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Player Skill Abilities Reference
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The Skill module is a client-side player-role layer. Client init compiles Client\Module\Skill\Skill_Init.sqf, uses WFBE_SK_V_Type to choose the class default gear, then calls WFBE_SK_FNC_Apply on the player (Client/Init/Init_Client.sqf:563-587). Respawn reapplies skill actions by calling WFBE_SK_FNC_Apply on the new unit (Client/Functions/Client_PreRespawnHandler.sqf:1-5).
| Surface | Source behavior | Source |
|---|---|---|
| Skill script root |
WFBE_SK_V_Root points action scripts at Client\Module\Skill\Skill_. |
Client/Module/Skill/Skill_Init.sqf:6-10 |
| Apply function |
WFBE_SK_FNC_Apply compiles Client\Module\Skill\Skill_Apply.sqf. |
Client/Module/Skill/Skill_Init.sqf:9-10 |
| Type detection |
WFBE_SK_V_Type starts empty, then class membership sets it to Engineer, Soldier, SpecOps, Spotter or Medic. |
Client/Module/Skill/Skill_Init.sqf:39-45 |
| Initial application | Client init runs Skill_Init.sqf, selects class default gear from WFBE_SK_V_Type, equips it, then applies skill actions. |
Client/Init/Init_Client.sqf:563-587 |
| Respawn application | The pre-respawn handler calls WFBE_SK_FNC_Apply for the replacement unit without rerunning Skill_Init.sqf. |
Client/Functions/Client_PreRespawnHandler.sqf:1-5 |
| Default gear mapping | Initial spawn maps Spotter, Officer, Soldier, Engineer, SpecOps and Medic to side-specific default gear variables. |
Client/Init/Init_Client.sqf:567-574 |
| Respawn gear mapping | Respawn uses the same WFBE_SK_V_Type gear switch for class default loadouts. |
Client/Functions/Client_OnRespawnHandler.sqf:80-104 |
| Skill type | Player classnames | Direct type source |
|---|---|---|
| Engineer |
USMC_SoldierS_Engineer, CDF_Soldier_Engineer, Ins_Soldier_Sapper, TK_Soldier_Engineer_EP1, Ins_Soldier_CO, US_Soldier_Engineer_EP1, US_Soldier_Officer_EP1, BAF_Soldier_SL_DDPM, MVD_Soldier_TL, USMC_Soldier_TL, TK_Soldier_Officer_EP1
|
Client/Module/Skill/Skill_Init.sqf:13; Client/Module/Skill/Skill_Init.sqf:41
|
| Soldier |
CDF_Soldier, RUS_Soldier1, US_Delta_Force_EP1, TK_Special_Forces_EP1, FR_Miles, FR_R, Ins_Soldier_1
|
Client/Module/Skill/Skill_Init.sqf:14; Client/Module/Skill/Skill_Init.sqf:42
|
| SpecOps |
FR_TL, RUS_Soldier_TL, US_Soldier_TL_EP1, US_Delta_Force_TL_EP1, TK_Special_Forces_TL_EP1, CDF_Soldier_TL, Ins_Soldier_2, GER_Soldier_Scout_EP1, RUS_Commander
|
Client/Module/Skill/Skill_Init.sqf:15; Client/Module/Skill/Skill_Init.sqf:43
|
| Spotter |
US_Soldier_Sniper_EP1, TK_Soldier_Sniper_EP1, Ins_Soldier_Sniper, CDF_Soldier_Sniper, USMC_SoldierS_Sniper, RU_Soldier_Sniper
|
Client/Module/Skill/Skill_Init.sqf:16; Client/Module/Skill/Skill_Init.sqf:44
|
| Medic |
FR_Corpsman, US_Soldier_Medic_EP1, TK_Soldier_Medic_EP1, RUS_Soldier_Medic, GER_Soldier_Medic_EP1, BAF_Soldier_Medic_DDPM, RU_Soldier_Medic, US_Delta_Force_Medic_EP1, USMC_Soldier_Medic
|
Client/Module/Skill/Skill_Init.sqf:17; Client/Module/Skill/Skill_Init.sqf:45
|
| Officer branch |
Skill_Apply.sqf still contains an Officer case, but Skill_Init.sqf does not assign WFBE_SK_V_Type = "Officer" in the current initializer. |
Client/Module/Skill/Skill_Init.sqf:39-45; Client/Module/Skill/Skill_Apply.sqf:42-45
|
| Variable | Initial value | Used by | Reload / rule | Source |
|---|---|---|---|---|
WFBE_SK_V_LastUse_Repair |
-1200 |
Engineer repair | 25 seconds | Client/Module/Skill/Skill_Init.sqf:22-36 |
WFBE_SK_V_LastUse_LR |
-1200 |
Fast repair (Skill_LR.sqf) |
300 seconds | Client/Module/Skill/Skill_Init.sqf:22-36 |
WFBE_SK_V_LastUse_Lockpick |
-1200 |
Lockpick (Skill_SpecOps.sqf) |
5 seconds | Client/Module/Skill/Skill_Init.sqf:22-36 |
WFBE_SK_V_LastUse_Salvage |
-1200 |
Engineer salvage | 10 seconds | Client/Module/Skill/Skill_Init.sqf:22-36 |
WFBE_SK_V_LastUse_Spot |
-1200 |
Spotter marker | 8 seconds | Client/Module/Skill/Skill_Init.sqf:22-36 |
WFBE_SK_V_LastUse_RepairPointEASA |
-1200 |
Repair-point EASA purchase | 60 seconds | Client/Module/Skill/Skill_Init.sqf:48,56 |
WFBE_C_PLAYERS_AI_MAX |
default 16, locally boosted by Soldier to ceil(1.5 * WFBE_C_PLAYERS_AI_MAX)
|
Soldier AI cap | default 16 becomes 24 after one Soldier init |
Common/Init/Init_CommonConstants.sqf:259-260; Client/Module/Skill/Skill_Init.sqf:47-49
|
| Skill type | Actions applied | Important gates | Action source |
|---|---|---|---|
| Engineer | Repair vehicle, salvage wrecks, repair destroyed camps. | Repair and salvage use their cooldown variables; camp repair action appears only near a destroyed camp through WFBE_CL_FNC_CanRepairCampNearby. |
Client/Module/Skill/Skill_Apply.sqf:12-39; Client/Init/Init_Client.sqf:101-104
|
| Soldier | Fast repair and repair destroyed camps. | Fast repair requires a land or air cursor target within 5 m and the 300-second LR cooldown; camp repair uses the destroyed-camp helper. | Client/Module/Skill/Skill_Apply.sqf:143-157 |
| SpecOps | Load supplies (ground supply trucks only), fast repair. | Load requires the cursor target to be one of the ground supply truck class names and the player within 70 m of the closest friendly location; fast repair uses the LR cooldown. | Client/Module/Skill/Skill_Apply.sqf:62-85 |
| Spotter | Spot marker, lockpick, fast repair, repair destroyed camps. | Spot uses the 8-second spot cooldown; lockpick uses the 5-second lockpick cooldown; fast repair uses the 300-second LR cooldown; camp repair uses the destroyed-camp helper. | Client/Module/Skill/Skill_Apply.sqf:84-121 |
| Medic | Fast repair and repair destroyed camps. | Fast repair uses the same LR action and cooldown; camp repair uses the destroyed-camp helper. | Client/Module/Skill/Skill_Apply.sqf:125-139 |
| Officer branch | MASH deploy is parameter-gated, not removed: Skill_Apply.sqf:44 checks WFBE_C_RESPAWN_MASH > 0; when the MASH parameter is enabled the action is added. The branch also adds the Repair Camp action. |
Client/Module/Skill/Skill_Apply.sqf:42-59 |
| Action | Who gets it | What it does | Source |
|---|---|---|---|
| Repair | Engineer | Finds the closest Car, Motorcycle, Tank, Ship, Air or StaticWeapon within 5 m, exits if the target is undamaged, plays three repair animation cycles, aborts if the player dies, enters a vehicle, loses the target or moves beyond 5 m, then reduces damage by 0.25. |
Client/Module/Skill/Skill_Engineer.sqf:7-29 |
| Fast repair / LR | Soldier, SpecOps, Spotter, Medic | Uses the same 5 m target classes as Engineer repair, plays five repair animation cycles, aborts on the same fail states, then reduces damage by 0.08. |
Client/Module/Skill/Skill_LR.sqf:7-29 |
| Salvage | Engineer | Scans dead Car, Motorcycle, Ship, Air, Tank and StaticWeapon objects within WFBE_C_UNITS_SALVAGER_SCAVENGE_RANGE, removes side HQs from the wreck list, uses 250 as the fallback payout when no unit metadata exists, otherwise pays QUERYUNITPRICE * WFBE_C_UNITS_SALVAGER_SCAVENGE_RATIO / 100, deletes each salvaged wreck and credits the total to the client. |
Client/Module/Skill/Skill_Salvage.sqf:1-38; Common/Init/Init_CommonConstants.sqf:384-388
|
| Spot marker | Spotter | Requires the current weapon to be one of Laserdesignator, Binocular or Binocular_Vector, creates a local red mil_destroy marker at screen center with SPOTTED: <time>, and deletes it after 180 seconds. |
Client/Module/Skill/Skill_Init.sqf:19-20; Client/Module/Skill/Skill_Sniper.sqf:7-29
|
| Lockpick | Spotter | Finds a locked nearby vehicle within 5 m, initializes lockpick chance to -20 only for WFBE_SK_V_Type == "SpecOps" and 0 otherwise, plays four animation cycles, rolls random 100 - WFBE_SK_V_LockpickChance, sends RequestVehicleLock on success, and improves the chance by decrementing it while it is greater than -51. |
Client/Module/Skill/Skill_SpecOps.sqf:7-57; Client/Module/Skill/Skill_Apply.sqf:97-107
|
| Repair camp | Engineer, Soldier, Spotter, Medic, latent Officer branch | Finds nearby camp logics inside WFBE_C_CAMPS_REPAIR_RANGE, drops undefined camp logics and already-live bunkers, charges WFBE_C_CAMPS_REPAIR_PRICE if configured, channels for WFBE_C_CAMPS_REPAIR_DELAY, refunds if another repair completed first, then sends RequestSpecial ["repair-camp", _camp, WFBE_Client_SideID]. Defaults are 15 seconds, 500 funds and 15 m. |
Client/Action/Action_RepairCampEngineer.sqf:10-67; Common/Init/Init_CommonConstants.sqf:145-152; Client/Module/Skill/Skill_Apply.sqf:37-45; Client/Module/Skill/Skill_Apply.sqf:120-121; Client/Module/Skill/Skill_Apply.sqf:138-139; Client/Module/Skill/Skill_Apply.sqf:156-157
|
| Load supplies | SpecOps | Shows when the player is on foot, within 70 m of the closest friendly location, the cursor target is not already loaded/loading, and the target is a supply truck or a supply helicopter with Air upgrade level at least 3. |
Client/Module/Skill/Skill_Apply.sqf:49-59; Common/Init/Init_CommonConstants.sqf:175-184
|
| Consumer | Skill dependency | Source |
|---|---|---|
| Town marker labels | When a visible friendly or nearby town has no supply mission cooldown, SpecOps sees SV: current/max [+SUPPLY]; other skill types see SV: current/max [+]. |
Client/FSM/updatetownmarkers.sqf:20-28 |
| Skin selector ghillie filter | The optional Skin Selector treats the Spotter skill type as the sniper role for ghillie rows; full class-swap behavior is routed through Skin selector/class swap. |
Client/Module/Skill/Skill_Init.sqf:16; Client/Module/Skill/Skill_Init.sqf:55-60; WASP/actions/SkinSelector/SkinSelector_Open.sqf:23-33; WASP/actions/SkinSelector/SkinSelector_Open.sqf:56-57
|
| Repair-truck EASA access | The service menu can enable EASA through repair-truck service points when the normal command-service-point gate is unavailable; the helper allows only Engineers driving an EASA vehicle, outside the repair-point cooldown, near a WFBE_RepairTruckServicePoint. |
Client/GUI/GUI_Menu_Service.sqf:228-250; Client/Functions/Client_CanUseRepairPointEASA.sqf:6-17; Client/Functions/Client_GetRepairTruckServicePoints.sqf:6-16
|
| Repair-truck EASA purchase | The EASA menu rechecks the repair-point cooldown and helper, spends the selected loadout cost, then updates WFBE_SK_V_LastUse_RepairPointEASA and clears WFBE_CL_V_RepairPointEASAActive. |
Client/GUI/GUI_Menu_EASA.sqf:58-82 |
| WASP base repair overlay | Spotter can inspect enemy base structures under cursor within 1000 m and see a local damage-state hint. | WASP/baserep/viem.sqf:15-30 |
| Note | Evidence |
|---|---|
The Skill module's class comments are not always the current action truth: the SpecOps class comment says lockpick, but the current SpecOps apply branch wires supply load/unload plus fast repair and does not add the lockpick action. |
Client/Module/Skill/Skill_Init.sqf:15; Client/Module/Skill/Skill_Apply.sqf:48-83; Client/Module/Skill/Skill_Apply.sqf:97-107
|
The lockpick script gives the -20 initial chance only when WFBE_SK_V_Type == "SpecOps", but the current lockpick action is wired from the Spotter branch. |
Client/Module/Skill/Skill_SpecOps.sqf:10-16; Client/Module/Skill/Skill_Apply.sqf:84-107
|
The older Officer MASH player action should not be documented as live for the cf2a6d6a4 snapshot: the Officer apply branch says MASH deploy was removed, and that snapshot's initializer does not assign the Officer type. Recheck current origin/master before using these line refs as current-head evidence. |
Client/Module/Skill/Skill_Init.sqf:39-45; Client/Module/Skill/Skill_Apply.sqf:42-45
|
Soldier's current Skill-module AI-cap boost is the 1.5x local multiplier; the player constants block also defines WFBE_C_PLAYERS_SKILL_SOLDIER_UNITS_MAX = 6, so do not substitute that value for the applied Skill-module formula. |
Client/Module/Skill/Skill_Init.sqf:47-49; Common/Init/Init_CommonConstants.sqf:259-280
|
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