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Medic Redeployment Truck Forward Spawn
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The medic redeployment truck is an experimental forward-spawn vehicle gated by WFBE_C_UNITS_REDEPLOYTRUCK (Common/Init/Init_CommonConstants.sqf:580). It is a mobile respawn point that only Medics may spawn at: a medic buys the truck, drives it forward, parks it, and any medic on the same side who dies can choose it as a respawn location from the death menu. It is a sibling of the older mobile-ambulance respawn (WFBE_%1AMBULANCES) but rides on its own faction array, its own class gate, and a stricter activation contract (stationary + engine-off + a 500 m enemy-town exclusion). The surrounding respawn-menu flow lives in the Respawn and Death Lifecycle Atlas, which documents the mobile ambulance but does not cover this truck.
Evaluated client-side in Client_GetRespawnAvailable.sqf every time the respawn menu rebuilds its location list (re-evaluated roughly once per second while the menu is open). The block is entered only when the feature constant is on and the local player's own class is Medic.
| Gate | Condition | Citation |
|---|---|---|
| Feature on |
WFBE_C_UNITS_REDEPLOYTRUCK > 0 (defaults to 1) |
Client/Functions/Client_GetRespawnAvailable.sqf:54; Common/Init/Init_CommonConstants.sqf:580 |
| Medic-only |
WFBE_SK_V_Type == "Medic" (the local player's own class) |
Client/Functions/Client_GetRespawnAvailable.sqf:54 |
| Candidate set | trucks of side from WFBE_%1REDEPLOYTRUCKS, scanned via _deathLoc nearEntities [_redeployTrucks,_range]
|
Client/Functions/Client_GetRespawnAvailable.sqf:55-58 |
| In range | within the respawn range selected by the side's WFBE_UP_RESPAWNRANGE upgrade index into WFBE_C_RESPAWN_RANGES ([250, 350, 500] m) |
Client/Functions/Client_GetRespawnAvailable.sqf:56-57; Common/Init/Init_CommonConstants.sqf:44, 454 |
| Free seat | _veh emptyPositions "cargo" > 0 |
Client/Functions/Client_GetRespawnAvailable.sqf:65 |
| Stationary | abs(speed _veh) < 1 |
Client/Functions/Client_GetRespawnAvailable.sqf:66 |
| Engine off | !(isEngineOn _veh) |
Client/Functions/Client_GetRespawnAvailable.sqf:67 |
| Town exclusion | not within 500 m of any town whose sideID differs from the spawning side (enemy-held or contested) |
Client/Functions/Client_GetRespawnAvailable.sqf:68-74 |
The town-exclusion loop walks the global towns list, reads each town's sideID (default -1), and trips a _tooClose flag if any non-friendly town is inside 500 m of the truck; the truck is added to _availableSpawn only when _tooClose is false (Client/Functions/Client_GetRespawnAvailable.sqf:69-77). Because the menu re-evaluates continuously, a truck that starts moving, has its engine restarted, fills its cargo, or drifts within 500 m of a hostile town simply drops off the list on the next pass — there is no separate timer.
The source carries a design note that the Medic gate is the binding purchase restriction: MTVR/Kamaz are ordinary transports too, so restricting the buy menu by class would deny transport access to non-medics; the binding rule is the spawn-side class check, not a purchase block (Client/Functions/Client_GetRespawnAvailable.sqf:47-53).
The truck array is seeded per side in the Core_Root config. The side string is "WEST"/"EAST" (the _side value the Root file runs under), so the live variable is WFBE_WESTREDEPLOYTRUCKS / WFBE_EASTREDEPLOYTRUCKS.
| Root file | Side | Classname(s) | Citation |
|---|---|---|---|
| Root_US.sqf | WEST |
MTVR_DES_EP1 (desert MTVR) |
Common/Config/Core_Root/Root_US.sqf:14 |
| Root_RU.sqf | EAST | Kamaz |
Common/Config/Core_Root/Root_RU.sqf:14 |
| Root_US_Camo.sqf (Chernarus map-variant) | WEST |
MTVR (vanilla A2) |
Common/Config/Core_Root/Root_US_Camo.sqf:15 |
The Chernarus US side uses the vanilla-A2 MTVR rather than the desert MTVR_DES_EP1 used by the default WEST root. The source flags this divergence as intentional (a map-variant split), so it is not a bug to "fix" toward one classname (Common/Config/Core_Root/Root_US_Camo.sqf:15). The array is read with a [] default everywhere it is consumed, so a faction with no entry simply offers no redeploy truck rather than erroring.
When the feature is on, Client_UIFillListBuyUnits.sqf recolors and relabels any buy-menu row whose classname is in the side's WFBE_%1REDEPLOYTRUCKS array. This is the only purchase-side change — the row appears wherever the vehicle's own config category places it (the in-game help and briefing both describe it as a Light Factory purchase).
| Aspect | Value | Citation |
|---|---|---|
| Row tint (RGBA) |
[0.7, 0.4, 1.0, 0.6] (violet) |
Client/Functions/Client_UIFillListBuyUnits.sqf:122 |
| Row label suffix | <description> + " [Medic Redeploy,Spawn]" |
Client/Functions/Client_UIFillListBuyUnits.sqf:123 |
| Gate | WFBE_C_UNITS_REDEPLOYTRUCK > 0 |
Client/Functions/Client_UIFillListBuyUnits.sqf:120 |
| Advertised factory | Light Factory, violet row | Client/GUI/GUI_Menu_Help.sqf:200; briefing.sqf:15 |
The violet tint is deliberately distinct from the neighboring vehicle highlights so the truck reads as a special at a glance: the ambulance row is yellow [1.0, 1.0, 0.0, 0.6] (Client/Functions/Client_UIFillListBuyUnits.sqf:114-115) and the salvage-truck row is green [0.0, 1.0, 0.0, 0.6] (Client/Functions/Client_UIFillListBuyUnits.sqf:128-129).
Client_OnRespawnHandler.sqf runs on the newly created player object. If the chosen spawn (_typeof) is a redeploy truck for the player's joined side and the vehicle is alive, the player is moved into a cargo seat rather than dropped on the ground.
| Step | Behavior | Citation |
|---|---|---|
| Spawn inside | if truck alive, has a free cargo seat, and is not locked, _unit moveInCargo _spawn and _spawnInside = true
|
Client/Functions/Client_OnRespawnHandler.sqf:35-37 |
| Menu label | the respawn-menu "spawn at" label is overridden to "Redeploy Truck" when the selected location's type is in WFBE_%1REDEPLOYTRUCKS
|
Client/GUI/GUI_RespawnMenu.sqf:99-101 |
| Default-gear force | when WFBE_C_RESPAWN_MOBILE == 2, spawning at a redeploy truck sets _allowCustom = false (custom loadout suppressed, default class gear given) |
Client/Functions/Client_OnRespawnHandler.sqf:20-22 |
The default-gear rule mirrors the ambulance path: the same WFBE_C_RESPAWN_MOBILE == 2 mode that forces default gear on ambulance respawn (Client/Functions/Client_OnRespawnHandler.sqf:16-18) also forces it on the redeploy truck (Client/Functions/Client_OnRespawnHandler.sqf:20-22). WFBE_C_RESPAWN_MOBILE defaults to 2 — "Enabled but default gear" (Common/Init/Init_CommonConstants.sqf:450) — so by default a redeploy-truck respawn always arrives in the medic's default kit. The moveInCargo step likewise parallels the ambulance handler at Client/Functions/Client_OnRespawnHandler.sqf:32-34.
Both the redeploy truck and the mobile ambulance are forward-spawn vehicles surfaced in the same death menu, share the same WFBE_C_RESPAWN_RANGES distance gate, and both honor the WFBE_C_RESPAWN_MOBILE == 2 default-gear rule. They differ in who and how:
Mobile ambulance (WFBE_%1AMBULANCES) |
Redeploy truck (WFBE_%1REDEPLOYTRUCKS) |
|
|---|---|---|
| Who may spawn | any player on the side | Medics only (WFBE_SK_V_Type == "Medic") |
| Gated by | WFBE_C_RESPAWN_MOBILE > 0 |
WFBE_C_UNITS_REDEPLOYTRUCK > 0 |
| Stationary / engine check | none (only free cargo) | requires abs(speed) < 1 and engine off |
| Enemy-town exclusion | none | not within 500 m of a non-friendly town |
| Buy-menu tint | yellow [1.0,1.0,0.0,0.6]
|
violet [0.7,0.4,1.0,0.6]
|
| Citations | Client/Functions/Client_GetRespawnAvailable.sqf:33-45; Client/Functions/Client_OnRespawnHandler.sqf:16-18, 32-34 | Client/Functions/Client_GetRespawnAvailable.sqf:54-81; Client/Functions/Client_OnRespawnHandler.sqf:20-22, 35-37 |
The ambulance block reads WFBE_%1AMBULANCES and only checks for an open cargo seat (Client/Functions/Client_GetRespawnAvailable.sqf:34-44); the redeploy truck is the stricter, medic-scoped forward post that must be parked and shut down in safe-ish ground. Note the redeploy truck is not keyed off the AMBULANCES array, so it is independent of the ambulance roster catalogued in the Faction Root Variables Reference.
Draft PR #78 / origin/claude/trello-map-radius-circles@77dd71ba adds a client-local map circle watcher in source Chernarus plus maintained Vanilla Takistan. The branch is one commit on current stable base origin/master@f8a76de34, changes six maintained-root files / +192 / -4 and git diff --check is clean. It launches Client_AmbulanceRedeployCircles.sqf from Init_Client.sqf:1227; that watcher combines WFBE_%1AMBULANCES and WFBE_%1REDEPLOYTRUCKS, sizes yellow AmbRange_* border ellipses with WFBE_C_RESPAWN_RANGES select WFBE_UP_RESPAWNRANGE and updates/removes them every five seconds (Client_AmbulanceRedeployCircles.sqf:1-69). Current stable has no Client_AmbulanceRedeployCircles, AmbRange_ or launcher hits.
Treat this as a branch-only visibility aid, not a proof that redeploy-truck eligibility is fully represented. The watcher does not check the Medic class gate, WFBE_C_UNITS_REDEPLOYTRUCK, parked/engine-off state, free cargo or the 500m non-friendly-town exclusion documented above. Before promotion, smoke non-Medic and Medic deaths near a parked valid truck, a moving/engine-on truck, a full truck and a truck inside the enemy-town exclusion, and verify the ring does not mislead players about actual respawn-menu availability.
The truck is surfaced to players as a Medic class perk in several places (text only — these strings do not reference the REDEPLOYTRUCK variable, they describe the feature):
| Surface | Copy | Citation |
|---|---|---|
| Class-info action | Medic card lists "Spawn at Medic Redeployment Truck" | WASP/actions/ClassInfo.sqf:58-63 |
| Class diary record | "MEDIC - ... only class that can spawn at the Medic Redeployment Truck" | WASP/actions/AddActions.sqf:28 |
| Help menu (Other) | "Medic Redeployment Truck: medic-only forward spawn (Light Factory, violet row)" | Client/GUI/GUI_Menu_Help.sqf:200 |
| Briefing diary (Experimental Changes) | "Medics only: a forward spawn truck purchasable from the Light Factory (violet row). It activates when parked with engine off, a free cargo seat, and at least 500 m from any non-friendly town." | briefing.sqf:15 |
| Constant / variable | Value | Meaning | Citation |
|---|---|---|---|
WFBE_C_UNITS_REDEPLOYTRUCK |
1 |
feature toggle (experimental branch) | Common/Init/Init_CommonConstants.sqf:997 |
WFBE_%1REDEPLOYTRUCKS |
per-faction array | redeploy-truck classnames for the side | Common/Config/Core_Root/Root_US.sqf:14; Root_RU.sqf:14; Root_US_Camo.sqf:15 |
WFBE_UP_RESPAWNRANGE |
7 |
upgrade index selecting the respawn-range tier | Common/Init/Init_CommonConstants.sqf:44 |
WFBE_C_RESPAWN_RANGES |
[250, 350, 500] |
range tiers (m) the truck must be within | Common/Init/Init_CommonConstants.sqf:454 |
WFBE_C_RESPAWN_MOBILE |
2 |
mobile-respawn mode; 2 forces default gear |
Common/Init/Init_CommonConstants.sqf:450 |
| town exclusion radius |
500 (literal) |
enemy/contested-town keep-out distance | Client/Functions/Client_GetRespawnAvailable.sqf:73 |
- Respawn and Death Lifecycle Atlas — the surrounding respawn-menu flow and the mobile-ambulance path this truck sits beside.
-
Faction Root Variables Reference — the
WFBE_%1AMBULANCES/REPAIRTRUCKS/SALVAGETRUCKfamily of per-faction vehicle arrays. - Player Skill Abilities Reference — the Medic class and its other abilities (fast healing, camp restore).
- Factory and Purchase Systems Atlas — how factory buy rows are built and colored.
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