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Takistan Features

rayswaynl edited this page Jul 3, 2026 · 4 revisions

Takistan Features

Source-verified 2026-07-03 against origin/claude/build84-cmdcon36@5fca32390. Paths are relative to Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan/ unless noted. This is a wiki-only lane-286 reference; no mission source changed.

Takistan is not just the generated desert copy of Chernarus. Current Build84/Build89 lineage gives it a distinct map identity through oilfields, land SCUD economy, Takistan-only AI SCUD usage, wider road and slope allowances, and an explicit non-naval profile.

Fast Route

Feature Current Takistan behavior Primary source
Map profile version.sqf.template leaves IS_NAVAL_MAP commented and uses the Takistan mission name with STARTING_DISTANCE 7500. version.sqf.template:7-13; initJIPCompatible.sqf:15-25
Oilfield objective Server-launched only on Takistan when WFBE_C_OILFIELD_ENABLE is 1; default is on. Server/Init/Init_Server.sqf:1007-1012; Server/Server_Oilfields.sqf:73-80
Oilfield dynamic placement With WFBE_C_OILFIELD_DYNAMIC=1, resolves between the two HQs using ring search, road/town/house clearance and flatness checks; falls back to the legacy anchor if needed. Server/Server_Oilfields.sqf:88-100, :111-155, :197-221
Oilfield sabotage/repair Default-on sabotage halts income; owner repairs by presence in radius, with engineer/repair-truck acceleration. Common/Init/Init_CommonConstants.sqf:366-379; Server/Server_Oilfields.sqf:35-42
Heavy Factory SCUD Both WEST and EAST get a Takistan-only conventional SCUD buy row when WFBE_C_TK_SCUD_HF > 0. Common/Init/Init_CommonConstants.sqf:971-981; Common/Config/Core/Core_US.sqf:190-196; Common/Config/Core/Core_TKA.sqf:154-161
AI SCUD evaluator AI-commanded sides can fire Takistan SCUD saturation strikes through a low-cadence, world-gated evaluator when WFBE_C_TK_SCUD_AI > 0. Common/Init/Init_CommonConstants.sqf:983-996; Server/Init/Init_IcbmTel.sqf:1197-1207
AICOM road stance Takistan uses wider road standoff (40 vs Chernarus 24) and tighter lane jitter (60 vs 120) for open desert roads and switchbacks. Common/Init/Init_CommonConstants.sqf:338, :342
AICOM slope stance Takistan uses looser slope thresholds (0.80) so normal ridges do not over-throttle convoys. Common/Init/Init_CommonConstants.sqf:937-938, :1218-1223
No naval carriers IS_NAVAL_MAP is absent, so IS_naval_map stays false and naval HVT logic is a naval-map-only feature. version.sqf.template:7-9; initJIPCompatible.sqf:15-17; source Chernarus Server/Init/Init_NavalHVT.sqf:28

Map Profile

version.sqf.template is the map-level switchboard. In the Takistan template, IS_CHERNARUS_MAP_DEPENDENT, IS_MOD_MAP_DEPENDENT and IS_NAVAL_MAP are all commented; the mission name is [61] Warfare V48 Takistan, with STARTING_DISTANCE 7500 (version.sqf.template:7-13). At runtime, initJIPCompatible.sqf initializes IS_naval_map = false and only flips it inside #ifdef IS_NAVAL_MAP, so Takistan remains non-naval (initJIPCompatible.sqf:15-17).

The older Takistan map content reference covers static terrain, faction and mission.sqm facts. This page covers the current feature layer that makes Takistan play differently.

Oilfield Objective

The oilfield is a Takistan-only neutral resource node, not a town. Init_Server.sqf launches Server_Oilfields.sqf only when WFBE_C_OILFIELD_ENABLE is 1 and worldName is Takistan (Server/Init/Init_Server.sqf:1007-1012). The worker has its own Takistan guard and exits cheaply on every other map (Server/Server_Oilfields.sqf:73-80). See Takistan Oilfields Objective Reference for the dedicated operator/source map.

Default oilfield constants are mostly on:

Constant Default Meaning Source
WFBE_C_OILFIELD_ENABLE 1 Master enable; inert off Takistan. Common/Init/Init_CommonConstants.sqf:348
WFBE_C_OILFIELD_UNLOCK_TIME 3600 Unlock after one in-game hour. :349
WFBE_C_OILFIELD_RADIUS 120 Presence/capture radius. :352
WFBE_C_OILFIELD_INCOME_INTERVAL 60 Income tick cadence. :354
WFBE_C_OILFIELD_INCOME_SUPPLY 25 Supply paid per tick while held. :355
WFBE_C_OILFIELD_INCOME_CAP 15000 Lifetime payout cap. :356
WFBE_C_OILFIELD_PREMARK 1 Pre-unlock countdown marker. :361
WFBE_C_OILFIELD_MARKER_LIVE 1 Live owner/supply marker label. :367
WFBE_C_OILFIELD_SABOTAGE 1 Sabotage and repair loop. :368
WFBE_C_OILFIELD_AICOM_PULL 1 Pull AI commanders toward the nearest real town near the field. :374
WFBE_C_OILFIELD_GUER_RAID 0 Optional GUER raid party; default off because it adds AI units. :376
WFBE_C_OILFIELD_DYNAMIC 1 Place a new derrick near the HQ midpoint if possible. :381

Dynamic placement waits for both side HQs, computes their midpoint, and ring-searches for an open-ground candidate that is not water, is clear of roads/towns/houses and meets WFBE_C_OILFIELD_FLAT_Z (Server/Server_Oilfields.sqf:111-155). If the dynamic search is off or fails, it falls back to the legacy WFBE_C_OILFIELD_POS anchor and snaps to nearby fuel/oil map objects when available (Server/Server_Oilfields.sqf:197-221). When dynamic placement succeeds, it spawns a small derrick composition using EP1 oil/fuel objects (Server/Server_Oilfields.sqf:238-274).

Takistan SCUD Path

Takistan has two SCUD-related identities:

  • The shared SCUD/TEL parameter rows expose carrier SCUD cost/cooldown and TEL countdown/cooldown in the lobby (Rsc/Parameters.hpp:413-436).
  • The Takistan-only bought SCUD path is controlled by constants and core buy-row metadata, not dedicated lobby rows.

The Heavy Factory SCUD row is gated by WFBE_C_TK_SCUD_HF and worldName == "Takistan". It defaults to a conventional MAZ_543_SCUD_TK_EP1, costs 28000, requires Heavy Factory level 3, and caps live bought SCUDs at 2 per side (Common/Init/Init_CommonConstants.sqf:971-981). The row is appended to both US and TKA core rosters with the friendly label SCUD Launcher (conventional) (Common/Config/Core/Core_US.sqf:190-196; Common/Config/Core/Core_TKA.sqf:154-161).

The current Build84 Tactical menu and server fire contract are owned by SCUD TEL Tactical Munitions Reference: it separates carrier ScudStrike, research TEL munitions, Takistan bought-SCUD vehicle actions and AI-commanded SATURATION fire.

The AI SCUD evaluator is also Takistan-only. Its master flag defaults on, then sub-tunes the evaluator cadence, per-side interval, cluster size, base exclusion radius, confirmation radius and optional AI buy threshold (Common/Init/Init_CommonConstants.sqf:983-996). The evaluator loop only starts when worldName == "Takistan" and WFBE_C_TK_SCUD_AI > 0, waits for server init, then emits AICOMSTAT|...|AI_SCUD_LOOP|online (Server/Init/Init_IcbmTel.sqf:1197-1207). Target selection avoids enemy HQs, requires a reachable platform and confirms persistent clusters before firing (Server/Init/Init_IcbmTel.sqf:1040-1057, :1093-1124).

Adjacent source note: draft PR #491 is lane 196 and concerns the AI SCUD research order. This page does not claim that PR's behavior is merged; it documents the current target snapshot at 5fca32390.

AICOM Movement Tuning

Takistan's terrain changes the AI commander movement defaults:

Constant Takistan Non-Takistan branch Why it matters Source
WFBE_C_AICOM_ROAD_STANDOFF 40 24 Bases and service points stand farther off open Takistan roads. Common/Init/Init_CommonConstants.sqf:338
WFBE_C_AICOM_LANE_OFFSET 60 120 Narrows convoy side-jitter so switchback road snaps do not miss. :342
WFBE_C_AICOM_RECOVERY_SLOPE_Z 0.80 0.85 Only truly steep foot nodes snap to roads on TK ridges. :937
WFBE_C_AICOM_RECOVERY_FOOT_ROAD_R 300 200 Wider road-search radius on the sparse mountain road net. :938
WFBE_C_AICOM_SLOPE_Z 0.80 0.86 Convoys avoid LIMITED/NORMAL oscillation on ordinary TK inclines. :1218-1223
WFBE_C_AICOM_PLANE_FLYHEIGHT map-aware when 0 map-aware when 0 The comment names 500m Takistan ridges vs 400m Chernarus. :999

Consumers read these through missionNamespace getVariable during commander execution. For example, the careful-gear governor compares WFBE_C_AICOM_SLOPE_Z against the lead vehicle's surface normal (Common/Functions/Common_RunCommanderTeam.sqf:1316).

Non-Naval Identity

Takistan explicitly lacks IS_NAVAL_MAP in its version template (version.sqf.template:7-9). That makes the initJIPCompatible.sqf naval flag stay false (initJIPCompatible.sqf:15-17). Naval code still exists in mirrored files, but the naval HVT worker's first guard treats IS_naval_map=false as a naval-map-only skip condition (source Chernarus Server/Init/Init_NavalHVT.sqf:28). So Takistan can have land SCUD and oilfield gameplay while remaining non-naval.

Parameter Surface

As of 5fca32390, the lobby-visible Takistan-adjacent rows are the shared SCUD rows:

Parameter class Default Source
WFBE_C_SCUD_COST 25000 Rsc/Parameters.hpp:413-418
WFBE_C_SCUD_COOLDOWN 300 :419-424
WFBE_C_ICBM_TEL_COUNTDOWN 300 :425-430
WFBE_C_ICBM_TEL_COOLDOWN 300 :431-436

No dedicated Parameters.hpp rows were found for WFBE_C_OILFIELD_*, WFBE_C_TK_SCUD_*, WFBE_C_AICOM_ROAD_STANDOFF, WFBE_C_AICOM_SLOPE_Z or WFBE_C_AICOM_RECOVERY_SLOPE_Z in this snapshot. Those values are currently constants, not host-lobby choices.

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