-
Notifications
You must be signed in to change notification settings - Fork 0
Request Team Update Squad Discipline Handler
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
RequestTeamUpdate is the server PVF that lets a human commander push manual squad-discipline state — behaviour, combat mode, formation, and speed mode — onto AI teams from the Command menu. The commander opens the team-properties tab of the Command dialog (GUI_Menu_Command.sqf), picks one value from each of four list boxes, chooses a target scope (selected teams vs the whole side), and clicks apply. That fires MenuAction == 303, which builds the payload and ships it to the server through WFBE_CO_FNC_SendToServer. The server handler then applies four engine commands (setBehaviour/setCombatMode/setFormation/setSpeedMode) to the targeted groups.
This is the manual discipline-push path. It is distinct from the AI commander's autonomous orders, which call the same four engine commands but from a separate code path inside Server\AI\Orders\* — see Legacy-AI-Order-Primitive-Reference and the contrast section below.
The payload is a five-element array [_team, _behaviour, _combatMode, _formation, _speedMode], read positionally by RequestTeamUpdate.sqf (_team = _args select 0 at Server\PVFunctions\RequestTeamUpdate.sqf:4; properties at select 1..select 4, :9-12/:20-23). Element 0 is overloaded — its typeName is the branch discriminator (ARRAY vs SIDE, see below). Elements 1-4 are the four discipline strings, drawn verbatim from the client list boxes.
| Index | Field | Type | Engine command applied | Source |
|---|---|---|---|---|
| 0 | _team |
ARRAY of groups or SIDE | (branch selector) | RequestTeamUpdate.sqf:4,7,18 |
| 1 | _behaviour |
String e.g. "AWARE"
|
setBehaviour |
RequestTeamUpdate.sqf:9,20 |
| 2 | _combatMode |
String e.g. "RED"
|
setCombatMode |
RequestTeamUpdate.sqf:10,21 |
| 3 | _formation |
String e.g. "WEDGE"
|
setFormation |
RequestTeamUpdate.sqf:11,22 |
| 4 | _speedMode |
String e.g. "NORMAL"
|
setSpeedMode |
RequestTeamUpdate.sqf:12,23 |
The four value vocabularies are fixed client-side lists (GUI_Menu_Command.sqf:81-84) and are passed through to the engine commands without any server-side allow-listing:
| Field | Allowed values | Source |
|---|---|---|
| Behaviour |
AWARE, CARELESS, COMBAT, SAFE, STEALTH
|
GUI_Menu_Command.sqf:81 |
| Combat mode |
BLUE, GREEN, RED, WHITE, YELLOW
|
GUI_Menu_Command.sqf:82 |
| Formation |
COLUMN, DIAMOND, ECH LEFT, ECH RIGHT, FILE, LINE, STAG COLUMN, VEE, WEDGE
|
GUI_Menu_Command.sqf:83 |
| Speed |
LIMITED, FULL, NORMAL
|
GUI_Menu_Command.sqf:84 |
The team-properties tab populates the four list boxes (IDC 14017/14018/14019/14020) by lbAdd-ing the vocabularies above (GUI_Menu_Command.sqf:86-89). While the dialog is open, the property tab also reads back the current state of the selected team's leader and pre-selects the matching list-box rows, so the menu reflects live discipline (behaviour/combatMode/formation/speedMode of leader _team → find → lbSetCurSel, :510-526). The _updateProperties one-shot flag (:508-509) makes that read-back happen on tab entry rather than every loop tick.
When the commander clicks apply, MenuAction is set to 303 and the handler block runs once (it immediately resets MenuAction = -1):
| Step | Action | Source |
|---|---|---|
| Read selections |
_behavior/_combat/_formation/_speed = <list> select (lbCurSel <IDC>) for IDC 14017/14018/14019/14020 |
GUI_Menu_Command.sqf:413-416 |
| Default scope |
_to = sideJoined (whole-side branch) |
GUI_Menu_Command.sqf:419 |
| Selected-teams scope | If !_isAll, rebuild _to as an array of clientTeams select (_x - 1) over the selected list rows _teams
|
GUI_Menu_Command.sqf:420-426 |
| Dispatch | ["RequestTeamUpdate", [_to,_behavior,_combat,_formation,_speed]] Call WFBE_CO_FNC_SendToServer |
GUI_Menu_Command.sqf:431 |
_isAll is true when the team list-box selection is the synthetic "All" row (_curSel == 0) or when row 0 is among the multi-selected rows (GUI_Menu_Command.sqf:117). _teams = lbSelection _listbox_teams (the 14012 list box) is the set of currently selected rows (:119); each row index _x maps to clientTeams select (_x - 1) because row 0 is the "All" pseudo-entry prepended at :29. The commented-out WFBE_RequestTeamUpdate/publicVariable/HandleSPVF lines at :428-430 are the legacy raw-PV form, superseded by the SendToServer helper call.
The send helper wraps the name into the server convention: WFBE_CO_FNC_SendToServer (defined in Common\Functions\Common_SendToServer.sqf) rewrites payload slot 0 to SRVFNCREQUESTTEAMUPDATE (Common_SendToServer.sqf:12), then either broadcasts WFBE_PVF_RequestTeamUpdate to the server (:14-15) or, on a hosted server, spawns WFBE_SE_FNC_HandlePVF directly (:17). See PVF-Send-Helper-Contract-Reference.
RequestTeamUpdate is registered as a server-bound PVF in the command list at Common\Init\Init_PublicVariables.sqf:20 (it is element 11 of _serverCommandPV). The registration loop compiles the handler into a global named SRVFNCREQUESTTEAMUPDATE from Server\PVFunctions\RequestTeamUpdate.sqf and attaches a public-variable event handler that spawns WFBE_SE_FNC_HandlePVF on receipt (Init_PublicVariables.sqf:60-61). The dispatcher (Server\Functions\Server_HandlePVF.sqf) resolves the handler by name — _code = missionNamespace getVariable _script where _script is the SRVFNC... token — and spawns it with the parameter array (Server_HandlePVF.sqf:11-15). See Public-Variable-Channel-Index and PVF-Dispatch-Implementation-Playbook.
The handler body branches on typeName _team — the same slot-0 value carries the scope semantics. Both branches apply the identical four engine commands; they differ only in which groups they iterate.
| Branch | Condition | Iterates | Per-group commands | Logging | Source |
|---|---|---|---|---|---|
| Selected teams | typeName _team == "ARRAY" |
forEach _team (the group array built client-side) |
setBehaviour/setCombatMode/setFormation/setSpeedMode on _x
|
one LogContent line per group
|
RequestTeamUpdate.sqf:7-15 |
| Whole side | typeName _team == "SIDE" |
forEach (missionNamespace getVariable Format["WFBE_%1TEAMS",str _team]) |
same four commands on _x
|
one LogContent line for the side |
RequestTeamUpdate.sqf:18-26 |
The whole-side branch resolves the side's group registry through the WFBE_<SIDE>TEAMS namespace variable. That variable is populated at mission init from each side's logic object (initJIPCompatible.sqf:267, copying wfbe_teams off the side logic), and is the same registry that Common_GetClientTeam.sqf:6 indexes for client-team lookups. Because the two branches are independent if blocks (not else-chained, :7 and :18), the discriminator must be exactly ARRAY or SIDE; any other type silently no-ops.
Both branches emit WFBE_CO_FNC_LogContent INFORMATION lines — the ARRAY branch logs each updated group (RequestTeamUpdate.sqf:13), the SIDE branch logs once naming the side (:25).
The handler performs no requester validation: it does not check that the sender is the side's commander, and it does not allow-list the four discipline values before passing them to the engine commands. The values arrive verbatim from the client list boxes. This is tracked as a security gap in Server-Authority-Migration-Map (the "validate requester is commander / allowlist behaviour-combat-formation-speed values" rows). A spoofed WFBE_PVF_RequestTeamUpdate could retarget any side's whole team registry via the SIDE branch.
The autonomous AI commander issues movement and posture orders through a different code path: the order primitives under Server\AI\Orders\ (e.g. AI_MoveTo.sqf, AI_Patrol.sqf) call the same setBehaviour/setCombatMode/setFormation/setSpeedMode engine commands as part of executing the AI commander's own decisions. Those are not driven by RequestTeamUpdate and carry no command-menu payload. RequestTeamUpdate is exclusively the human commander's manual override; the AI-order primitives are the machine commander acting on its own. See Legacy-AI-Order-Primitive-Reference.
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- 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