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Player Skill Abilities Reference

rayswaynl edited this page Jun 28, 2026 · 5 revisions

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).

Runtime Wiring

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

Class Groups

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

Cooldowns And Shared State

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

Applied Actions By Skill Type

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 Scripts

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

Secondary Skill Consumers

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

Current-Source Notes

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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