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Server Structure Dressing Function Reference
Server Structure Dressing Function Reference (Server_SpawnStructureDressing + WFBE_NEURODEF_*_WEST/_EAST)
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Server_SpawnStructureDressing.sqf is the third and most lightweight of the three server-side composition spawners. Unlike Server_ConstructPosition (which spawns combat defenses with AI) and CreateDefenseTemplate (wall rings) documented in Server-Composition-Spawner-Function-Reference, this helper places purely cosmetic static props around an already-placed structure core, stores them on the core as wfbe_dressing, and attaches a Killed event handler that deletes the props when the core dies. It reuses the exact world-space rotation math of Server_ConstructPosition.sqf but does no ConstructDefense, spawns no AI, and tolerates missing classes gracefully. It is the spawner behind the Bank, Counter-Battery Radar (CBR), Reserve, and Artillery Radar visual identities.
This page documents the function signature, its template-resolution and graceful-degradation behavior, all four call sites, and the WFBE_NEURODEF_BANK/CBRADAR/RESERVE/ARTILLERYRADAR _WEST/_EAST dressing-template family.
The function is compiled once at server init and exposed under the global WFBE_SE_FNC_SpawnStructureDressing.
| What | Value | Citation |
|---|---|---|
| Compile binding | WFBE_SE_FNC_SpawnStructureDressing = Compile preprocessFileLineNumbers "Server\Functions\Server_SpawnStructureDressing.sqf"; |
Server/Init/Init_Server.sqf:115 |
| Source file | Server/Functions/Server_SpawnStructureDressing.sqf |
(whole file, 69 lines) |
[_core, _tplName, _dir] Call WFBE_SE_FNC_SpawnStructureDressing — returns nothing (cosmetic side effect only); the spawned prop array is published on the core via setVariable.
| Idx | Param | Type | Meaning | Citation |
|---|---|---|---|---|
| 0 | _core |
object | The structure entity, already placed and oriented | Server_SpawnStructureDressing.sqf:16 |
| 1 | _tplName |
string |
missionNamespace variable name of the dressing template, e.g. "WFBE_NEURODEF_CBRADAR_WEST"
|
Server_SpawnStructureDressing.sqf:17 |
| 2 | _dir |
number | Facing of the core in degrees (the same _direction passed to the construction caller) |
Server_SpawnStructureDressing.sqf:18 |
Locals are declared with capitalized Private (A2 form): _core,_tplName,_dir,_template,_i,_entry,_cls,_relPos,_relDir,_origin,_worldPos,_worldDir,_prop,_props (Server_SpawnStructureDressing.sqf:14).
| Step | Behavior | Citation |
|---|---|---|
| Null-core guard |
if (isNull _core) exitWith {...} logs a WARNING naming the skipped template and returns |
Server_SpawnStructureDressing.sqf:20-22 |
| Template resolve |
_template = missionNamespace getVariable [_tplName, []]; — 2-arg getVariable with default []
|
Server_SpawnStructureDressing.sqf:24 |
| Empty-template early exit |
if (count _template == 0) exitWith {...} logs INFORMATION ("template is empty — no dressing") and returns |
Server_SpawnStructureDressing.sqf:25-27 |
| Origin capture |
_origin = getPos _core; then iterate the template |
Server_SpawnStructureDressing.sqf:29,32 |
| Per-entry unpack | Each entry is [_cls, _relPos, _relDir] (classname, relative [x,y,z], relative facing) |
Server_SpawnStructureDressing.sqf:33-36 |
| World-space rotation | Rotates _relPos by _dir using the same cos/sin formula as Server_ConstructPosition.sqf:50-56; sets z to 0; _worldDir = _dir - _relDir
|
Server_SpawnStructureDressing.sqf:38-45 |
| Prop spawn |
_prop = createVehicle [_cls, _worldPos, [], 0, "NONE"]; (no flat-spot scatter, no random) |
Server_SpawnStructureDressing.sqf:47 |
| Missing-class degradation | If isNull _prop, logs a WARNING naming the class and template and continues — the rest of the composition still spawns |
Server_SpawnStructureDressing.sqf:48-50 |
| Place prop | Else setDir _worldDir; setPos _worldPos; and append to _props
|
Server_SpawnStructureDressing.sqf:51-55 |
| Publish props |
_core setVariable ["wfbe_dressing", _props]; (local server var, not broadcast) |
Server_SpawnStructureDressing.sqf:58 |
| Killed cleanup EH | Inline Killed EH on the core deletes every non-null prop in wfbe_dressing, then logs an INFORMATION count |
Server_SpawnStructureDressing.sqf:60-67 |
| Summary log | Logs spawned-prop count, typeOf _core, and template name |
Server_SpawnStructureDressing.sqf:69 |
The rotation formula (Server_SpawnStructureDressing.sqf:39-43) is byte-identical in shape to the construction spawner: worldX = ox + rx*cos d + ry*sin d, worldY = oy - rx*sin d + ry*cos d. This means a dressing template authored in core-local coordinates lands correctly regardless of how the player rotated the structure at build time.
The Killed EH (Server_SpawnStructureDressing.sqf:61-67) only fires when the core is destroyed. It does not fire on deleteVehicle. Any caller that deletes a dressed core (rather than letting it die) must delete the wfbe_dressing props by hand first, or they orphan. The captured-town CBR recapture path does exactly this — see the caller table below (server_town.sqf:510-516).
Four distinct call sites resolve a side-specific template name via Format and invoke the function. Three are construction sites; the fourth is the non-buildable captured-town airfield CBR.
| Caller | Line | Structure type | Template resolved | Gate / notes |
|---|---|---|---|---|
Server/Construction/Construction_MediumSite.sqf |
129 |
Bank |
WFBE_NEURODEF_BANK_%1 (WEST/EAST) |
Gated on _rlType == "Bank" && WFBE_C_ECONOMY_BANK > 0 (:126); also creates the bank marker + income drip |
Server/Construction/Construction_MediumSite.sqf |
156 |
Reserve, ArtilleryRadar
|
WFBE_NEURODEF_%1_%2 (toUpper _rlType, WEST/EAST) |
Gated on _rlType in ["Reserve","ArtilleryRadar"] (:153); both types are then excluded from the auto-walls block by the !(_rlType in ["AARadar","Bank","Reserve","ArtilleryRadar"]) guard (:160, with the "auto walls skipped" log at :160-167) so dressing isn't doubled |
Server/Construction/Construction_SmallSite.sqf |
114 |
CBRadar |
WFBE_NEURODEF_CBRADAR_%1 (WEST/EAST) |
Gated on _rlType == "CBRadar" && WFBE_C_STRUCTURES_COUNTERBATTERY > 0 (:111); also registers the core in the per-side WFBE_CBR_WEST/EAST array |
Server/FSM/server_town.sqf |
543 |
airfield CBR (captured town) |
WFBE_NEURODEF_CBRADAR_%1 (WEST/EAST) |
Indestructible Land_Antenna placed on town capture; reuses the buildable CBRADAR templates for side identity; _dir passed as 0 (:542-543) |
The server_town.sqf caller is the only one that is not a player construction. On town recapture it first removes the old radar from both side registries (:511-512), then deletes the previous radar's dressing explicitly (server_town.sqf:514-515, because the Killed EH won't fire on deleteVehicle), spawns a fresh indestructible Land_Antenna 60 m off the airfield logic (:521,528-535), then calls the dressing helper with _dir = 0 (:543).
All dressing templates live in Server/Init/Init_Defenses.sqf and are stored on missionNamespace. Each is an array of [classname, [relX,relY,relZ], relDir] prop entries in core-local space. Note these are the _WEST/_EAST dressing templates — distinct from the WFBE_NEURODEF_*_WALLS wall-ring templates consumed by CreateDefenseTemplate (documented on the sibling page).
| Template | Side | Definition line | Style |
|---|---|---|---|
WFBE_NEURODEF_BANK_WEST |
WEST |
Init_Defenses.sqf:633 (_b opens :594) |
Floodlit walled compound: barriers, illuminant tower, NATO camo net, vault crates, gate sandbags, road cones, danger sign, razorwire, OA/A2 corner watchtowers |
WFBE_NEURODEF_BANK_EAST |
EAST |
Init_Defenses.sqf:676 (_b opens :637) |
Same layout, RU props (Bank Rossii) |
WFBE_NEURODEF_CBRADAR_WEST |
WEST |
Init_Defenses.sqf:310 (_c opens :280) |
NATO radar outpost: control shelter + camo net, instrument crates, sandbag ring, Base_WarfareBBarrier5x screen, razorwire, campfire, OA/A2 corner tower |
WFBE_NEURODEF_CBRADAR_EAST |
EAST |
Init_Defenses.sqf:348 (_c opens :316) |
RU/TK radar outpost variant |
WFBE_NEURODEF_ARTILLERYRADAR_WEST |
WEST |
Init_Defenses.sqf:226 (override) |
Tight 5-prop themed cluster (≤6 with core), 0 walls |
WFBE_NEURODEF_ARTILLERYRADAR_EAST |
EAST |
Init_Defenses.sqf:233 (override) |
RU variant of the 5-prop cluster |
WFBE_NEURODEF_RESERVE_WEST |
WEST |
Init_Defenses.sqf:240 (override) |
Tight 5-prop themed cluster, 0 walls |
WFBE_NEURODEF_RESERVE_EAST |
EAST |
Init_Defenses.sqf:247 (override) |
RU variant of the 5-prop cluster |
WFBE_NEURODEF_ARTILLERYRADAR_WEST/EAST and WFBE_NEURODEF_RESERVE_WEST/EAST are each set twice in Init_Defenses.sqf. The first definitions are full WDDM walled-compound presets (ARTILLERYRADAR_WEST :151, ARTILLERYRADAR_EAST :173, RESERVE_WEST :201, RESERVE_EAST :221). An owner-override block (Init_Defenses.sqf:223-253) then re-sets all four to tight themed clusters. Because the override runs after, the compound versions are dead — only the override clusters ever reach the spawner.
| Override template | Line | Props (5 each, all within ~3.5 m) | Citation |
|---|---|---|---|
WFBE_NEURODEF_ARTILLERYRADAR_WEST |
226 |
Misc_cargo_cont_small, Land_CamoNetVar_NATO, USBasicAmmunitionBox_EP1, Land_fort_bagfence_round, FlagCarrierGUE
|
Init_Defenses.sqf:226-232 |
WFBE_NEURODEF_ARTILLERYRADAR_EAST |
233 |
Misc_cargo_cont_small, Land_CamoNetVar_EAST, TKBasicAmmunitionBox_EP1, Land_fort_bagfence_round, FlagCarrierGUE
|
Init_Defenses.sqf:233-239 |
WFBE_NEURODEF_RESERVE_WEST |
240 |
USBasicAmmunitionBox_EP1 ×2, Land_fort_bagfence_long, Land_Campfire, FlagCarrierGUE
|
Init_Defenses.sqf:240-246 |
WFBE_NEURODEF_RESERVE_EAST |
247 |
TKBasicAmmunitionBox_EP1 ×2, Land_fort_bagfence_long, Land_Campfire, FlagCarrierGUE
|
Init_Defenses.sqf:247-253 |
The override comment block (Init_Defenses.sqf:223-225) states the intent explicitly: ArtyRadar + Reserve must be a tight cluster of ≤6 themed props, not a walled HESCO compound — "core model + these ≤5 small props = ≤6 items, all within ~3.5 m, 0 AI, 0 walls."
The BANK and CBRADAR templates branch on WF_A2_Arrowhead to swap watchtower classes between the OA (Land_Fort_Watchtower_EP1) and base-A2 (Land_Fort_Watchtower) variants, appending them with _b = _b + [...] / _c = _c + [...] before the final setVariable (Bank Init_Defenses.sqf:621-633; CBR :305-310). The override ARTILLERYRADAR/RESERVE clusters carry no watchtowers and so have no such branch.
| Aspect | Server_SpawnStructureDressing | Server_ConstructPosition | CreateDefenseTemplate |
|---|---|---|---|
| Purpose | Cosmetic props | Combat defense + AI | Wall rings |
| Spawns AI | No | Yes (ConstructDefense) |
No |
| Storage var on core |
wfbe_dressing (Server_SpawnStructureDressing.sqf:58) |
WFBE_WDDMPositionAnchor per child (:67) |
wfbe_defense per prop (:33) |
| Cleanup | Inline Killed EH (:61-67) |
— | — |
| Templates |
WFBE_NEURODEF_*_WEST/_EAST (dressing) |
WFBE_NEURODEF_*POS* |
WFBE_NEURODEF_*_WALLS |
| Missing-class behavior | Log WARNING + continue (:48-50) |
— | — |
The three share the same world-space rotation math; this function is the only one that publishes a Killed-EH self-cleanup and the only one explicitly tolerant of classes that fail createVehicle on a given content set (relevant because several dressing classes such as Land_CamoNetVar_* and FlagCarrierGUE are content-pack dependent).
-
Server-Composition-Spawner-Function-Reference — the sibling
Server_ConstructPosition+CreateDefenseTemplatespawners and theWFBE_NEURODEF_*POS/*_WALLStemplate families. - Bank-Reserve-And-Artillery-Radar-Structures — the structures dressed by this function, viewed from each structure's gameplay role.
- Counter-Battery-Radar-System — the CBR registries, radius logic, and the indestructible captured-town radar that calls this function.
- Defense-Structures-Catalog — buildable defense classnames per faction, including props used inside the dressing compositions.
-
Variable-And-Naming-Conventions —
WFBE_NEURODEF_*namespace andwfbe_*object-variable conventions.
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