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Respawn And Death Lifecycle Atlas
This page maps player death, custom respawn selection, gear restoration, MASH/mobile/camp spawn options and AI respawn. It also separates live respawn behavior from the dead MASH marker relay.
Source-refreshed 2026-06-14 on docs head a640e722; targeted diffs from 1f0b9018 through HEAD over checked Chernarus and maintained Vanilla respawn, MASH, skill, camp/threeway and AI-respawn paths returned no source changes at that checkpoint. MASH branch scope was refreshed again 2026-06-24 on repo docs branch HEAD@f938b0c0b7ea: checked maintained-root MASH deploy, marker relay, init and respawn-availability paths are unchanged from 443055cf, 2b5139219faa and db3015f18ea3. Docs/perf/Miksuu-shaped roots still keep the old deploy/relay shape, while current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, current B69 origin/claude/b69@8d465fcede7f, adjacent B74 origin/claude/b74-aicom-spend@b23f557fc912 and historical a96fdda28087 remove the maintained-root deploy/module path. Checked 0139a3468609..origin/master, origin/master..origin/claude/b74.2-aicom, d472da6a..21b62b04 and B69..B74 MASH path deltas are empty; current origin exposed no live release/* or *mash* heads on 2026-06-24. Paths below are relative to source root Missions/[55-2hc]warfarev2_073v48co.chernarus unless a maintained-root or branch note says otherwise; use the MASH matrix below for branch-sensitive deploy/marker claims.
Respawn touches client UI, action-menu recovery, skill reapply, gear economics, camp ownership, MASH/officer skills, mobile ambulances, AI team continuity, kill scoring and HQ/MHQ state. Small changes here can break player action menus after death, make gear penalties unfair, multiply kill scoring, or accidentally turn a local respawn feature into a networked authority surface.
| Area | Evidence | Meaning |
|---|---|---|
| Engine respawn mode |
Rsc/Header.hpp:3-6 sets respawn = 3, respawnDelay = WF_RESPAWNDELAY and respawnDialog = false. |
The mission suppresses the default engine dialog and implements its own death camera + respawn menu. |
| Player death handler compile |
Client/Init/Init_Client.sqf:111,127 compiles WFBE_CL_FNC_OnKilled and WFBE_CL_FNC_UI_Respawn_Selector. |
Player death and respawn marker animation are local client functions. |
| Initial client placement |
Client/Init/Init_Client.sqf:471-488 chooses the newest base factory/HQ fallback and places the joining client near it. |
First spawn is not the same path as post-death respawn menu selection. |
| Player killed EH rebind |
Client/Functions/Client_OnKilled.sqf:77-89 adds a new Killed EH to the fresh player object and calls PreRespawnHandler. |
Death clears EH/action state on the old unit, so rebind/reapply is a core lifecycle step. |
| AI respawn EH |
Server/AI/AI_AddMultiplayerRespawnEH.sqf:1 attaches MPRespawn handling for non-player leaders. |
AI leader respawn is server-side and separate from the player menu. |
flowchart TD
Killed["Player Killed EH"] --> OnKilled["Client_OnKilled.sqf"]
OnKilled --> Cleanup["Remove old actions, close dialogs, save death position"]
Cleanup --> WaitAlive["waitUntil alive player"]
WaitAlive --> TeamLeader["RequestSpecial update-teamleader"]
TeamLeader --> Rebind["Re-add Killed EH"]
Rebind --> PreRespawn["PreRespawnHandler"]
PreRespawn --> Menu["WFBE_RespawnMenu"]
Menu --> Available["Client_GetRespawnAvailable"]
Available --> Select["Map click / closest spawn"]
Select --> OnRespawn["OnRespawnHandler"]
OnRespawn --> Gear["Move player, apply gear/default penalty"]
Client_OnKilled.sqf removes stale action IDs from the dead body (:25-45), closes active dialogs (:49-52), records WFBE_DeathLocation (:54), fades out (:57-58), waits for the engine to create the new player object (:60), updates the server-side team leader via RequestSpecial (:63-64), ensures local group leadership (:67-72), binds the new Killed EH (:77-84), calls PreRespawnHandler (:87-89), starts the death camera (:92-150) and opens WFBE_RespawnMenu (:155-156).
Branch-only B74.6 current-head note: origin/claude/b745@712a7a668 adds death-camera guardrails after the old B74.5 head b996bcb3. In source Chernarus and maintained Vanilla, Client_OnKilled.sqf:132 now exits the camera path if WFBE_DeathLocation is nil, not an array or has fewer than three elements; :137-138 creates WFBE_DeathCamera and exits if it is nil before later camCommit / waitUntil camCommitted calls at :153,:156. The same guard shape is present in touched full modded Napf/Eden/Lingor forks at Client_OnKilled.sqf:60,65-66,76,78. Treat this as branch-only RPT/FPS regression evidence, not current stable or release behavior; smoke death, respawn-menu open, camera fallback, disconnect/invalid-body cases and RPT cleanliness before promotion.
Client_PreRespawnHandler.sqf is the action/skill recovery hook. It reapplies the skill effect (:5), restarts updateactions.fsm (:6), re-adds the WF menu and player-AI actions (:8-10), re-runs WASP death/action glue (:11), recompiles RPG drop support (:12) and adds the Fired/HandleDamage hooks (:13,32). This is why the current source-only skill idempotency fix still needs respawn smoke: Skill_Init.sqf should run once, but WFBE_SK_FNC_Apply must still run after death.
GUI_RespawnMenu.sqf owns the custom UI loop. It focuses the map on death position (:5-7), starts or reuses WFBE_RespawnTime from WFBE_C_RESPAWN_DELAY (:12-23), refreshes available spawn locations once per second (:43-49), creates/deletes local spawn markers (:55-87), updates the countdown and selected label (:89-101), lets map clicks choose the nearest spawn within 500 meters (:103-110) and calls OnRespawnHandler after the timer (:130-156). The selector animation loop lives in Client_UI_Respawn_Selector.sqf:14-35 and sleeps every 0.03 seconds while a selected target exists.
| Source | Player availability | AI availability | Notes |
|---|---|---|---|
| HQ/base factories |
Client_GetRespawnAvailable.sqf:7-31 starts with HQ and adds Barracks/Light/Heavy/Air factories. |
AI_AdvancedRespawn.sqf:77-104 and AI_SquadRespawn.sqf:65-90 fall back to HQ or closest structure. |
Dead HQ is removed if another base spawn exists. |
| Mobile ambulance class list |
Client_GetRespawnAvailable.sqf:32-45 scans WFBE_%1AMBULANCES near death location using upgraded range. |
AI_AdvancedRespawn.sqf:44-53; AI_SquadRespawn.sqf:43-51. |
Player preview requires free cargo; final placement also requires alive/unlocked vehicle state in OnRespawnHandler.sqf:27-33. |
| Officer MASH/FARP |
Client_GetRespawnAvailable.sqf:47-58 reads local WFBE_Client_Logic getVariable "wfbe_mash" and range-checks it. |
No equivalent AI MASH path found in audited AI respawn scripts. | Live for the local deploying client; team-shared MASH respawn is not proven by source. |
| Squad leader |
Client_GetRespawnAvailable.sqf:60-65 allows leader respawn if enabled and close to death location. |
AI uses team wfbe_respawn object/string state instead. |
WFBE_C_RESPAWN_LEADER == 2 forces default gear when chosen. |
| Threeway defender towns |
Client_GetRespawnAvailable.sqf:67-76; Common_GetRespawnThreeway.sqf:6-8. |
Not seen in AI respawn scripts except via camps. | Defender can respawn in fully-held side towns in threeway mode. |
| Camps |
Client_GetRespawnAvailable.sqf:78-81; Common_GetRespawnCamps.sqf:11-94. |
AI_AdvancedRespawn.sqf:37-40; AI_SquadRespawn.sqf:36-39. |
Modes: classic, nearby camps, defender-only; optional hostile safe-radius rules. |
Mini-scout follow-up 2026-06-04 confirmed two practical spawn-table caveats:
- Service Point and Command Center base respawns are explicitly commented out in
Client_GetRespawnAvailable.sqf:23-26; the live base set is HQ plus Barracks/Light/Heavy/Air factories. - Mobile respawn is conditional, not just object-based:
Client_GetRespawnAvailable.sqf:33-45requires an ambulance-class vehicle inside the upgrade-gated range and with free cargo space before it enters the candidate list. The actual respawn handler then rechecks alive/unlocked state before moving the player into cargo (Client_OnRespawnHandler.sqf:27-33), so a vehicle can appear in the menu and fail the stricter final placement if it dies or becomes locked before the countdown ends. Camp availability has its own hostile-safe filtering inCommon_GetRespawnCamps.sqf:11-94. - Threeway defender town respawn inherits the camp-count fallback.
Common_GetTotalCamps.sqf:9-12andCommon_GetTotalCampsOnSide.sqf:15-22both return1when a town has zero camps, andCommon_GetRespawnThreeway.sqf:6-8treats equality as "all camps owned." BecauseClient_GetRespawnAvailable.sqf:67-75appends that result directly, a side-owned zero-camp town can become a respawn source unless an owner confirms that the1fallback is intended for this caller.
Draft PR #78 / origin/claude/trello-map-radius-circles@77dd71ba is a branch-only local map-marker/map-indicator candidate on current stable base origin/master@f8a76de34, not current stable behavior. The payload is six maintained-root files / +192 / -4 and git diff --check is clean. It adds Client/Functions/Client_AmbulanceRedeployCircles.sqf:1-69 in source Chernarus plus maintained Vanilla Takistan and launches it from Init_Client.sqf:1227; current stable has no Client_AmbulanceRedeployCircles, AmbRange_ or launcher hits.
The watcher self-gates on WFBE_C_RESPAWN_MOBILE, builds a side-local classname list from WFBE_%1AMBULANCES and WFBE_%1REDEPLOYTRUCKS, reads the current side respawn-range upgrade and WFBE_C_RESPAWN_RANGES, creates yellow local border ellipses for same-side vehicles of those types and then repositions, resizes or deletes rings every five seconds (Client_AmbulanceRedeployCircles.sqf:1-69). The radius matches the respawn availability radius in current stable (Client_GetRespawnAvailable.sqf:33-37,55-58; constants Chernarus Init_CommonConstants.sqf:44,674,678, Vanilla :44,476,480). Treat PR #78 as local player feedback only; it does not change respawn authority, spawn eligibility, cargo checks, default-gear rules or AI respawn behavior.
Important caveat: the branch visualizes radius around vehicle classes, not the full respawn-menu eligibility contract. The watcher does not duplicate ambulance free-cargo filtering (Client_GetRespawnAvailable.sqf:33-45) or redeploy-truck Medic-only, parked/engine-off, free-seat and 500m enemy-town checks (:54-81). If promoted, smoke must compare ring visibility against actual selectable respawn entries so players are not shown a "usable" circle around an unusable truck.
No revive framework is wired in the audited source. The 2026-06-04 respawn scout found no mission-script revive/reviving/revived path under source Chernarus, and the live architecture is kill event, custom death camera, respawn menu, then Client_OnRespawnHandler.sqf. Do not document MASH as a revive feature; it is a respawn candidate source with a dead marker-sharing edge.
Client_OnRespawnHandler.sqf moves the player to the chosen spawn and applies custom or default gear. It forces default gear for mobile, MASH or leader respawn when the corresponding parameter equals 2 (:11-24). Mobile respawn can put the player into the vehicle if cargo is free and it is unlocked (:26-33).
Custom gear is reused from wfbe_custom_gear when WFBE_RespawnDefaultGear is false and the selected spawn allows custom gear (:35-79). Penalty mode is WFBE_C_RESPAWN_PENALTY:
-
0: no custom-gear charge. -
2: full custom gear price. -
3: half price. -
4: quarter price. -
5: intended as charge-on-mobile only.
Patch-ready edge: in mode 5, _charge becomes false for base/HQ structures (Client_OnRespawnHandler.sqf:54-59), but _skip is still set when _funds < _price (:61-70). That means an unpaid base respawn can still lose custom gear if the player cannot afford the theoretical price. A future patch should gate the skip on _charge too, or explicitly define mode 5 as "custom gear requires affordability everywhere but only charges on mobile" if that was intended.
Default gear is class-specific by skill type (Client_OnRespawnHandler.sqf:81-106): Spotter, Officer, Soldier, Engineer, SpecOps and Medic each map to a side-specific default gear variable.
Rsc/Parameters.hpp:399-447 exposes the live admin parameters:
| Parameter | Mission parameter default | Fallback if nil | Notes |
|---|---|---|---|
WFBE_C_RESPAWN_CAMPS_MODE |
1 |
2 at Init_CommonConstants.sqf:275
|
Parameter wins in normal mission launch; fallback protects older/missing params. |
WFBE_C_RESPAWN_CAMPS_RULE_MODE |
1 |
2 at :277
|
Hostile safe-radius policy. |
WFBE_C_RESPAWN_DELAY |
30 |
10 at :278
|
Player UI and AI waits read this. |
WFBE_C_RESPAWN_LEADER |
0 |
2 at :279
|
2 means enabled with default gear. |
WFBE_C_RESPAWN_MOBILE |
1 |
2 at :281
|
2 means enabled with default gear. |
WFBE_C_RESPAWN_PENALTY |
0 |
4 at :282
|
Parameter default disables penalty; fallback quarters custom gear price. |
WFBE_C_RESPAWN_CAMPS_RANGE |
400 |
550 at :276
|
Camp scan/range behavior. |
Canonical statement for docs/Miksuu/perf-shaped roots: local officer MASH respawn is source-supported; shared/JIP-safe MASH marker synchronization is orphaned in maintained roots. Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f and historical a96fdda2 are different: they remove the maintained-root MASH deploy/module path while leaving some config/classname residues. Older B69 refs 0a1ccb4d05c5 and 80d3267c1b2b are provenance for the same removal shape, not current-head proof. No Arma runtime smoke was run for this docs pass, so describe source paths as source-supported or source-removed rather than runtime-proven.
Live pieces on docs/Miksuu/perf-shaped roots:
- Officer action is added only when
WFBE_C_RESPAWN_MASH > 0inClient/Module/Skill/Skill_Apply.sqf:42-55. - Deployment creates the side FARP/MASH type near the player and stores it as
WFBE_Client_Logicvariablewfbe_mashinClient/Module/Skill/Skill_Officer.sqf:7-29. - The respawn menu reads that local
wfbe_mashobject inClient_GetRespawnAvailable.sqf:47-58. - Undeploy deletes the tent and resets cooldown in
Client/Module/Skill/Actions/Officer_Undeploy_MASH.sqf:19-21.
Dead/broken marker edge:
- Server PVEH listens for
WFBE_CL_MASH_MARKER_CREATEDinServer/Module/MASH/MASHMarker.sqf:1-13. - Client receiver for
WFBE_SE_MASH_MARKER_SENTexists inClient/Module/MASH/receiverMASHmarker.sqf:1-29, but its compile line is commented inClient/Init/Init_Client.sqf:132. - No live deploy path was found broadcasting
WFBE_CL_MASH_MARKER_CREATED. - Branch recheck on 2026-06-24 found the orphaned marker shape in repo docs branch
HEAD@f938b0c0b7ea(unchanged from443055cf,2b5139219faaanddb3015f18ea3for checked MASH paths), Miksuub8389e748243andorigin/perf/quick-wins@0076040f8a5emaintained roots. Current stable/B74.1origin/master@f8a76de34/origin/claude/b74.1-aicom@f8a76de34, current B74.2origin/claude/b74.2-aicom@21b62b04, current B69origin/claude/b69@8d465fcede7f, adjacent B74origin/claude/b74-aicom-spend@b23f557fc912and historicala96fdda28087have no maintained-rootClient/Module/MASHorServer/Module/MASHtree entries and no MASH init hooks in the checked maintained roots; all keep aSkill_Apply.sqf:43comment that the deploy ability was removed plus config/classname residues. Checked0139a3468609..origin/master,origin/master..origin/claude/b74.2-aicom,d472da6a..21b62b04and B69..B74 MASH deploy/relay/init/respawn path deltas are empty, and current origin exposed no liverelease/*or*mash*heads on 2026-06-24.
| Scope | Local MASH respawn | Shared marker relay | Development meaning |
|---|---|---|---|
Repo docs branch HEAD@f938b0c0b7ea Chernarus and maintained Vanilla, unchanged from 443055cf / 2b5139219faa / db3015f18ea3 for checked MASH paths |
Source-supported: deploy stores local wfbe_mash; respawn availability reads it. |
Orphaned: active server receiver, commented client receiver compile, no maintained deploy sender. | Decide personal/squad/team semantics before changing code. |
Miksuu b8389e748243
|
Same source-supported local path. | Same orphaned relay. | Upstream does not prove team-shared MASH behavior. |
origin/perf/quick-wins@0076040f8a5e |
Same source-supported local path in Chernarus and maintained Vanilla. | Same orphaned relay. | Perf branch does not close MASH marker sharing. |
Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f and historical a96fdda2
|
MASH deploy/module path removed in maintained roots; class/config residues still mention MASH. Checked old-stable..current-stable, current-stable..B74.2, previous-B74.2..current-B74.2 and B69..B74 MASH deltas are empty. | No maintained-root MASH module relay path found. | Treat MASH revival/removal decisions as branch-sensitive; do not port docs/Miksuu marker conclusions blindly. |
Modded eden / lingor
|
Not maintained proof. | Sender-only drift: modded deploy sends WFBE_CL_MASH_MARKER_CREATED, but maintained clients still do not compile the receiver. |
Use only as archaeology if reviving; do not cite as working maintained behavior. |
Do not call MASH respawn dead on docs/Miksuu/perf-shaped roots unless specifically talking about team-shared/JIP marker synchronization. The source-backed statement there is: local officer MASH respawn exists; MASH marker sharing is dead/orphaned; team-wide MASH respawn is not proven. Deployment stores wfbe_mash on WFBE_Client_Logic, and respawn availability reads that same local variable, while the server only seeds the value to objNull. On current-stable/B74-shaped roots, including current B74.2, the maintained-root deploy/module path is source-removed, so use the exact branch matrix above.
Service points are not active respawn nodes in the old-shape audited Chernarus source. Client_GetRespawnAvailable.sqf:23-26 still has commented command-center and service-point candidate code, but the live respawn list there continues through HQ/base, mobile ambulance, local MASH, leader, threeway and camp candidates. Keep service-point behavior in the service/EASA support lane unless an owner deliberately revives service-point respawn and smokes the UI, JIP and default-gear rules.
There are two audited AI leader paths:
-
AI_AddMultiplayerRespawnEH.sqf:1adds anMPRespawnhandler that callsAIAdvancedRespawnfor non-player units on the server. -
AI_SquadRespawn.sqf:14-111runs a loop watching non-player team leaders, waits for death/alive transitions, then handles respawn.
Both server AI paths:
- Rebind
Killedscoring EHs (AI_AdvancedRespawn.sqf:24-30;AI_SquadRespawn.sqf:26-30). - Collect camp and mobile candidates unless forced respawn is set (
AI_AdvancedRespawn.sqf:34-53;AI_SquadRespawn.sqf:33-51). - Wait
WFBE_C_RESPAWN_DELAY(AI_AdvancedRespawn.sqf:55-63;AI_SquadRespawn.sqf:53). - Re-equip from side AI loadout variables keyed by upgrade level (
AI_AdvancedRespawn.sqf:67-76;AI_SquadRespawn.sqf:55-64). - Choose stored team respawn object, HQ/closest structure fallback or random available camp/mobile candidate (
AI_AdvancedRespawn.sqf:80-115;AI_SquadRespawn.sqf:68-100). - Reset non-autonomous movement orders after respawn (
AI_AdvancedRespawn.sqf:117-125;AI_SquadRespawn.sqf:102-110).
Team respawn state is group setVariable ["wfbe_respawn", _respawn, true] via Common_SetTeamRespawn.sqf:1-8; groups are initialized with blank respawn in Server/Init/Init_Server.sqf:474-483.
AI loadout tier note: both AI respawn paths currently read _upgrades select 13, which matches WFBE_UP_GEAR = 13 in Common/Init/Init_CommonConstants.sqf:50. Future cleanup should use the named constant, clamp the selected tier to available WFBE_%SIDE_AI_Loadout_0..3 arrays and guard empty arrays before random count.
There are two distinct AI leader respawn implementations. AI_AddMultiplayerRespawnEH.sqf:1 routes non-player MPRespawn events to AI_AdvancedRespawn.sqf, while AI_SquadRespawn.sqf:14-111 runs a loop for non-player team leaders. Treat this as parity-sensitive when changing camp/mobile/HQ fallback rules.
The player Killed EH sends the common kill report path through WFBE_CO_FNC_OnUnitKilled (Client_OnKilled.sqf:77-84; Common_OnUnitKilled.sqf:8-14). The server handler RequestOnUnitKilled.sqf resolves last-hit fallback for suicide/null killer cases (:16-23), logs the death (:25), exits if the killer is not alive (:27), schedules trash cleanup (:50-55), updates side casualties/vehicles lost (:57-59), awards score/bounty for enemy kills (:63-101) and sends teamkill notices for player-led friendly kills (:103-109).
Known adjacent hazard: HQ death has its own redundant client EH/JIP path and idempotency issue documented in Deep-review findings DR-20 and Server runtime. Do not mix ordinary unit kill scoring with HQ-killed processing.
| Status | Item | Evidence | Next action |
|---|---|---|---|
| Patch-ready | Respawn penalty mode 5 can skip custom gear on base/HQ respawn when player lacks funds, even though _charge is false. |
Client_OnRespawnHandler.sqf:54-70 |
Patch _skip to respect _charge, or document owner-confirmed intended semantics. Smoke custom gear at base and mobile under sufficient/insufficient funds. |
| Owner decision | MASH is local to the deployer on old-shape audited roots; team-wide MASH respawn is not proven. | MASH split owns the deploy/read anchors and branch matrix. | Decide whether MASH should be personal, squad/team-shared, marker-only, or remain removed on current-stable/B74-shaped targets. If shared, design server-owned registry and explicit JIP resend/pull. |
| Broken/dead edge | MASH marker synchronization is orphaned on docs/Miksuu/perf-shaped maintained roots; current-stable/B74-shaped roots have no maintained-root MASH module relay path after removing the deploy ability. | MASH split owns the receiver/server-listener anchors and current-stable/B74 removal note. | Revive with server-held marker records and JIP resend on old-shape targets, or finish removal/cleanup deliberately on the target branch. |
| Smoke pending | Source-only skill idempotency patch depends on respawn reapply still working. |
Client_PreRespawnHandler.sqf:5; Client skill init idempotency
|
Smoke Soldier/non-Soldier cap and post-respawn skill actions after LoadoutManager propagation. |
| Review target | Respawn UI loop sleeps 0.01 and selector sleeps 0.03. |
GUI_RespawnMenu.sqf:113; Client_UI_Respawn_Selector.sqf:19-35
|
Keep as bounded death-screen-only UI work; if optimizing, preserve marker responsiveness and cleanup. |
| Cleanup target | AI respawn loadout tier uses a literal gear-upgrade index and assumes a non-empty loadout array. |
AI_AdvancedRespawn.sqf:68; AI_SquadRespawn.sqf:56; Init_CommonConstants.sqf:50
|
Replace literal 13 with WFBE_UP_GEAR, clamp/bounds-check tier selection and smoke Vanilla plus non-Vanilla AI leader respawn. |
| Patch-ready | Player respawn can stack HandleAT Fired handlers on a persistent vehicle. |
Init_Client.sqf:18,266; Client_PreRespawnHandler.sqf:13
|
Store/remove handler IDs or guard attachment per vehicle/player lifecycle, then smoke death while in/on the same vehicle and ordinary infantry respawn. |
| Review target | Threeway defender respawn can include zero-camp towns because total-camp helpers return 1 for empty camp arrays. |
Common_GetTotalCamps.sqf:9-12; Common_GetTotalCampsOnSide.sqf:15-22; Common_GetRespawnThreeway.sqf:6-8; Client_GetRespawnAvailable.sqf:67-75
|
Split safe-denominator helpers from real respawn eligibility, or explicitly exclude zero-camp towns in GetRespawnThreeway; smoke threeway defender towns with 0/partial/all camps. |
| UI mismatch | Mobile ambulance preview checks cargo space, while final placement also requires alive and unlocked state. |
Client_GetRespawnAvailable.sqf:33-45; Client_OnRespawnHandler.sqf:27-33; GUI_RespawnMenu.sqf:43-49,130-156
|
Decide whether the menu should filter dead/locked vehicles too, or show the option but fall back cleanly if the vehicle changes state during the countdown. |
- Player dies, old WF menu/action IDs are removed from corpse, and the menu returns on the new unit.
- Respawn menu opens, countdown runs, map click selects nearest spawn within 500 meters, and markers clean up after spawn.
- Base/factory, camp, mobile, leader and MASH spawn options appear only under their parameter/range/ownership rules.
- Custom/default gear behavior matches
WFBE_C_RESPAWN_PENALTY,WFBE_C_RESPAWN_* == 2, and player funds. - Officer deploys MASH, can respawn at own MASH within upgraded range, can undeploy it, and does not get misleading shared markers unless the marker feature is intentionally revived.
- AI team leaders respawn after configured delay, re-equip, pick sane camp/mobile/base fallback, and reset orders when not autonomous.
The optional GUER Insurgents faction (side resistance) is base-less and spawns differently from WEST/EAST. There is no HQ, no factory wait, and no service point — a GUER client skips the blocking init waits and spawns at friendly towns. Full faction context: GUER Insurgents Faction Overview.
| Stage | Behaviour | Source |
|---|---|---|
| Init waits skipped |
wfbe_structures, wfbe_supply_*, HQ-radio and HQ/COIN waitUntil blocks are each gated if (sideJoined != resistance); sideHQ = objNull
|
Client/Init/Init_Client.sqf:650,679,811 |
| First placement | random friendly (non-WEST/non-EAST) town, else marker GuerTempRespawnMarker
|
Client/Init/Init_Client.sqf:774 |
| Respawn list | non-WEST/non-EAST towns + live FOB trucks (wfbe_is_guer_fob) + resistance structures; no range gate; falls back to all towns if zero friendly |
Client/Functions/Client_GetRespawnAvailable.sqf:107,116 |
| Placement offset | [getPos town, 5, 15] Call GetRandomPosition |
Client/Functions/Client_OnRespawnHandler.sqf:52 |
| Default gear | only WFBE_GUER_DefaultGearEngineer/Spot/Medic defined (AKS-74 / SVD family); Soldier/Officer/SpecOps undefined |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:22-44 |
| IED anti-farm | a Fired EH stamps wfbe_ied_recent on BAF_ied fire (drops the kill bounty to 30%) |
Client/Functions/Client_OnRespawnHandler.sqf:68 |
Previous: Client UI systems atlas | Next: Gear/loadout and EASA atlas
Related: Feature status | Abandoned feature revival | WASP overlay | Testing workflow
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- 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
- 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