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Scud Saturation Strike Mechanic
Source-verified 2026-06-23 against master f8a76de3. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Build84/cmdcon36 note: current Tactical-menu SCUD/TEL behavior is broader than this older naval-HVT payoff weapon. Use SCUD TEL Tactical Munitions Reference for
SCUD STRIKE (carrier), five land-TEL munitions, theicbm-tel-fireserver contract and Takistan bought-SCUD launchers.
The SCUD Saturation Strike is a player-callable, pilotless ballistic barrage. Owning an offshore oil-platform naval HVT lets a team spend funds to fire one missile from the platform; on arrival it MIRV-splits a mixed warhead saturation over the player-chosen target zone. It is the payoff reward for the naval HVT objective — for the platform itself and how a team comes to own one, see Naval HVT Objectives Atlas; this page documents only the strike weapon.
The whole feature is behind the master gate WFBE_C_NAVAL_HVT (default 1). With the gate at 0, KAT_ScudStrike is never compiled, the ScudStrike case logs a WARNING and no-ops, and the strike helper exits immediately (Server/Init/Init_Server.sqf:53-56, Server/Functions/Server_HandleSpecial.sqf:70-74, Server/Support/Support_ScudStrike.sqf:15-17).
All five tunables live in the WFBE_C_SCUD_* block, set once if nil during constant init.
| Constant | Value | Meaning | Source |
|---|---|---|---|
WFBE_C_SCUD_COST |
25000 |
Server-validated funds cost, debited from the calling team's wfbe_funds
|
Common/Init/Init_CommonConstants.sqf:1139 |
WFBE_C_SCUD_COOLDOWN |
300 |
Per-platform cooldown, seconds | Common/Init/Init_CommonConstants.sqf:947 |
WFBE_C_SCUD_ZONE_RADIUS |
300 |
Target acquisition / saturation radius, metres | Common/Init/Init_CommonConstants.sqf:948 |
WFBE_C_SCUD_WARHEAD_HE |
"Sh_125_HE" |
HE area-burst round (even-phase warheads) | Common/Init/Init_CommonConstants.sqf:953 |
WFBE_C_SCUD_WARHEAD_SADARM |
"Bo_GBU12_LGB" |
Top-attack precision round (odd-phase warheads) | Common/Init/Init_CommonConstants.sqf:954 |
WFBE_C_SCUD_WARHEAD_WP |
"SmokeShellWhite" |
WP / incendiary smoke layer (final phase) | Common/Init/Init_CommonConstants.sqf:955 |
The warhead block carries a NEEDS REVIEW comment instructing a live RPT check that all three classnames createVehicle cleanly on first test (Common/Init/Init_CommonConstants.sqf:951-952). For the catalog-wide view of these constants see Mission Tunable Constants Catalog.
The SCUD addAction is not always present on a client — it is added dynamically. Init_NavalHVT.sqf runs a proximity/team-leader/owning-side gate on a server loop and, once a player passes it, sends that player's UID a one-time signal; the client (HandleSpecial.sqf case "scud-action-add") then builds the actual addAction locally, and the local affordance check plus map-click handler take over from there.
| Stage | Behaviour | Source |
|---|---|---|
| Server-side gate | Proximity (within 50m of the visual launcher)/team-leader/owning-side check on a server loop; on pass it signals the player's UID once (latched via wfbe_scud_action_armed) |
Server/Init/Init_NavalHVT.sqf:302-336 |
| Client addAction | The server signal (HandleSpecial case "scud-action-add") builds the actual addAction on the player's own client — a server-side addAction on a remote unit is invisible on a dedicated server |
Client/PVFunctions/HandleSpecial.sqf:91-117 |
| Local pre-check | On click, reads WFBE_C_SCUD_COST, compares against (group _caller) getVariable "wfbe_funds", and hints STR_WF_SCUD_NO_FUNDS if short |
Client/PVFunctions/HandleSpecial.sqf:99-104 |
| Target select | Hints STR_WF_SCUD_SELECT_TARGET, openMap true, installs onMapSingleClick
|
Client/PVFunctions/HandleSpecial.sqf:105-107 |
| Send | On click: ["RequestSpecial", ["ScudStrike", playerSide, _pos, group player]] Call WFBE_CO_FNC_SendToServer, hints STR_WF_SCUD_LAUNCHED
|
Client/PVFunctions/HandleSpecial.sqf:110-111 |
| Router case |
Server_HandleSpecial.sqf case "ScudStrike": if KAT_ScudStrike is defined, _args spawn KAT_ScudStrike; else log a WARNING
|
Server/Functions/Server_HandleSpecial.sqf:91-97 |
| Compile |
KAT_ScudStrike = Compile preprocessFile "Server\Support\Support_ScudStrike.sqf" — only when WFBE_C_NAVAL_HVT == 1
|
Server/Init/Init_Server.sqf:61-64 |
The payload shape consumed by the helper is ["ScudStrike", _side, _destination, _playerTeam] (Server/Support/Support_ScudStrike.sqf:6,23-25). The client-side _funds/_cost gate is UX only; the funds debit, cooldown stamp and ownership check are all re-done server-side (next section). For the router and PVF binding internals defer to Server HandleSpecial Request Router Reference.
The physical pad/launcher itself sits on whichever carrier currently resolves as the geometric middle of the three — see Naval HVT Objectives Atlas for the placement mechanic. It is not guaranteed to always be Khe Sanh Charlie, though it resolves there in the current mission.sqm layout. (Source-verified 2026-07-07 against claude/build84-cmdcon36 (c3cc5b1, Build 91 / release 1.2.2 candidate); Request Route section only — the Launch/Ballistic Flight and MIRV Split sections below were not re-checked this pass.)
Support_ScudStrike.sqf runs server-only and rejects the request before firing if any gate fails. Funds are debited and the cooldown stamped before the missile is created, closing the double-fire race.
| Gate | Rule | On failure | Source |
|---|---|---|---|
| Server-only | if (!isServer) exitWith {} |
silent | Server/Support/Support_ScudStrike.sqf:14 |
| Feature flag |
WFBE_C_NAVAL_HVT must equal 1
|
INFORMATION log, exit |
Server/Support/Support_ScudStrike.sqf:15-17 |
| 1. Ownership | Caller's side must own a registered platform: scan WFBE_NAVAL_HVT_PLATFORMS for a non-null entry whose sideID == _sideID and wfbe_is_naval_hvt; reject if none |
INFORMATION "no owned oil platform", exit |
Server/Support/Support_ScudStrike.sqf:36-43 |
| 2. Cooldown | Per-platform key WFBE_SCUD_LAST_<platform>; reject while (time - _lastFired) < WFBE_C_SCUD_COOLDOWN
|
INFORMATION "cooldown (Ns left)", exit |
Server/Support/Support_ScudStrike.sqf:46-50 |
| 3a. Null team |
_playerTeam must not be null |
WARNING "null calling team", exit |
Server/Support/Support_ScudStrike.sqf:53 |
| 3b. Funds |
_playerTeam getVariable ["wfbe_funds",0] must be >= WFBE_C_SCUD_COST
|
INFORMATION "insufficient funds", exit |
Server/Support/Support_ScudStrike.sqf:54-57 |
| Commit | Debit wfbe_funds -= WFBE_C_SCUD_COST (broadcast), stamp WFBE_SCUD_LAST_<platform> = time
|
proceed to launch | Server/Support/Support_ScudStrike.sqf:60-61 |
_sideID comes from _side call GetSideID (Server/Support/Support_ScudStrike.sqf:26; GetSideID compiled at Common/Init/Init_Common.sqf:41). The default _lastFired is -99999, so an as-yet-unfired platform always clears the cooldown gate.
The missile is a single Chukar_EP1 flown as a pure velocity vector — no AI pilot, mirroring the ICBM module rather than the piloted drone strike (Server/Support/Support_ScudStrike.sqf:1-5).
| Step | Detail | Source |
|---|---|---|
| Spawn point | Launch position is the platform's getPos X/Y at altitude 350
|
Server/Support/Support_ScudStrike.sqf:67,75 |
| Aim vector |
_dx/_dy to destination, normalised by _len = sqrt(_dx^2+_dy^2) (floored to 1) |
Server/Support/Support_ScudStrike.sqf:68-72 |
| Create |
createVehicle ["Chukar_EP1", _launchPos, [], 0, "FLY"], then setPosASL at 350
|
Server/Support/Support_ScudStrike.sqf:74-75 |
| Velocity |
setVectorDir along the aim vector; setVelocity at 140 m/s along that vector (flat, Z=0) |
Server/Support/Support_ScudStrike.sqf:76-77 |
| Cruise |
flyInHeight 350, setSpeedMode "FULL"
|
Server/Support/Support_ScudStrike.sqf:78-79 |
| GC exempt |
setVariable ["wfbe_naval_cap", true, true] so group/vehicle garbage-collection leaves the missile alone |
Server/Support/Support_ScudStrike.sqf:80 |
| Travel time |
_travelTime = ((_dist / 140) min 30) max 4 — clamped to 4-30 s |
Server/Support/Support_ScudStrike.sqf:82 |
| Attribution |
_caller = leader _playerTeam (used to attribute SADARM kills) |
Server/Support/Support_ScudStrike.sqf:83 |
No enemy warning is broadcast on launch (Server/Support/Support_ScudStrike.sqf:5). Enemy sides for target acquisition are derived once as (WFBE_PRESENTSIDES - [_side]) + [resistance] (Server/Support/Support_ScudStrike.sqf:66; WFBE_PRESENTSIDES set at Common/Init/Init_Common.sqf:293).
After launch the strike forks a spawn thread holding the missile, destination, zone radius, three warhead classes, enemy-side list, caller and travel time (Server/Support/Support_ScudStrike.sqf:86-97). It sleeps the travel time, then delivers the barrage in three phases over the zone before deleting the missile.
| Phase | Count | Round | Placement | Source |
|---|---|---|---|---|
| Acquire | — | — |
nearestObjects [_dest, ["LandVehicle","StaticWeapon"], _zoneR] filtered to alive enemy non-Air LandVehicle/StaticWeapon into _armour
|
Server/Support/Support_ScudStrike.sqf:101-107 |
| SADARM | 2 | Bo_GBU12_LGB |
Top-attack at altitude 120 over the two best _armour targets (stamps wfbe_lasthitby = _caller, wfbe_lasthittime = time); if fewer than 2 exist, scatter at random angle within 0.6 * _zoneR; sleep 0.4 between |
Server/Support/Support_ScudStrike.sqf:109-120 |
| HE | 3 | Sh_125_HE |
Ground bursts at random angle, radius random _zoneR; sleep 0.3 between |
Server/Support/Support_ScudStrike.sqf:122-127 |
| WP | 3 | SmokeShellWhite |
Ground bursts at random angle within 0.7 * _zoneR; sleep 0.2 between |
Server/Support/Support_ScudStrike.sqf:129-134 |
| Cleanup | — | — | Log saturation delivered (N armour targets), then deleteVehicle the missile crew and the Chukar
|
Server/Support/Support_ScudStrike.sqf:136-138 |
Each warhead is dropped with createVehicle (e.g. _warHE createVehicle [...]), the A2-valid spawn form, so detonation is the engine's ammo behaviour, not a scripted damage call. The total saturation is 8 warheads (2 SADARM + 3 HE + 3 WP) staggered across roughly 2 seconds of placement sleeps after impact.
Both are pilotless server-fired ordnance, but they are separate systems. The ICBM module trusts a client-supplied impact object and applies scripted map-wide NukeDammage, with affordability checked only client-side; the SCUD re-validates ownership, funds and cooldown server-side and delivers a zone-bounded engine-ammo barrage. See ICBM Authority Playbook for that module's trust boundary, and Arty Module Special Munitions for the related artillery round set.
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