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Spawn Primitive Function Reference
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Three wrappers in Common/Functions/ form the sole authoritative path for spawning AI units and vehicles at runtime. Direct engine calls (createUnit, createVehicle, createGroup) appear elsewhere only for player-side construction or editor stubs. All town AI, static defense, and factory-bought AI funnels through these three functions.
File: Common/Functions/Common_CreateUnit.sqf
[_type, _team, _position, _side, _global, _special] Call WFBE_CO_FNC_CreateUnit| # | Name | Type | Default | Notes |
|---|---|---|---|---|
| 0 | _type |
String | (required) | CfgVehicles class name |
| 1 | _team |
Group | (required) | Target group; may be grpNull (function will attempt createGroup) |
| 2 | _position |
Array | (required) |
[x,y,z] world position |
| 3 | _side |
Side or Number | (required) | Either a SIDE value or a numeric side ID; both forms accepted |
| 4 | _global |
Bool | true |
Whether to run global client init (setVehicleInit + processInitCommands) |
| 5 | _special |
String | "FORM" |
Engine createUnit placement mode ("FORM", "NONE", "CAN_COLLIDE", etc.) |
Object — the created unit, or objNull on failure.
If _team is grpNull on entry, a new group is created via createGroup _sideValue (Common_CreateUnit.sqf:32). If the provided group has live units but its leader is not local, a fresh local fallback group is created and a WARNING is logged (Common_CreateUnit.sqf:33-38). If group creation still yields grpNull, the function exits with objNull and a WARNING (Common_CreateUnit.sqf:42-45).
The unit's skill is read from missionNamespace getVariable _type (selecting index QUERYUNITSKILL). If that variable is nil, the fallback is WFBE_C_UNITS_SKILL_DEFAULT (Common_CreateUnit.sqf:47-48). Skill is applied immediately after creation (Common_CreateUnit.sqf:57).
| Condition | Action | Source |
|---|---|---|
side _unit == east and unit lacks "NVGoggles"
|
addWeapon "NVGoggles" |
Common_CreateUnit.sqf:59-61 |
_type == "Ins_Soldier_AT" (Insurgent AT) |
Removes three PG7VL magazines and RPG7V; adds M47Launcher_EP1 and two Dragon_EP1 magazines |
Common_CreateUnit.sqf:63-72 |
_type == "MVD_Soldier_AT" (OPFOR AT) |
Removes two PG7VL and one OG7; adds two PG7VR magazines |
Common_CreateUnit.sqf:74-81 |
Evaluated only when _global == true (Common_CreateUnit.sqf:83).
| Context | _globalInitMode |
Behavior |
|---|---|---|
Running on a Headless Client (isHeadLessClient == true) |
"hcSkipped" |
No setVehicleInit broadcast. Prevents marker/action loop spawns on every JIP client for pure AI offload units. |
Server/client, side is NOT WFBE_DEFENDER_ID (or WFBE_ISTHREEWAY is true), and WFBE_C_UNITS_TRACK_INFANTRY > 0
|
"vehicleInit" |
setVehicleInit + processInitCommands with Common\Init\Init_Unit.sqf
|
Server/client, side is NOT defender, WFBE_C_UNITS_TRACK_INFANTRY <= 0, group leader is a player |
"localPlayerInit" |
[_unit, _side] ExecVM 'Common\Init\Init_Unit.sqf' (local only, no broadcast) |
Server/client, side is NOT defender, WFBE_C_UNITS_TRACK_INFANTRY <= 0, leader is AI |
"trackOffNoPlayer" |
No init at all |
Side is WFBE_DEFENDER_ID and WFBE_ISTHREEWAY == false
|
"defenderSkipped" |
No init; mirrors HC skip rationale for defender AI |
The _globalInitMode string is recorded in the PerformanceAudit log for every unit creation when PerformanceAuditEnabled is true (Common_CreateUnit.sqf:115-119).
-
Killed: callsWFBE_CO_FNC_OnUnitKilled(spawned) with the side ID baked in at creation time (Common_CreateUnit.sqf:125).
All failure paths log a WARNING via WFBE_CO_FNC_LogContent and return objNull:
| Failure | Log tag | Source |
|---|---|---|
| Group is null after all fallbacks | WARNING | Common_CreateUnit.sqf:42-45 |
Engine createUnit returned null (group/unit limit) |
WARNING | Common_CreateUnit.sqf:52-55 |
File: Common/Functions/Common_CreateVehicle.sqf
[_type, _position, _side, _direction, _locked, _bounty, _global, _special] Call WFBE_CO_FNC_CreateVehicle| # | Name | Type | Default | Notes |
|---|---|---|---|---|
| 0 | _type |
String | (required) | CfgVehicles class name |
| 1 | _position |
Array or Object | (required) |
[x,y,z] or an object (converted via getPos) |
| 2 | _side |
Side or Number | (required) | SIDE value or numeric side ID |
| 3 | _direction |
Number | (required) | Heading in degrees |
| 4 | _locked |
Bool | (required) | Passed directly to lock
|
| 5 | _bounty |
Bool | true |
When true, attaches killed and hit event handlers for score/bounty |
| 6 | _global |
Bool | true |
Whether to run global client init |
| 7 | _special |
String | "FORM" |
Engine createVehicle placement mode |
Object — the created vehicle, or objNull on failure.
- If
_positionis an Object, it is converted togetPos _positionbefore use (Common_CreateVehicle.sqf:15). - Engine
createVehicle [_type, _position, [], 7, _special]is called (Common_CreateVehicle.sqf:18). Clearance radius is hard-coded to 7 metres. - If the result is
objNull, a WARNING is logged andobjNullis returned (Common_CreateVehicle.sqf:21-24). - Tank and APC variants:
Common\Functions\Common_ModifyVehicle.sqfis invoked (Common_CreateVehicle.sqf:26). This attaches a per-classHandleDamagerearmor handler that reduces incoming damage by a type-specific percentage. Air vehicles:Common_ModifyAirVehicle.sqfis commented out (Common_CreateVehicle.sqf:29-31). - All vehicles:
Common\Functions\Common_AddVehicleMarking.sqfis invoked first (Common_CreateVehicle.sqf:35), thenCommon\Functions\Common_AddVehicleTexture.sqf(Common_CreateVehicle.sqf:41). - Velocity is set:
-
_special != "FLY":setVelocity [0,0,-1](grounding nudge) (Common_CreateVehicle.sqf:35). -
_special == "FLY":setVelocity [50 * (sin _direction), 50 * (cos _direction), 0](forward launch velocity of 50 m/s in the given heading) (Common_CreateVehicle.sqf:37).
-
-
setDir _direction(Common_CreateVehicle.sqf:39). - Lock applied if
_lockedis true (Common_CreateVehicle.sqf:41). - Bounty event handlers attached if
_bountyis true:killed→WFBE_CO_FNC_OnUnitKilled,hit→WFBE_CO_FNC_OnUnitHit(Common_CreateVehicle.sqf:42-45).
Evaluated only when _global == true (Common_CreateVehicle.sqf:47).
| Context | _globalInitMode |
Behavior |
|---|---|---|
Running on HC (isHeadLessClient == true) |
"hcSkipped" |
No broadcast |
Side is NOT WFBE_DEFENDER_ID (or three-way active) |
"vehicleInit" |
setVehicleInit + processInitCommands with Common\Init\Init_Unit.sqf
|
Side is WFBE_DEFENDER_ID (two-way game) |
"defenderSkipped" |
No init |
Note: CreateVehicle has no trackOffNoPlayer branch — that path exists only in CreateUnit.
Attached after global init, independently, when both conditions are true:
_global == true-
WFBE_C_MAP_ICON_BLINKING_ENABLED == 1(default0)
_vehicle addEventHandler ["Fired", {
_u = _this select 0;
_u Call WFBE_CL_FNC_SetMapIconStatusInCombat;
}];Common_CreateVehicle.sqf:80-86
Town AI vehicles created with _global == false (delegated to HC) never receive this EH, keeping them marker-light.
Callers that own the vehicle's scoring lifecycle (e.g. player-constructed defenses managed by another handler) can pass false to suppress the bounty EH pair. CreateTeam always passes true when invoking CreateVehicle (Common_CreateTeam.sqf:104).
File: Common/Functions/Common_CreateTeam.sqf
[_list, _position, _side, _lockVehicles, _team, _global, _probability] Call WFBE_CO_FNC_CreateTeam| # | Name | Type | Default | Notes |
|---|---|---|---|---|
| 0 | _list |
Array or String | (required) | Array of class names (template); a bare String is auto-wrapped into [_list]
|
| 1 | _position |
Array | (required) |
[x,y,z] spawn position |
| 2 | _side |
Side | (required) | SIDE value (not numeric ID) |
| 3 | _lockVehicles |
Bool | (required) | Passed as _locked to each CreateVehicle call |
| 4 | _team |
Group | (required) | Existing group or grpNull; if null a new group is created |
| 5 | _global |
Bool | true |
Forwarded to every CreateUnit and CreateVehicle call |
| 6 | _probability |
Number | -1 |
0–100 spawn probability per template entry; -1 disables probabilistic skipping |
A 4-element Array: [_units, _vehicles, _team, _crews]
| Index | Content |
|---|---|
| 0 | Array of infantry Object values successfully created |
| 1 | Array of vehicle Object values successfully created |
| 2 | The Group actually used (may differ from the input _team if a new group was created) |
| 3 | Array of crew Object values mounted into vehicles |
Common_CreateTeam.sqf:173
Callers must read index 2 for the actual group rather than relying on the input parameter, since HC delegation may produce a new group (Common_CreateTownUnits.sqf:37).
When _probability != -1, the first template entry in _list is always spawned (_firstDone guard). Each subsequent entry is only spawned if random 100 <= _probability (Common_CreateTeam.sqf:87-89). Common_CreateTownUnits.sqf calls with _probability = 90 (Common_CreateTownUnits.sqf:33).
forEach _list processes each class name in order (Common_CreateTeam.sqf:85-163):
-
Infantry (
_x isKindOf 'Man'): delegates toWFBE_CO_FNC_CreateUnitwith the team and_globalflag forwarded. Null results increment_perfSkipped(Common_CreateTeam.sqf:93-102). -
Vehicles: delegates to
WFBE_CO_FNC_CreateVehiclewith direction0,_lockVehicles, bountytrue, and_global(Common_CreateTeam.sqf:104). If the vehicle is null, the template entry is skipped. If not null, crew is assigned:- Crew class is resolved by vehicle kind:
isKindOf 'Man'→WFBE_%1SOLDIER,isKindOf 'Air'→WFBE_%1PILOT, else →WFBE_%1CREW(where%1is the side string) (Common_CreateTeam.sqf:111). -
allowCrewInImmobile trueandaddVehicle _vehicleare called before any crew is created (Common_CreateTeam.sqf:114-115). - Roles iterated:
"driver","gunner","commander"— each only filled ifemptyPositions _crewRole > 0(Common_CreateTeam.sqf:119,145). - Each crew unit receives a
HandleDamageEH (the inline_rearmorclosure) that reduces damage from autocannon rounds (B_20mm_AA,B_23mm_AA,B_25mm_HE,B_25mm_HEI,B_30mm_AA,B_30mm_HE) by 20% (Common_CreateTeam.sqf:68-82,142). - If zero crew were successfully created, the vehicle is immediately
deleteVehicle'd and a WARNING is logged (Common_CreateTeam.sqf:148-152).
- Crew class is resolved by vehicle kind:
If createGroup _side returns grpNull (Arma's per-side group limit is reached), the function exits immediately before spawning any units or vehicles. The exit path:
- Counts all current groups on this machine by side using
allGroups+forEach(Common_CreateTeam.sqf:31-55). - Emits a WARNING log line prefixed
TOWN_GROUP_COUNT create_failedcontaining: machine type (SERVER/CLIENT/HC), side, per-side group count, total group count, and per-side breakdown (Common_CreateTeam.sqf:57). - Returns
[[], [], _team, []]— an empty result tuple (Common_CreateTeam.sqf:65).
The same TOWN_GROUP_COUNT diagnostic (prefixed town_empty) fires in Common_CreateTownUnits.sqf:73-101 when a town activates with zero units and zero vehicles created.
Interpreting TOWN_GROUP_COUNT in logs: a create_failed entry means the machine creating town AI has hit the engine side group cap. The per-side count in the log identifies which side is saturated. This is the primary group-leak signal. See AI-Headless-And-Performance for cap values and mitigation patterns.
| Caller | Function called | Notable arguments |
|---|---|---|
Common_CreateTownUnits.sqf:33 |
CreateTeam |
_probability=90, _global=true
|
Common_CreateTeam.sqf:95 |
CreateUnit |
_global forwarded from team level |
Common_CreateTeam.sqf:104 |
CreateVehicle |
direction 0, bounty true, _global forwarded |
Common_CreateTeam.sqf:120 |
CreateUnit |
crew creation, same _global
|
Common_CreateUnitForStaticDefence.sqf:76 |
CreateUnit |
no _global arg (defaults true) |
All three functions record a PerformanceAudit entry when PerformanceAudit_Record is non-nil and PerformanceAuditEnabled is true:
| Function | Audit event name | Key fields logged |
|---|---|---|
CreateUnit |
"createunit" |
type, side, global, trackInf, init mode, leaderPlayer, isMan |
CreateVehicle |
"createvehicle" |
type, side, global, init mode, bounty, locked, special, isAir, isTank, isCar |
CreateTeam |
"createteam" |
side, global, templates, infantry, vehicles, crews, skipped, groupNull |
Both CreateUnit and CreateVehicle check !isNil "isHeadLessClient" && {isHeadLessClient} before any setVehicleInit call. When this is true, global init is skipped entirely. This prevents the Init_Unit.sqf client setup — which adds map markers, action menu entries, missile EHs, and AAR tracking — from being broadcast via setVehicleInit and re-executing on every JIP client for pure AI units that have no player-visible marker need.
Both CreateUnit and CreateVehicle accept either a SIDE value or a numeric side ID and normalize via WFBE_CO_FNC_GetSideID / WFBE_CO_FNC_GetSideFromID. CreateTeam expects a SIDE value and calls GetSideID immediately (Common_CreateTeam.sqf:7).
Common/Init/Init_Unit.sqf is the script invoked by the setVehicleInit broadcast. Key client-only effects:
- Waits for
commonInitCompleteandclientInitCompletebefore proceeding (Init_Unit.sqf:18,33). - Adds NVGoggles to east units lacking them (mirrors CreateUnit's server-side patch) (
Init_Unit.sqf:46-48). - Adds Airlift action if
WFBE_UP_AIRLIFT > 0(Init_Unit.sqf:52-55). - Adds repair/build/camp/HQ actions to repair trucks (
Init_Unit.sqf:56-69). - Adds Low Gear toggle to tanks and cars; Push action to ships; HALO and Cargo Eject to air transports (
Init_Unit.sqf:71-93). - Attaches countermeasure EH for
WFBE_C_MODULE_WFBE_FLARES(vanilla only) (Init_Unit.sqf:96-109). - Attaches AAR tracking for enemy aircraft when
WFBE_C_STRUCTURES_ANTIAIRRADAR > 0(Init_Unit.sqf:111-116). - Attaches missile masking EH for tanks, cars, and air (
Init_Unit.sqf:208-213). - Creates a per-side map marker (type, color, size, and refresh rate vary by vehicle kind and side match) (
Init_Unit.sqf:144-196). - Attaches combat blinking
FiredEH whenWFBE_C_MAP_ICON_BLINKING_ENABLED == 1(Init_Unit.sqf:186-192).
All of this runs only on the matching player's client (sideID == _sideID, exit at Init_Unit.sqf:142) after a hard sleep 2 (Init_Unit.sqf:34). This is why broadcasting it for every town AI unit via setVehicleInit causes client CPU spikes.
-
Factory-And-Purchase-Systems-Atlas — how player buy paths invoke
CreateUnit/CreateVehiclefor purchased AI -
Towns-Camps-And-Capture-Atlas — town activation lifecycle and how
Common_CreateTownUnits.sqffeeds into this page's functions - AI-Headless-And-Performance — HC delegation topology, per-side group caps, and interpreting TOWN_GROUP_COUNT log lines
-
Variable-And-Naming-Conventions —
WFBE_C_*,WFBE_UP_*, and side ID constant conventions referenced throughout -
Construction-And-CoIn-Systems-Atlas — static defense creation via
Common_CreateUnitForStaticDefence.sqf
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- 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