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Tactical Support Menu Player Guide

rayswaynl edited this page Jul 3, 2026 · 3 revisions

Tactical Support Menu Player Guide

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.

Build84/cmdcon36 note: the current Tactical menu also adds carrier SCUD plus five land SCUD/TEL munition rows. Use SCUD TEL Tactical Munitions Reference for the current SCUD/TEL catalog, server icbm-tel-fire contract and Takistan bought-SCUD bridge.

The Tactical Support Menu is the commander's primary special-action surface. It is opened from the main WF Menu (the Special button is enabled only for the team leader). This older guide covers the base nine support options; current Build84 SCUD/TEL additions are routed through the dedicated SCUD/TEL reference above. Items are greyed out when their prerequisite upgrade is missing, their personal fund balance is too low, or the cooldown has not elapsed.


Opening the Menu

The Special button in Client/GUI/GUI_Menu.sqf is enabled only when commandInRange is true and the player is leader WFBE_Client_Team. commandInRange is set by the client FSM whenever a friendly Command Center building is within range (Client/FSM/updateavailableactions.fsm:199).


Support Item Catalog

The list is built at runtime from four parallel arrays: _addToList (display names), _addToListID (internal IDs), _addToListFee (personal-fund cost deducted at firing — not side supply), and _addToListInterval (per-item cooldown in seconds). The list is then alphabetically sorted with lbSort, so the in-game order differs from the declaration order below. (Client/GUI/GUI_Menu_Tactical.sqf:56-62)

ID (internal) Display name Personal fee Cooldown Upgrade gate Module gate
Fast_Travel Fast Travel $0 (free mode) or per-km fee (fee mode) none WFBE_UP_FASTTRAVEL (index 12) WFBE_C_GAMEPLAY_FAST_TRAVEL > 0
ICBM ICBM $75,000 WFBE_UP_ICBM (index 11) WFBE_C_MODULE_WFBE_ICBM > 0 AND !IS_air_war_event
Paradrop_Ammo Paradrop Ammo $9,500 800 s WFBE_UP_SUPPLYPARADROP (index 16) always available when upgrade bought
Paradrop_Vehicle Paradrop Vehicle $3,500 600 s WFBE_UP_SUPPLYPARADROP (index 16) always available when upgrade bought
Paratroopers Paratroopers $8,500 WFBE_C_PLAYERS_SUPPORT_PARATROOPERS_DELAY (1200 s) WFBE_UP_PARATROOPERS (index 4) always available
Units_Camera Unit Camera $0 none commandInRange always available
UAV UAV $12,500 — (one active at a time) WFBE_UP_UAV (index 5) UAV classname set for side
UAV_Destroy UAV Destroy $0 UAV must be alive
UAV_Remote_Control UAV Remote Control $0 UAV must be alive

Sources: Client/GUI/GUI_Menu_Tactical.sqf:56-62 (arrays), Client/GUI/GUI_Menu_Tactical.sqf:244-285 (enable checks), Common/Init/Init_CommonConstants.sqf:286 (paratroopers delay).

Paradrop Ammo uses an 800 s interval; Paradrop Vehicle uses a 600 s interval. Both read and write the same lastSupplyCall variable, so firing either resets the other. Client/GUI/GUI_Menu_Tactical.sqf:61.

Current Build84 adds SCUD_Carrier, TEL_Saturation, TEL_Recon, TEL_Fascam, TEL_SteelRain and TEL_Buster rows. Their source-backed costs, map-click MenuActions and server validation are documented in SCUD TEL Tactical Munitions Reference.


Fast Travel

What it does. Teleports the player (and nearby friendly group vehicles within WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE = 175 m) to the clicked map destination. A map animation plays during transit; the player is placed safely at the destination using PlaceSafe. Client/GUI/GUI_Menu_Tactical.sqf:379-461.

Two modes controlled by WFBE_C_GAMEPLAY_FAST_TRAVEL (Common/Init/Init_CommonConstants.sqf:235):

Value Behaviour
0 Disabled — item greyed out regardless of upgrade
1 (default) Free — no fee deducted
2 Fee per km — deducted from personal funds at travel time

Fee mode parameters (all hardcoded, not mission parameters):

Constant Value Meaning
WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE 175 m Proximity required to a valid origin (HQ, fully-capped town, or Command Center)
WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE_MAX 3500 m Maximum destination distance shown on map
WFBE_C_GAMEPLAY_FAST_TRAVEL_PRICE_KM $215 Cost per km in fee mode
WFBE_C_GAMEPLAY_FAST_TRAVEL_TIME_COEF 0.8 Scales map animation duration relative to distance

Source: Common/Init/Init_CommonConstants.sqf:244-247.

Valid origins. The code checks (in priority order): deployed side HQ within range → closest fully-captured town within range → side Command Center within range. If none qualify, the button is disabled. Client/GUI/GUI_Menu_Tactical.sqf:146-193.

Valid destinations. Fully-captured friendly towns and side Command Centers that are more than 175 m away and no more than 3500 m away. In fee mode destinations the player cannot afford are also excluded. Yellow mil_circle markers appear on the map to indicate reachable destinations. Clicking within 500 m of a marker confirms the jump. Client/GUI/GUI_Menu_Tactical.sqf:194-226, 381-424.

Vehicles carried. Any vehicle in the player's group that is within WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE of the origin, is moving-capable (canMove), is not a static weapon, and is not stopped or on a WAIT/STOP command is teleported with the player. Client/GUI/GUI_Menu_Tactical.sqf:409.

Upgrade cost (USMC baseline): $1,500 (one level). Prerequisites: Light Factory level 1 + Supply level 1. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:44,103. Costs shown are from Upgrades_USMC.sqf; Combined Ops (CO) Chernarus loads Upgrades_CO_US.sqf for the West side when WF_A2_CombinedOps is true. Verify against the CO file if values differ.


UAV

What it does. Spawns a UAV at the nearest side Command Center and gives the player remote control via the OA interface (Client/Module/UAV/uav_interface_oa.sqf) plus a spotter script that marks enemy contacts on the map. Client/Module/UAV/uav.sqf:1-55.

Cost. $12,500 deducted from personal funds at the moment of spawn. Client/Module/UAV/uav.sqf:50.

One active at a time. Selecting UAV while playerUAV is already alive re-opens the interface rather than spawning a second aircraft. Client/Module/UAV/uav.sqf:4-12.

Gunner slot is BLUFOR-only. The gunner crew member (and Hellfire capability) is created only when sideJoined == west. OPFOR UAVs spawn with a driver only. Client/Module/UAV/uav.sqf:42-46.

UAV classnames by faction:

Faction root Vehicle classname
USMC MQ9PredatorB
US MQ9PredatorB_US_EP1
US Camo MQ9PredatorB_US_EP1
CDF MQ9PredatorB
RU Pchela1T
INS Pchela1T
GUE, TKA, TKGUE, PMC no UAV variable set — UAV item disabled

Sources: Common/Config/Core_Root/Root_USMC.sqf:18, Root_US.sqf:18, Root_CDF.sqf:18, Root_RU.sqf:17, Root_INS.sqf:17. GUE/TKA/TKGUE/PMC root files contain no UAV assignment; the uav.sqf exits early when the variable is nil or empty (Client/Module/UAV/uav.sqf:15-16).

UAV Destroy. Sets damage 1 on all crew and the vehicle and nulls playerUAV. No cost. Enabled only while the UAV is alive. Client/GUI/GUI_Menu_Tactical.sqf:278-280,329-335.

UAV Remote Control. Re-opens the UAV interface without respawning the aircraft. Enabled only while the UAV is alive. Client/GUI/GUI_Menu_Tactical.sqf:281-283,336-339.

Upgrade cost (USMC baseline): $2,000 (one level). Prerequisite: Air Factory level 2. Research time: 60 s. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:37,95,126.


Paratroopers

What it does. Sends a faction transport aircraft loaded with AI infantry to the clicked map position. The server selects a random map-edge spawn point, flies the aircraft to the target, and drops soldiers by parachute. Server/Support/Support_Paratroopers.sqf.

Cost. $8,500 from personal funds. Cooldown: 1200 s (20 minutes). Client/GUI/GUI_Menu_Tactical.sqf:60,61.

Upgrade levels. Three levels unlock progressively heavier squad compositions. Example for USMC:

Level Squad composition (classnames)
1 SL, LAT, Soldier ×2, AR, Medic
2 SL, AT ×3, AA, MG, Medic, Spotter, Sniper
3 FR Assault, HAT ×4, AA ×2, FR AR, FR AC, Medic, FR Marksman, AT, Sniper

Source: Common/Config/Core_Root/Root_USMC.sqf:31-33. RU uses equivalent compositions from Root_RU.sqf:30-32. The aircraft is the faction PARACARGO vehicle (C130J for USMC, Mi17_Ins for RU).

Upgrade cost (USMC baseline): $1,500 / $2,500 / $3,500 for levels 1/2/3. Prerequisites: Barracks + Air Factory + Gear all at matching level. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:36,90-93.


Ammo Paradrop and Vehicle Paradrop

Both call RequestSpecial on the server and share the same lastSupplyCall cooldown variable. Both require the WFBE_UP_SUPPLYPARADROP upgrade (index 16). Paradrop Ammo interval is 800 s; Paradrop Vehicle interval is 600 s. Client/GUI/GUI_Menu_Tactical.sqf:61,267-272,509-529.

Item Fee Cooldown Server handler Delivered asset (USMC) Delivered asset (RU)
Paradrop Ammo $9,500 800 s ParaAmmo / Server/Support/Support_ParaAmmo.sqf MH-60S dropping ammo crates (USBasicAmmunitionBox, USBasicWeaponsBox, USLaunchersBox) Mi-17 dropping RU ammo crates (RUBasicAmmunitionBox, RUBasicWeaponsBox, RULaunchersBox)
Paradrop Vehicle $3,500 600 s ParaVehi / Server/Support/Support_ParaVehicles.sqf MH-60S carrying parachuted MtvrRepair Mi-17 carrying parachuted KamazRepair

Sources: Common/Config/Core_Root/Root_USMC.sqf:38-40, Root_RU.sqf:36-38, Server/Init/Init_Server.sqf:40,42.

Upgrade cost (USMC baseline): $2,000 (one level). Prerequisite: Airlift upgrade level 1. Research time: 50 s. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:48,108,137.


ICBM

What it does. Launches a ballistic missile strike on the clicked map position. The commander sees a confirmation prompt before the fee is deducted. A red mil_warning marker and ellipse appear on the map; both are cleaned up after impact. All players on both sides receive an audio and text warning message. Client/GUI/GUI_Menu_Tactical.sqf:463-507.

Costs. The personal-fund fee is $75,000 (deducted client-side at fire). The upgrade purchase cost is $49,500 personal + $80,000 side supply (the second element of the cost tuple). Research time: 300 s. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:43,132.

Build84 splits the SCUD/ICBM upgrade into a conventional platform level and a nuke level: conventional TEL munitions use SCUD level 1, while the nuclear TEL path requires level 2. See SCUD TEL Tactical Munitions Reference for the current server-side gates.

Damage radius. 800 m (ICBM_DAMAGE_RADIUS). Radiation zone radius: 900 m (ICBM_RADIATION_RADIUS). Client/Module/Nuke/ICBM_Init.sqf:1-2.

Time to impact. Default 1 minute (WFBE_ICBM_TIME_TO_IMPACT = 1). Configurable as a mission parameter. Common/Init/Init_CommonConstants.sqf:256.

Gates.

Gate Condition
Module WFBE_C_MODULE_WFBE_ICBM > 0 (default 1)
Event exclusion IS_air_war_event must be false — ICBM is disabled during the Air War event
Role Caller must be in commanderTeam
Funds Personal balance >= $75,000
Upgrade WFBE_UP_ICBM (index 11) purchased — requires Air Factory level 3

Sources: Client/GUI/GUI_Menu_Tactical.sqf:253-260, Common/Config/Core_Upgrades/Upgrades_USMC.sqf:17,43,101, Common/Init/Init_CommonConstants.sqf:254,256, initJIPCompatible.sqf:128-141.


Unit Camera

What it does. Opens the Unit Camera dialog (RscMenu_UnitCamera) which lists all human players in the side and lets the commander spectate any of them. No fee. Client/GUI/GUI_Menu_Tactical.sqf:284-285,340-342.

Gate. commandInRange must be true (player's group is near a Command Center). No upgrade required. The button is greyed out away from base.


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