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Player Squad Group Join Protocol
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 squad system lets players move between groups mid-mission. All client-side logic lives in Client/Functions/Client_FNC_Groups.sqf. Server arbitration runs through Server/Functions/Server_HandleSpecial.sqf. Client-to-client notifications travel via Client/PVFunctions/HandleSpecial.sqf.
All constants are defined in Common/Init/Init_CommonConstants.sqf. WFBE_C_AI_TEAMS_ENABLED is exposed as a lobby parameter (overrideable via Rsc/Parameters.hpp); the three squad constants (WFBE_C_PLAYERS_SQUADS_MAX_PLAYERS, WFBE_C_PLAYERS_SQUADS_REQUEST_TIMEOUT, WFBE_C_PLAYERS_SQUADS_REQUEST_DELAY) are hard-coded direct assignments and cannot be changed via mission parameters.
| Constant | Default | Description | Source |
|---|---|---|---|
WFBE_C_PLAYERS_SQUADS_MAX_PLAYERS |
4 |
Maximum player count per squad (player leader included). | Init_CommonConstants.sqf:281 |
WFBE_C_PLAYERS_SQUADS_REQUEST_TIMEOUT |
100 |
Seconds before an unanswered incoming request auto-expires from WFBE_Client_PendingRequests. |
Init_CommonConstants.sqf:282 |
WFBE_C_PLAYERS_SQUADS_REQUEST_DELAY |
120 |
Per-client cooldown (seconds) between successive join attempts. | Init_CommonConstants.sqf:283 |
WFBE_C_AI_TEAMS_ENABLED |
1 (fallback default) |
Enables joining AI-led groups. Parameter default is 0 (disabled). Fallback isNil guard sets 1. |
Init_CommonConstants.sqf:98, Rsc/Parameters.hpp:81
|
The parameter UI default for WFBE_C_AI_TEAMS_ENABLED is 0 (Disabled); the isNil fallback in Init_CommonConstants.sqf:98 applies only when the parameter is absent entirely.
Initialised in Client/Init/Init_Client.sqf:286-292 on every client connect/JIP.
| Variable | Type | Purpose |
|---|---|---|
WFBE_Client_Team |
Group | The player's original spawn group (clientTeam); join-back target. |
WFBE_Client_LastGroupJoinRequest |
Number | Mission time of last join attempt. Starts at -5000 so the first attempt is always allowed. |
WFBE_Client_PendingRequests |
Array of [uid, name]
|
Incoming join requests visible in the Groups Menu. Leader's machine only. |
WFBE_Client_PendingRequests_Accepted |
Array of UIDs | UIDs accepted within the last 6 seconds; prevents duplicate ChangeUnitGroup calls on lag. |
WFBE_CL_FNC_UI_Groups_Join (Client_FNC_Groups.sqf:102) is called when the player selects a group in the Groups Menu. It enforces the cooldown and player-cap before branching on group type.
Condition: the selected group == WFBE_Client_Team (Client_FNC_Groups.sqf:115).
The client calls WFBE_CO_FNC_ChangeUnitGroup locally (Client_FNC_Groups.sqf:116) — no server round-trip. The player is set as squad leader of the returned group (Client_FNC_Groups.sqf:117). Note: the source uses _unit (uninitialized at this scope, resolving to nil/objNull in A2) rather than player; this is a known latent source issue — in practice the selectLeader call may silently no-op.
Condition: isPlayer leader _group is true and alive leader _group (Client_FNC_Groups.sqf:125).
- Client sends
["RequestSpecial", ["group-query", _group, player, WFBE_Client_SideJoined]]to the server (Client_FNC_Groups.sqf:126). - Server (
Server_HandleSpecial.sqf:13-27) forwards["group-join-request", _player]to the group leader viaHandleSpecial. - Leader's client receives
WFBE_CL_FNC_Groups_ReceiveRequest(HandleSpecial.sqf:23) — adds[uid, name]toWFBE_Client_PendingRequestsand spawns the timeout watcher. - Leader acts via the Groups Menu (Accept or Deny).
-
Accept (
WFBE_CL_FNC_UI_Groups_RequestAccept,Client_FNC_Groups.sqf:167-211): checks the player cap again againstWFBE_Client_PendingRequests_Accepted + current players <= WFBE_C_PLAYERS_SQUADS_MAX_PLAYERS; adds the UID toWFBE_Client_PendingRequests_Acceptedfor 6 seconds (Client_FNC_Groups.sqf:191) first (lag-dedup guard), then callsWFBE_CO_FNC_ChangeUnitGroupon the joining player (Client_FNC_Groups.sqf:203), then sends["group-join-accept", group player]to the requester. -
Deny (
WFBE_CL_FNC_UI_Groups_RequestDeny,Client_FNC_Groups.sqf:215-246): removes the request fromWFBE_Client_PendingRequestsand sends["group-join-deny", group player]to the requester.
-
Accept (
- Requester receives accept/deny via
HandleSpecial.sqf:20-21, which callsWFBE_CL_FNC_Groups_JoinAcceptedorWFBE_CL_FNC_Groups_JoinDenied— both show a hint and, on accept, flushWFBE_Client_PendingRequests(Client_FNC_Groups.sqf:11).
Condition: isPlayer leader _group is false (Client_FNC_Groups.sqf:128-136).
Gated on WFBE_C_AI_TEAMS_ENABLED > 0. If the gate passes, the client sends the same "group-query" packet to the server. The server (Server_HandleSpecial.sqf:29-38) checks isNil {_group getVariable "wfbe_uid"} to confirm the group is genuinely AI-controlled (not a player group whose leader just died), then calls WFBE_CO_FNC_ChangeUnitGroup server-side and sends "group-join-accept" directly to the requester.
If AI Teams are disabled the client shows a warning hint and resets WFBE_Client_LastGroupJoinRequest = -5000 to waive the cooldown (Client_FNC_Groups.sqf:135) — the player can retry immediately.
Evaluated in order; checks are nested; each failure short-circuits via its else branch and shows a hint, so only the first failing condition fires:
| # | Check | Failure hint |
|---|---|---|
| 1 | group player != _group |
"You are already in this squad." |
| 2 | _players < WFBE_C_PLAYERS_SQUADS_MAX_PLAYERS |
"The player limit on this group has been reached (<N>)." |
| 3 | time - WFBE_Client_LastGroupJoinRequest > WFBE_C_PLAYERS_SQUADS_REQUEST_DELAY |
"You cannot change groups that often, please wait <N> seconds." |
| 4 | alive leader _group |
"The group you've attempted to join has no leader or the leader is dead." |
Any player who is the group leader can kick a squad member. WFBE_CL_FNC_UI_Groups_Kick (Client_FNC_Groups.sqf:155-164) fires when the leader selects a member in list 508003 and clicks Kick.
- Verifies
isPlayer _selected && group _selected == group player(Client_FNC_Groups.sqf:159). - Removes the row from the UI list with
lnbDeleteRow [508003, _ui_lnb_sel](Client_FNC_Groups.sqf:160). - Sends
[uid, "HandleSpecial", ["group-kick", group player]]to the target client (Client_FNC_Groups.sqf:161). - Target client receives
WFBE_CL_FNC_Groups_KickedOff(HandleSpecial.sqf:22), which:- Calls
[player, WFBE_Client_Team, WFBE_Client_SideJoined] Call WFBE_CO_FNC_ChangeUnitGroup(Client_FNC_Groups.sqf:27) — returns the player to their original team. - Calls
WFBE_Client_Team selectLeader playerif the player is not already the leader (Client_FNC_Groups.sqf:28). - Shows a hint: "You were kicked from the group
<name>, you have been transferred back to your Original group."
- Calls
The kicked player is routed back to WFBE_Client_Team — not to a freshly-created group.
Common/Functions/Common_ChangeUnitGroup.sqf. Called by all three join paths and the kick flow.
Signature: [_unit, _group, _side] Call WFBE_CO_FNC_ChangeUnitGroup
If _unit is the last live member of its current group, a temporary filler AI of class WFBE_<SIDE>SOLDIER is created in that group before the join call to prevent engine group deletion (Common_ChangeUnitGroup.sqf:9). The filler is deleted after the join (Common_ChangeUnitGroup.sqf:11).
Populates any lnbControl with one row per unit. Called with [_units_or_group, _lb_idc]. If passed a GROUP, expands via units _group. Each row contains:
- Column 0 text:
"*(name) [vehicleDisplayName]"— prefix*marks players, name is in parentheses, display name in square brackets. - Column 0 picture:
portraitwhen on foot,picturewhen in a vehicle (fromconfigFile >> "CfgVehicles" >> typeOf(vehicle _unit)).
The Groups Menu uses IDD 508003 for the current-squad member list and 508007 for the pending-requests list (Client_FNC_Groups.sqf:160, 173, 176, 218-221).
The "the the group" typo in WFBE_CL_FNC_Groups_JoinAccepted and WFBE_CL_FNC_Groups_JoinDenied was fixed in commit a51f13ef4 (2026-06-24). Current master no longer contains this typo.
| Message key | Direction | Handler | Source |
|---|---|---|---|
"group-query" |
Client → Server | Server_HandleSpecial.sqf:13 |
Client_FNC_Groups.sqf:126,131 |
"group-join-request" |
Server → Leader's client |
HandleSpecial.sqf:23 → WFBE_CL_FNC_Groups_ReceiveRequest
|
Server_HandleSpecial.sqf:24,26 |
"group-join-accept" |
Leader's client → Requester |
HandleSpecial.sqf:20 → WFBE_CL_FNC_Groups_JoinAccepted
|
Client_FNC_Groups.sqf:206 |
"group-join-deny" |
Leader's client → Requester |
HandleSpecial.sqf:21 → WFBE_CL_FNC_Groups_JoinDenied
|
Client_FNC_Groups.sqf:244 (send via WFBE_CO_FNC_SendToClients) |
"group-kick" |
Leader's client → Target |
HandleSpecial.sqf:22 → WFBE_CL_FNC_Groups_KickedOff
|
Client_FNC_Groups.sqf:161 |
"group-join-accept" (AI path) |
Server → Requester |
HandleSpecial.sqf:20 → WFBE_CL_FNC_Groups_JoinAccepted
|
Server_HandleSpecial.sqf:34,36 |
WF_A2_Vanilla mode uses WFBE_CO_FNC_SendToClients (broadcast-filtered-by-UID) for all targeted sends; non-vanilla uses WFBE_CO_FNC_SendToClient (direct). Both modes reach the same handler on the recipient. Common/Init/Init_Common.sqf:149.
- Player-AI-Caps-And-Role-Balance — per-side player and AI unit caps that interact with squad formation choices.
-
Variable-And-Naming-Conventions —
WFBE_C_*/WFBE_Client_*/WFBE_CO_FNC_*naming conventions. - Client-UI-Systems-Atlas — full IDD map and UI subsystem inventory including the Groups Menu.
-
Networking-And-Public-Variables —
RequestSpecial,HandleSpecial, andSendToClientschannel mechanics. -
AI-Squad-Team-Templates-Catalog — AI team compositions players can join when
WFBE_C_AI_TEAMS_ENABLEDis active.
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