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Supply Mission Player Guide
Source-verified 2026-06-23 against current stable/B74.1
origin/master@f8a76de34and B74.2origin/claude/b74.2-aicom@21b62b04; B74.2 keeps the same supply start/scan anchors and only line-drifts source Chernarus completion handling. Paths relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/unless noted. Arma 2 OA 1.64.
Supply missions are the primary way non-commander players inject team supply directly into the economy. Only the SpecOps role has the scroll-menu actions to load and deliver supplies. A single successful run on a high-SV town can move the side's supply total more than several minutes of passive income.
The LOAD SUPPLIES and UNLOAD SUPPLIES scroll actions are added exclusively to the SpecOps class in Client/Module/Skill/Skill_Apply.sqf:50-70. No other role receives them.
Town markers on the map show SV: <current>/<max>. When a town is eligible for a supply run the marker text changes:
| You are playing | Marker text (cooldown OFF) | Marker text (cooldown ON) |
|---|---|---|
| SpecOps | SV: 40/100 [+SUPPLY] |
SV: 40/100 [MM:SS] |
| Any other role | SV: 40/100 [+] |
SV: 40/100 |
The [+SUPPLY] label is set by Client/FSM/updatetownmarkers.sqf:24-25 and is SpecOps-gated because only SpecOps can act on it. When cooldown is active — supplyMissionCoolDownEnabled == true on the town object — the [+SUPPLY] suffix is replaced by a live [MM:SS] countdown for SpecOps players (updatetownmarkers.sqf:46-58); non-SpecOps roles see the plain SV: 40/100 with no suffix (updatetownmarkers.sqf:60). A town with no suffix cannot be collected from until the 30-minute cooldown expires (see Cooldown below).
- Pick a [+SUPPLY] town. Drive your supply truck to the town center (near the main depot). Stay on foot — you must be dismounted.
-
Check distance. The action condition requires
player distance (call GetClosestFriendlyLocation) < 70(Skill_Apply.sqf:58). The script itself enforces a stricter_cursorTarget distance player < 50at load time (supplyMissionStart.sqf:53). If you are over 50 m from the truck when you trigger the action the run will not start. -
Aim at an empty supply truck and scroll LOAD SUPPLIES. The truck must be of a type in
WFBE_C_SUPPLY_TRUCK_TYPES(see Vehicle types) and must not already be loaded (SupplyAmount == 0) or in the middle of loading (SupplyLoading == false). -
Drive to your Command Center (marked C on the map). The server loop in
Server/Module/supplyMission/supplyMissionStarted.sqf:47-106checks every second whether aBase_WarfareBUAVterminalobject is within 80 m of the truck (supplyMissionStarted.sqf:59). -
Delivery is automatic for trucks. The moment the proximity check passes, the server resolves the delivering player and fires
WFBE_Server_PV_SupplyMissionCompleted. No scroll action is needed.
Helicopter supply requires the Aircraft Factory upgraded to level 3 (WFBE_UP_AIR >= 3, checked at supplyMissionStart.sqf:29,40). The eligible helicopter classes on Chernarus are MH60S (WEST) and Mi17_Ins (EAST) (Init_CommonConstants.sqf:181). This feature can be disabled by the lobby parameter WFBE_C_SUPPLY_HELI_ENABLED; when set to anything other than 1, WFBE_C_SUPPLY_HELI_TYPES is emptied and the helicopter option disappears entirely (Init_CommonConstants.sqf:182-183).
Loading:
- Exit the helicopter and stand within 15 m of it (
supplyMissionStart.sqf:71). Entering a vehicle or moving beyond 15 m cancels the load. - Trigger
LOAD SUPPLIESwhile aiming at the helicopter. A channeled 15-second timer runs (WFBE_C_SUPPLY_HELI_LOAD_TIME = 15atInit_CommonConstants.sqf:176). - The on-screen counter shows
Loading supplies into the helicopter... X / 15 sduring the wait (supplyMissionStart.sqf:72). - The town cooldown is set immediately when loading begins for a helicopter and is rolled back if loading is cancelled (
supplyMissionStart.sqf:56,92).
Delivery:
- Fly to the Command Center. The server checks horizontal distance (altitude is ignored for helicopters) against a 80 m 2D radius (
supplyMissionStarted.sqf:55-57); the search radius for the terminal scan is extended to 400 m for helicopters (supplyMissionStarted.sqf:59). - Once in range, scroll
UNLOAD SUPPLIES. A second 15-second channeled timer runs (WFBE_C_SUPPLY_HELI_UNLOAD_TIME = 15atInit_CommonConstants.sqf:177). Keep the helicopter alive and below 35 m altitude (supplyMissionUnload.sqf:56). - If the unload completes,
supplyMissionUnload.sqf:68-69fires the sameWFBE_Server_PV_SupplyMissionCompletedsignal as the truck path.
The supply amount loaded into the vehicle is calculated client-side at trigger time:
_supplyAmount = floor ((_sourceTown getVariable "supplyValue") * WFBE_C_ECONOMY_SUPPLY_MISSION_MULTIPLIER * _supplyUpgradeModifier)
supplyMissionStart.sqf:61
| Constant | Value | Source |
|---|---|---|
WFBE_C_ECONOMY_SUPPLY_MISSION_MULTIPLIER |
20 |
Init_CommonConstants.sqf:171 |
_supplyUpgradeModifier at Supply Rate upgrade 0–1 |
1.0 |
supplyMissionStart.sqf:58 |
_supplyUpgradeModifier at Supply Rate upgrade 2 |
1.5 |
supplyMissionStart.sqf:60 |
_supplyUpgradeModifier at Supply Rate upgrade 3+ |
2.0 |
supplyMissionStart.sqf:59 |
supplyValue is the town's current SV at the moment of loading. A town at SV 40 with no Supply Rate upgrade yields floor(40 × 20 × 1) = 800 S.
Reward is applied client-side when WFBE_Server_PV_SupplyMissionCompletedMessage is received by the delivering player's machine (supplyMissionCompletedMessage.sqf:20-23).
| Delivery type | Cash reward | Score gain |
|---|---|---|
| Truck |
_supplyAmount (e.g. $800) |
round(_supplyAmount / 100 × 1.5) |
| Helicopter (Air level 3) | round(_supplyAmount × 1.25) |
Same formula × 1.25 |
Constants: WFBE_C_SUPPLY_HELI_REWARD_MULT = 1.25 (Init_CommonConstants.sqf:173); WFBE_SUPPLY_MISSION_SCORE_COEF = 1.5 (Init_CommonConstants.sqf:197). Score gain is from supplyMissionCompletedMessage.sqf:30-32.
When Air factory is upgraded to level 4, a helicopter delivery becomes a cash run (supplyMissionCompleted.sqf:29). Instead of adding supply to the team pool, the commander's funds receive a tithe:
commander team funds += round(_supplyAmount × 1.25 × 0.20)
The commander cut is WFBE_C_SUPPLY_CASHRUN_COMMANDER_CUT = 0.20 (Init_CommonConstants.sqf:174). The delivering pilot still receives their full 1.25× cash reward (supplyMissionCompletedMessage.sqf:17,21). The side supply pool is not incremented on a cash run (supplyMissionCompleted.sqf:33-41).
For non-cash-run deliveries, ChangeSideSupply is called server-side with the full _supplyAmount (supplyMissionCompleted.sqf:40). The side supply pool is capped at WFBE_C_MAX_ECONOMY_SUPPLY_LIMIT = 40000 and WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT = 50000 (Init_CommonConstants.sqf:164,170).
Each town has a 30-minute cooldown after a supply run. The interval is WFBE_CO_VAR_SupplyMissionRegenInterval = 1800 seconds (Common/Init/Init_Common.sqf:203). The cooldown is stored as LastSupplyMissionRun on the town object and compared against time by Server/Module/supplyMission/isSupplyMissionActiveInTown.sqf:8,12. When the cooldown is active the town marker loses its [+SUPPLY] suffix and attempting to load produces:
This town doesn't have enough supplies to be collected yet! You can start a supply mission in towns that have [+SUPPLY] added after their SV on map.
(supplyMissionStart.sqf:13)
The cooldown resets automatically via Server/Module/supplyMission/supplyMissionTimerForTown.sqf, which sleeps for the interval and then broadcasts WFBE_Server_PV_IsSupplyMissionActiveInTown with false.
If an enemy destroys a loaded supply vehicle (truck or helicopter), the killer's side receives 25% of the cargo as supply (WFBE_C_SUPPLY_INTERDICTION_CUT = 0.25, Init_CommonConstants.sqf:175). This is handled by a Killed event handler attached to the vehicle at mission start (supplyMissionStarted.sqf:15-30). Only genuine enemy kills qualify; friendly fire does not trigger it (supplyMissionStarted.sqf:24).
All classnames are defined in WFBE_C_SUPPLY_TRUCK_TYPES (Init_CommonConstants.sqf:179):
| Classname | Faction |
|---|---|
WarfareSupplyTruck_USMC |
WEST (USMC) |
WarfareSupplyTruck_RU |
EAST (RU) |
WarfareSupplyTruck_INS |
INS |
WarfareSupplyTruck_Gue |
GUER |
WarfareSupplyTruck_CDF |
CDF |
UralSupply_TK_EP1 |
TK (Takistan) |
MtvrSupply_DES_EP1 |
USMC Desert EP1 |
Defined in WFBE_C_SUPPLY_HELI_TYPES at Init_CommonConstants.sqf:181. On Chernarus (IS_chernarus_map_dependent):
| Classname | Side |
|---|---|
MH60S |
WEST (USMC) |
Mi17_Ins |
EAST |
| Message | Cause | Fix |
|---|---|---|
| This town doesn't have enough supplies to be collected yet! | Town is on cooldown (supplyMissionCoolDownEnabled == true). |
Wait for [+SUPPLY] to reappear (up to 30 min). |
| Aim at an empty supply truck, or at an empty supply helicopter once Aircraft Factory is level 3. |
cursorTarget is null. |
Aim directly at the vehicle before scrolling. |
| Supply helicopters need the Aircraft Factory upgraded to level 3. | Air upgrade level is below 3. | Wait for the commander to research Air level 3. |
| This supply vehicle is already loaded with S X. |
SupplyAmount > 0 on the vehicle. |
Deliver the existing load first. |
| Your supply vehicle is too far away to collect the supply from this town! | Distance to vehicle exceeds 50 m. | Move closer to the truck before using the action. |
| Exit the helicopter and stay outside for 15 seconds while supplies are loaded. | Player is inside a vehicle when triggering heli load. | Exit the helicopter, then trigger the action on foot. |
| Loading cancelled — you moved too far away from the helicopter. | Moved more than 15 m during the heli load timer. | Stay within 15 m of the helicopter for the full 15-second window. |
| Land or hover within 80m horizontal distance of your Command Center to unload supplies. | Helicopter is not within 80 m (2D) of a Base_WarfareBUAVterminal. |
Fly closer to the Command Center and re-trigger UNLOAD SUPPLIES. |
All messages sourced from supplyMissionStart.sqf:11-101 and supplyMissionUnload.sqf:33-65.
- Supply-Mission-Architecture — server state ownership, PVF flow, cooldown defects and authority hardening notes
- Economy-Towns-And-Supply — passive supply income, town SV mechanics and the supply pool
-
Upgrades-And-Research-Atlas — full upgrade tree including
WFBE_UP_SUPPLYRATE(index 6) andWFBE_UP_AIR(index 3) - Towns-Camps-And-Capture-Atlas — how towns are captured and SV is affected
- Factory-And-Purchase-Systems-Atlas — buying supply trucks and supply helicopters
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