server/Support/Support_Paratroopers.sqf:14-27
The fallback 15000 value is a bare constant and does not reflect any registered terrain's XY — a paradrop on an unregistered map wider than 15 km will spawn aircraft off one side only.
When the random-towns parameter is active (case 3), Server/Init/Init_Towns.sqf:71 reads WFBE_BOUNDARIESXY to compute a geometric centre and ellipse for allocating Resistance towns:
// Server/Init/Init_Towns.sqf:71
_boundaries = missionNamespace getVariable 'WFBE_BOUNDARIESXY';
// ...
if !(isNil '_boundaries') then {
_searchArea = [(_boundaries / 2)-0.1, (_boundaries / 2)+0.1, 0];
// ellipse math to assign ~50% towns to Resistance
};Server/Init/Init_Towns.sqf:71
If WFBE_BOUNDARIESXY is nil (unregistered terrain with boundaries disabled), the ellipse block is skipped entirely and town assignment falls through to a random-fill loop.
- Add a
caseentry to theswitchblock inCommon/Init/Init_Boundaries.sqf:4-16with the correct full-map XY extent in world units. - Confirm the correct
worldNamestring by checkingcall BIS_fnc_worldNameor the terrain'sconfig.cpp. The switch usestoLower(worldName), so capitalisation in config does not matter. - Verify
WFBE_BOUNDARIESXYcovers the playable area — setting it too small kills players near valid terrain edges; too large allows unintended off-map vehicle use. - Without a registered entry, the system silently forces
WFBE_C_GAMEPLAY_BOUNDARIES_ENABLEDto 0 and paradrop aircraft use the hardcoded two-point fallback.
| Scenario | BoundariesIsOnMap nil? | WFBE_BOUNDARIESXY set? | Countdown fires? | Paradrop corners? |
|---|---|---|---|---|
| Known terrain, Enabled=1 | No | Yes | Yes | 4-corner |
| Known terrain, Enabled=0 | No | Yes | No | 4-corner |
| Unknown terrain, Enabled=1 | Yes (nilled) | No | No (FSM call skipped — nil guard) | 2-point fallback |
| Unknown terrain, Enabled=0 | No | No | No | 2-point fallback |
-
Variable-And-Naming-Conventions — naming rules for
WFBE_C_*,WFBE_UP_*, and global code variables likeBoundariesIsOnMap -
Networking-And-Public-Variables — how missionNamespace variables flow between server and clients;
WFBE_Client_IsRespawningrespawn gate - Server-Gameplay-Runtime-Atlas — runtime overview including support call dispatch; paradrop scripts in context
- Function-And-Module-Index — full index of compiled functions and FSM entry points
-
SQF-Code-Atlas — cross-reference of all SQF files including
Init_Common.sqfandInit_Client.sqfinit ordering
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