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Per Unit Client Init Pipeline 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.
Common\Init\Init_Unit.sqf is the JIP-compatible per-unit/per-vehicle client initializer. Every unit and vehicle created during the mission runs it on each client, which is where role-specific scripted actions (Zeta lift, repair-truck build/repair, Valhalla low-gear, manual flip, boat push, HALO/cargo-eject, plane taxi-reverse), the combat event handlers (countermeasure flares, incoming-missile range cap, bomb/missile Fired handlers, terrain-masking glitch detection, combat-blink marker EH), and the map-marker classification all get attached. The script header credits Marty (Common/Init/Init_Unit.sqf:1-4). This page documents what attaches per unit class and the where/why of the staged setup.
The script is invoked once per created object, always with [unit, sideID]. It is launched either via setVehicleInit (so it re-runs on JIP clients when the object replicates) or via direct ExecVM on already-replicated objects.
| Caller | Path:line | Mechanism |
|---|---|---|
| Generic unit creation | Common/Functions/Common_CreateUnit.sqf:108 |
_unit setVehicleInit Format["[this,%1] ExecVM 'Common\Init\Init_Unit.sqf';", _side] |
| Generic unit creation (already-local path) | Common/Functions/Common_CreateUnit.sqf:114 |
[_unit, _side] ExecVM 'Common\Init\Init_Unit.sqf' |
| Generic vehicle creation | Common/Functions/Common_CreateVehicle.sqf:65 |
builds _initStr = Format["[this,%1] ExecVM 'Common\Init\Init_Unit.sqf'", _side]
|
| UAV spawn | Client/Module/UAV/uav.sqf:30 |
_uav setVehicleInit Format[... Init_Unit.sqf ...] |
| Ammo paradrop delivery aircraft | Server/Support/Support_ParaAmmo.sqf:40 |
setVehicleInit |
| Paratroopers | Server/Support/Support_Paratroopers.sqf:52 |
setVehicleInit |
| Para-dropped vehicles | Server/Support/Support_ParaVehicles.sqf:41 |
setVehicleInit |
A skin/class swap deliberately skips re-running this pipeline for the non-global swap unit: see the note at WASP/actions/SkinSelector/SkinSelector_Apply.sqf:219. The texture helper is also aware that setVehicleInit is re-issued for Init_Unit.sqf after it returns (Common/Functions/Common_AddVehicleTexture.sqf:232).
The script reads its args, then passes through a strict gate sequence before doing any client work. The early waits run on every machine (including the server); the local-player gate then drops the server.
| Step | Path:line | Effect |
|---|---|---|
| Read args | Init_Unit.sqf:8-10 |
_unit = _this select 0, _sideID = _this select 1, _unit_kind = typeOf _unit
|
| Alive guard | Init_Unit.sqf:12 |
if !(alive _unit) exitWith {} — abort if the unit is null or dead |
| Common-init flag bootstrap | Init_Unit.sqf:14-16 |
if(isNil 'commonInitComplete')then{ commonInitComplete = false } |
| Wait: common part | Init_Unit.sqf:18 |
waitUntil {commonInitComplete} — set true at Common/Init/Init_Common.sqf:428
|
| Resolve side + logic | Init_Unit.sqf:21-22 |
_side = _sideID Call GetSideFromID; _logik = _side Call WFBE_CO_FNC_GetSideLogic
|
| Wait: upgrades replicated | Init_Unit.sqf:24 |
waitUntil {!isNil {_logik getVariable "wfbe_upgrades"}} |
| Read upgrades | Init_Unit.sqf:25 |
_upgrades = _side Call WFBE_CO_FNC_GetSideUpgrades |
| Local-player gate | Init_Unit.sqf:30 |
if !(local player) exitWith {} — the server does not process the client half |
| Wait: client part | Init_Unit.sqf:32 |
waitUntil {clientInitComplete} — set true at Client/Init/Init_Client.sqf:1348
|
| Settle delay | Init_Unit.sqf:34 |
sleep 2 |
commonInitComplete and clientInitComplete are the two phase flags this script consumes; their producers are Common/Init/Init_Common.sqf:419 and Client/Init/Init_Client.sqf:1032 respectively (see Lifecycle-Wait-Chain). Everything below Stage 1 runs only on the owning/viewing client after both phases finish.
After the JIP waits and the intentional sleep 2, the script snapshots the clock so the audit measures only active client setup, not the wait (Init_Unit.sqf:36-37).
| Local | Path:line | Purpose |
|---|---|---|
_perfStart = diag_tickTime |
Init_Unit.sqf:37 |
start of measured window |
_perfAARStarted = 0 |
Init_Unit.sqf:38 |
flips to 1 if the AAR tracker is spawned |
_perfBlinkingEH = 0 |
Init_Unit.sqf:39 |
flips to 1 if the combat-blink Fired EH is attached |
_perfMarkerType = "" |
Init_Unit.sqf:40 |
filled with the chosen marker type |
_perfMarkerRefresh = -1 |
Init_Unit.sqf:41 |
filled with the marker refresh field |
_isMan |
Init_Unit.sqf:43 |
_unit isKindOf 'Man' — used as the man/vehicle branch selector throughout |
This is the core matrix. Each block is gated by an isKindOf/membership test, so a given object only receives the actions appropriate to its class. All of these run on the local client (after the local player gate). NVG fix-up runs first (Init_Unit.sqf:46-48): any EAST-side unit lacking NVGoggles gets them added.
| Class / test | Path:line | Action(s) / EH(s) attached | Show/run condition |
|---|---|---|---|
In Zeta_Lifter list, airlift upgrade > 0 |
Init_Unit.sqf:51-55 |
addAction [localize "STR_WF_Lift", 'Client\Module\ZetaCargo\Zeta_Hook.sqf'] |
only if Zeta_Lifter not nil, _unit_kind in Zeta_Lifter, _upgrades select WFBE_UP_AIRLIFT > 0
|
In WFBE_REPAIRTRUCKS
|
Init_Unit.sqf:56-58 |
Build action → Client\Action\Action_BuildRepair.sqf (priority 99) |
side group player == side _target && alive _target && player distance _target <= WFBE_C_UNITS_REPAIR_TRUCK_RANGE |
| Repair truck + camps enabled | Init_Unit.sqf:60-63 |
Repair Camp action → Client\Action\Action_RepairCamp.sqf (priority 97) |
shown only when near a destroyed camp: alive _target && !isNil "WFBE_CL_FNC_CanRepairCampNearby" && (_target Call WFBE_CL_FNC_CanRepairCampNearby); gated by WFBE_C_CAMPS_CREATE > 0
|
| Repair truck + victory condition != 1 | Init_Unit.sqf:65-68 |
Repair MHQ action → Client\Action\Action_RepairMHQ.sqf (priority 98) |
alive _target; gated by WFBE_C_GAMEPLAY_VICTORY_CONDITION != 1
|
isKindOf "Tank" |
Init_Unit.sqf:71-77 |
Valhalla LowGearOn/LowGearOff toggles → Client\Module\Valhalla\LowGear_Toggle.sqf (priority 91); manual Flip Vehicle → WASP\actions\FlipVehicle.sqf (priority 5) |
LowGear on/off keyed off WFBE_HighClimbingEnabled per-vehicle var (default WFBE_HighClimbingDefaultEnabled) with vehicle player == _target && canMove _target; Flip when (vectorUp _target select 2) < 0.35 && _target distance player < 10
|
isKindOf "Car" |
Init_Unit.sqf:79-85 |
same Valhalla low-gear pair + manual Flip | LowGear keyed on player == driver _target (vs vehicle player == _target for tanks); Flip identical to tank |
isKindOf "Ship" |
Init_Unit.sqf:87-90 |
Push action → Client\Action\Action_Push.sqf (priority 93) |
driver _target == _this && alive _target && speed _target < 30 |
isKindOf "Air" + transporter |
Init_Unit.sqf:92-98 |
HALO → Client\Action\Action_HALO.sqf (priority 97); Cargo Eject → Client\Action\Action_EjectCargo.sqf (priority 99) |
only when getNumber(CfgVehicles >> _unit_kind >> 'transportSoldier') > 0; HALO gated on getPos _target select 2 >= WFBE_C_PLAYERS_HALO_HEIGHT; Eject on driver _target == _this
|
isKindOf "Air" + flares param + Vanilla |
Init_Unit.sqf:100-113 |
ExecVM 'Client\Module\CM\CM_Set.sqf' + addEventHandler ['incomingMissile', {_this Spawn CM_Countermeasures}]
|
only WFBE_C_MODULE_WFBE_FLARES > 0 && WF_A2_Vanilla; case 1 also requires _upgrades select WFBE_UP_FLARESCM > 0, case 2 unconditional |
isKindOf "Air" + AAR structure + enemy side |
Init_Unit.sqf:115-120 |
[_unit,_side,_sideID] ExecVM 'Common\Common_AARadarMarkerUpdate.sqf'; sets _perfAARStarted = 1
|
only WFBE_C_STRUCTURES_ANTIAIRRADAR > 0 and sideJoined != _side (skip own-side aircraft) |
isKindOf "Plane" |
Init_Unit.sqf:122-125 |
TaxiReverse action → Client\Action\Action_TaxiReverse.sqf (priority 92); addEventHandler ['Fired', {_this Spawn HandleShootBombs}]
|
TaxiReverse: driver _target == _this && alive _target && speed within [-4,4] && getPos _target select 2 < 4
|
Zeta_Lifter is defined in Client/Module/ZetaCargo/Zeta_Init.sqf:4 (the airlift-capable aircraft class list). WFBE_REPAIRTRUCKS is the global repair-truck class list assembled at Common/Init/Init_Common.sqf:376. HandleShootBombs is the bomb/missile Fired handler compiled at Common/Init/Init_Common.sqf:69; CM_Countermeasures is compiled at Client/Module/CM/CM_Init.sqf:1. All referenced action/module scripts exist under Client/Action, Client/Module, and WASP/actions.
Wrapped in if !(_isMan) (Init_Unit.sqf:129), so only non-infantry objects receive these.
| Gate | Path:line | Effect |
|---|---|---|
| Max missile range | Init_Unit.sqf:130-132 |
when WFBE_C_GAMEPLAY_MISSILES_RANGE != 0: addEventHandler ['incomingMissile', {_this Spawn HandleIncomingMissile}]
|
| Thermal imaging disable | Init_Unit.sqf:134-136 |
non-Vanilla only; when WFBE_C_GAMEPLAY_THERMAL_IMAGING < 2: Call Compile '_unit disableTIEquipment true;' (Call Compile used to avoid errors on Vanilla where the command is absent) |
HandleIncomingMissile is compiled at Common/Init/Init_Common.sqf:68.
Before any side-specific (map-marker) work, the script computes _perfSideMatch = sideID == _sideID (Init_Unit.sqf:140) and emits the init_unit_client_setup audit record (Init_Unit.sqf:141-145) measuring diag_tickTime - _perfStart. The record tag string carries type;side;isMan;sideMatch;aar;trackInf. It then hard-exits non-matching clients: if (!_perfSideMatch) exitWith {} (Init_Unit.sqf:146). Only clients on the unit's own side proceed to draw a map marker.
After the side gate, the script declares a fresh Private block (Init_Unit.sqf:148) and classifies the object into a map-marker type/color/size. Defaults are _type = "Vehicle", _color = WFBE_C_<side>_COLOR, _size = [5,5] (Init_Unit.sqf:151-153). A global unitMarker counter is incremented to mint a unique _markerName (Init_Unit.sqf:157-158).
Infantry branch (_isMan, Init_Unit.sqf:160-167):
| Field | Path:line | Value |
|---|---|---|
| Type | Init_Unit.sqf:161 |
"mil_dot" |
| Size | Init_Unit.sqf:162 |
[0.5,0.5] |
| Same-group recolor | Init_Unit.sqf:163-166 |
if group _unit == group player: _color = "ColorOrange", _txt = _unit Call GetAIDigit
|
Vehicle branch (Init_Unit.sqf:168-187) — overrides applied in order:
| Role / test | Path:line | Marker effect |
|---|---|---|
isKindOf "Bicycle" |
Init_Unit.sqf:169 |
_color = "ColorWhite" |
isKindOf "Plane" |
Init_Unit.sqf:170 |
_color = "ColorPink" (placeholder) |
isKindOf "Helicopter" |
Init_Unit.sqf:171 |
_color = "ColorPink" |
| Locally owned in MP | Init_Unit.sqf:172 |
_color = "ColorOrange" |
In WFBE_<side>SUPPLYTRUCKS
|
Init_Unit.sqf:173 |
_type = "SupplyVehicle", _size = [1,1]
|
In WFBE_<side>REPAIRTRUCKS
|
Init_Unit.sqf:174 |
_color = "ColorBrown", _type = "RepairVehicle"
|
In WFBE_<side>ARTYVEHICLE
|
Init_Unit.sqf:176 |
_color = "ColorPink" |
In WFBE_<side>AMMOTRUCKS
|
Init_Unit.sqf:179 |
_size = [0.4,0.4], _type = "Attack", _color = "ColorRed"
|
In WFBE_<side>LIFTVEHICLE
|
Init_Unit.sqf:181 |
_color = "ColorWhite" |
In WFBE_<side>AMBULANCES
|
Init_Unit.sqf:182 |
_color = "ColorYellow" |
In WFBE_<side>SALVAGETRUCK
|
Init_Unit.sqf:184 |
_color = "ColorKhaki", _type = "SalvageVehicle"
|
| Is the side HQ object | Init_Unit.sqf:186 |
full override: 'Headquarters' type, ColorPink, [1,1], marker name 'HQUndeployed', refresh 0.2, persistent false — _unit == (_side Call WFBE_CO_FNC_GetSideHQ)
|
The per-side class lists (WFBE_<side>SUPPLYTRUCKS, ...REPAIRTRUCKS, ...SALVAGETRUCK, ...AMBULANCES, etc.) are setVariable'd per faction under Common/Config/Core_Root/Root_*.sqf (e.g. Common/Config/Core_Root/Root_CDF.sqf:13-17, Common/Config/Core_Root/Root_RU.sqf:16-17), looked up here via Format['WFBE_%1SUPPLYTRUCKS', str _side].
Non-HQ objects build _params = [_type,_color,_size,_txt,_markerName,_unit,1,true,"DestroyedVehicle",_color,false,_side,[2,2]] (man uses [1,1] zoom params, Init_Unit.sqf:167; vehicle uses [2,2], Init_Unit.sqf:185).
| Step | Path:line | Effect |
|---|---|---|
| Combat-blink Fired EH | Init_Unit.sqf:190-197 |
only when WFBE_C_MAP_ICON_BLINKING_ENABLED == 1: handle stored in per-unit var WFBE_BlinkFiredEH; handler calls WFBE_CL_FNC_SetMapIconStatusInCombat; sets _perfBlinkingEH = 1
|
| Store original color | Init_Unit.sqf:199 |
_unit setVariable ["OriginalMarkerColor", _color, false] |
| Spawn the marker | Init_Unit.sqf:201 |
_params Spawn MarkerUpdate |
| Capture audit fields | Init_Unit.sqf:202-203 |
_perfMarkerType = _params select 0, _perfMarkerRefresh = _params select 6
|
| Marker-spawn audit record | Init_Unit.sqf:278 |
emits init_unit_marker_spawn with type;side;isMan;markerType;refresh;groupPlayer;blinkingEH
|
The EH handle is stored deliberately so the consolidated marker loop can remove it on death (EH hygiene, per the inline comment at Init_Unit.sqf:192).
Last block, gated to driven-class objects (Init_Unit.sqf:213-219):
| Step | Path:line | Effect |
|---|---|---|
| Class gate | Init_Unit.sqf:213 |
`_unit isKindOf "Tank" |
| Idempotency guard | Init_Unit.sqf:214-215 |
only if isNil {_unit getVariable "WFBE_MissileTerrainMaskingEH_Added"}; sets that flag true to prevent duplicate EHs |
| Fired EH | Init_Unit.sqf:217 |
handle stored in WFBE_MissileTerrainMaskingEH; handler {_this Spawn HandleShootMissiles} ("glitch rocket detection") |
HandleShootMissiles is compiled at Common/Init/Init_Common.sqf:70.
This file is idiomatic Arma 2 OA: capitalized Private [...] declarations, capitalized exitWith, Call/Spawn/ExecVM capitalization, 2-arg/3-arg getVariable/setVariable, and Call Compile for the Vanilla-guarded disableTIEquipment call (Init_Unit.sqf:135). The marker is created indirectly through MarkerUpdate rather than a direct createMarkerLocal. There is no remoteExec / BIS_fnc_MP here — cross-machine distribution is achieved by setVehicleInit replication at the call sites (Stage 0).
-
Missile-And-Ordnance-Fired-EH-Reference — the bodies of
HandleShootBombs/HandleShootMissiles/HandleIncomingMissileattached here -
Lifecycle-Wait-Chain — the
commonInitComplete/clientInitCompletephase flags this pipeline waits on - Valhalla-Vehicle-Climbing-Assist — the low-gear toggle actions attached to Tanks and Cars
-
Zeta-Cargo-Sling-Load-Reference — the
STR_WF_Liftaction andZeta_Lifterclass list -
AutoFlip-Vehicle-Recovery-Reference — the automatic counterpart to the manual
Flip Vehicleaction - Marker-Cleanup-Restoration-Systems-Atlas — how the stored Fired-EH handles and unit markers are removed on death
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- 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