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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 root: Missions/[55-2hc]warfarev2_073v48co.chernarus.
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).
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. |
Players require empty cargo; OnRespawnHandler.sqf:29-31 can move the player inside if unlocked. |
| 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. |
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_MASH |
1 |
1 at :280
|
Enables officer MASH action and MASH spawn option. |
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. |
Live pieces:
- 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.
Do not call MASH respawn dead unless specifically talking about team-shared/JIP marker synchronization. The source-backed statement 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.
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.
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 in audited source; team-wide MASH respawn is not proven. |
Skill_Officer.sqf:26; Client_GetRespawnAvailable.sqf:47-58
|
Decide whether MASH should be personal, squad/team-shared, or marker-only. If shared, design server-owned registry/JIP replay. |
| Broken/dead edge | MASH marker synchronization is orphaned. |
Init_Client.sqf:132; MASHMarker.sqf:1-13; receiverMASHmarker.sqf:1-29
|
Revive with server-held marker records and deletion replay, or delete/comment the dead relay more clearly. |
| 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. |
- 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.
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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