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Shelved Feature forward static remanning
State: Ray-shelved 2026-07-04 (post-Build-89 pick). The feature was removed from source (not just left dark) by PR #706, commit 24805e706efe36f05f90f1acb58ee1733292806f on base claude/build84-cmdcon36. It shipped dark in Build 89 (flag default 0, never enabled on live), so removal has zero live-behaviour change.
Forward/FOB static guns (statics built outside any base area, so _area resolves null in Construction_StationaryDefense.sqf) re-crew after their gunner dies, mirroring the existing base-gun re-manning loop. Without it, the first gunner death on a forward static is permanent — the base-area re-man loop only runs for guns inside a base. The implementation spawned HandleDefense for null-area guns behind the WFBE_C_FWD_STATIC_MANNING flag, with a per-gun WFBE_FwdDefenseTeam group (GC-able, freed by a Killed event handler on the gun), a WFBE_FwdOwnerSide side stamp for future capture logic, and respect for the WFBE_C_BASE_DEFENSE_MAX_AI == 0 operator kill-switch.
Ray's 2026-07-04 pick: remove and shelve. Per the standing shelve flow, non-picked features are stripped from source and documented here for revival. The feature had been dark since it landed (default 0); nobody ever played with it enabled. This is a "not keeping the dormant code in tree" decision, not a report of a defect — the code passed cx-review (group-leak and kill-switch findings were already fixed in the shipped version).
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Origin: re-manning portion of PR #521 (lane 198), introduced by commit
950740a27cca82fa738faaf670aa12fd43722436— note that commit ALSO carried the_availweaponsnull-area crash fix, which stays in tree (only the re-manning portion was removed). -
Flag:
WFBE_C_FWD_STATIC_MANNING, default 0 (dark), registered inCommon/Init/Init_CommonConstants.sqf(removed block was at lines 2024-2029). -
Consumer:
Server/Construction/Construction_StationaryDefense.sqf— the flag-gatedisNull _areabranch (removed block was at lines 165-207): FWD team creation, Killed-EH group cleanup,WFBE_FwdOwnerSidestamp,WFBE_SE_FNC_HandleEmptyVehicle+HandleDefensespawn. - Mirrored ×3 (Chernarus source → Takistan/Zargabad via LoadoutManager); the removal covers all three terrains.
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Untouched by the removal: the base-gun manning loop (
!isNull _areapath incl. the barracks/HQ-anchor fix) and the deleted-gun guard (#667).
- Simplest:
git revert 24805e706efe36f05f90f1acb58ee1733292806f(the removal commit is deletions-only, 6 files / 150 lines, so it reverts cleanly unlessConstruction_StationaryDefense.sqfor the constants block has diverged). - Alternatively re-apply the re-manning hunks from
950740a27cca82fa738faaf670aa12fd43722436(skip its crash-fix hunks — those are already in tree). - After re-landing: run LoadoutManager to mirror ×3, keep the flag default 0 for a dark soak, then enable via
WFBE_C_FWD_STATIC_MANNING = 1when Ray wants it live. - Re-verify at revive time that
HandleDefensestill exits via!alive _defensefor null-area guns (the FWD path passesobjNullas the anchor and relies on_moveInGunner=truemaking the anchor unused).
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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.
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