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Takistan Map Content Reference

rayswaynl edited this page Jul 3, 2026 · 5 revisions

Takistan Map Content 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_Vanilla/[61-2hc]warfarev2_073v48co.takistan/ unless noted. Paths prefixed Common/ without a mission qualifier share source with Missions/[55-2hc]warfarev2_073v48co.chernarus/Common/. Arma 2 OA 1.64.

Mission Profile

Property Value Source
Mission file [61-2hc]warfarev2_073v48co.takistan folder name
Slot count 34 (player="PLAY CDG" entries) mission.sqm:2847,2869,…
Total towns (totalTowns) 31 mission.sqm:633
Airport logic objects 2 (LocationLogicAirport) mission.sqm:1241,1423
Naval flag (isNavalTerrain) false — no boat classes generated Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:10
Terrain type DESERT Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:6
In-game map name takistan Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:9
Boundary (WFBE_BOUNDARIESXY) 12800 m Common/Init/Init_Boundaries.sqf:8
Starting distance 7500 m Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:7
Chernarus-map-dependent flag falseIS_CHERNARUS_MAP_DEPENDENT is never defined in this mission initJIPCompatible.sqf:114-116
Faction profile flag IS_Takistan_Faction_On_This_Map = true, IS_Russian_Faction_On_This_Map = false initJIPCompatible.sqf:265-270
Maintenance tier Faithful generated target (see Content Structure And Maps)

Faction Selection

At runtime IS_chernarus_map_dependent is false (the preprocessor define IS_CHERNARUS_MAP_DEPENDENT is absent), so the Takistan faction branch executes throughout shared Common/ code.

Side Faction key Faction index in WFBE_C_UNITS_FACTIONS_* Source
WEST US 1 (WFBE_C_UNITS_FACTION_WEST = 1) Common/Init/Init_CommonConstants.sqf:1041
EAST TKA 2 (WFBE_C_UNITS_FACTION_EAST = 2) Common/Init/Init_CommonConstants.sqf:1042
GUER TKGUE 2 (WFBE_C_UNITS_FACTION_GUER = 2) Common/Init/Init_CommonConstants.sqf:1043

Faction arrays: WFBE_C_UNITS_FACTIONS_WEST = ['CDF','US','USMC'], WFBE_C_UNITS_FACTIONS_EAST = ['INS','RU','TKA'], WFBE_C_UNITS_FACTIONS_GUER = ['GUE','PMC','TKGUE'] (Common/Init/Init_CommonConstants.sqf:1031-1033).

Supply helicopter pool on Takistan: WFBE_C_SUPPLY_HELI_TYPES = ['UH60M_EP1','Mi17_TK_EP1'] (WEST UH-60M / EAST Mi-17 TK). On Chernarus the pool is ['MH60S','Mi17_Ins'] (Common/Init/Init_CommonConstants.sqf:181).

Resistance (GUER) Squad Templates

Config_GUE.sqf defines four resistance squad templates. The infantry templates use TK_GUE_*_EP1 classnames specific to the Takistan resistance faction; the fourth template uses PMC classnames. The file ends by setting three vehicle-crew fallback variables that retain Chernarus-era GUE_* classnames — a known drift not corrected in master (Server/Config/Config_GUE.sqf:86-88).

Template Leader Composition Type index Source
Infantry Squad TK_GUE_Warlord_EP1 AR + 2× EP1 Soldier + Sniper + HAT + AT + AAT 0 (Inf) Server/Config/Config_GUE.sqf:10-17
Rifle Squad A TK_GUE_Warlord_EP1 AR + 2× Soldier_2 + Sniper + HAT + AT + AAT 0 (Inf) Server/Config/Config_GUE.sqf:28-35
Rifle Squad B TK_GUE_Warlord_EP1 AR + 2× Soldier_3 + Sniper + HAT + AT + AAT 0 (Inf) Server/Config/Config_GUE.sqf:46-53
Weapon Squad (PMC) Soldier_TL_PMC 3× AT + 2× Bodyguard_M4 + MG + AA 0 (Inf) Server/Config/Config_GUE.sqf:64-71

WFBE_GUERRESCREW / WFBE_GUERRESSOLDIER / WFBE_GUERRESPILOT drift: These three variables are set to GUE_Soldier_Crew, GUE_Soldier_1, and GUE_Soldier_Pilot in both the Chernarus and Takistan Config_GUE.sqf files (Server/Config/Config_GUE.sqf:86-88). Takistan-equivalent classnames (TK_GUE_Soldier_Crew, etc.) are not used. Consumers that spawn individual resistance crew members will spawn Chernarus-faction models on Takistan.

Airports

Two LocationLogicAirport objects are placed in the mission editor. No additional init string beyond this enableSimulation false is set on either; airport behaviour is governed by shared Common/ code that reads LocationLogicAirport objects at runtime.

# Position (X, Z, Y) Azimuth Logic ID Source
Airport 1 8191.4, 296.0, 1803.5 60° 66 mission.sqm:665-669
Airport 2 5689.9, 83.0, 11181.2 220° 78 mission.sqm:847-851

No naval marker (LocationLogicNaval) exists in the Takistan mission — consistent with isNavalTerrain = false.

Start Vehicles

One random vehicle is spawned per playable side from the respective pool at mission start. The pool is compiled from WASP/unsort/StartVeh.sqf at Server/Init/Init_Server.sqf:306 and selected at :430 (WEST) and :447 (EAST). No GUER start vehicle pool exists in this file; the resistance side does not receive a random start vehicle.

EAST (TKA) Pool — 11 vehicles

Classname Source line
UAZ_MG_INS WASP/unsort/StartVeh.sqf:2
UAZ_AGS30_RU :3
UAZ_SPG9_INS :4
BTR40_MG_TK_INS_EP1 :5
LandRover_MG_TK_EP1 :6
LandRover_SPG9_TK_EP1 :7
BRDM2_TK_EP1 :8
GAZ_Vodnik_HMG :9
BTR60_TK_EP1 :10
Ural_ZU23_INS :12
BTR90 :12

WEST (US) Pool — 10 vehicles

Classname Source line
M1126_ICV_M2_EP1 WASP/unsort/StartVeh.sqf:16
M1126_ICV_mk19_EP1 :17
M1129_MC_EP1 :18
M1135_ATGMV_EP1 :19
HMMWV_M1151_M2_DES_EP1 :20
HMMWV_M998_crows_MK19_DES_EP1 :21
HMMWV_TOW :23
LAV25 :23
Pandur2_ACR :24
BAF_Jackal2_L2A1_W :25

Town Catalog

All 31 towns are listed below in mission.sqm appearance order. Each LocationLogicDepot object passes these arguments to Common\Init\Init_Town.sqf: [logic, displayName, dubbingName, startSV, maxSV, townValue, townTypeTemplate(s)].

dubbingName = "+" means no separate dubbing string is used (the display name is used as the dubbing identifier). Town-type templates determine the AI defense composition loaded by Init_Town.sqf; multiple templates means the engine picks one at runtime.

# Display name Start SV Max SV Town value Town type template(s) mission.sqm line
1 Chak Chak 20 80 800 LargeTown1, LargeTown2 800
2 Huzrutimam 10 50 600 MediumTown1, MediumTown2 894
3 Landay 10 40 400 SmallTown1 976
4 Loy Manara 30 120 1000 HugeTown1, HugeTown2 1021
5 Sultansafee 10 50 500 SmallTown1, SmallTown2 1103
6 Jaza 10 40 400 SmallTown1 1265
7 Chardarakht 10 50 500 MediumTown1, MediumTown2 1312
8 Hazar Bagh 10 30 400 SmallTown1 1382
9 Chaman 10 50 500 SmallTown1, SmallTown2 1447
10 Shukurkalay 10 60 600 MediumTown1, MediumTown2 1493
11 Sakhee 20 80 800 LargeTown1, LargeTown2 1575
12 Jilavur 10 50 500 SmallTown1, SmallTown2 1644
13 Khushab 10 50 500 SmallTown1, SmallTown2 1726
14 Mulladoost 10 60 600 MediumTown1, MediumTown2 1808
15 Kakaru 10 50 500 SmallTown1, SmallTown2 1890
16 Anar 10 50 500 SmallTown1, MediumTown1 1960
17 Feeruz Abad 30 120 1200 HugeTown1, HugeTown2 2041
18 Timurkalay 10 50 500 SmallTown1, SmallTown2 2123
19 Falar 10 50 600 MediumTown1, MediumTown2 2205
20 Garmarud 10 50 600 MediumTown1, MediumTown2 2287
21 Garmsar 30 120 1000 HugeTown1, HugeTown2 2368
22 Imarat 10 50 500 SmallTown1, SmallTown2, MediumTown1 2450
23 Gospandi 10 50 500 SmallTown1, SmallTown2 2532
24 Ravanay 10 40 400 SmallTown1 2602
25 Karachinar 10 40 500 SmallTown1, SmallTown2 2648
26 Nur 10 50 500 SmallTown1, SmallTown2 2706
27 Zavarak 20 80 800 LargeTown1, LargeTown2 2752
28 Bastam 20 70 800 LargeTown1, LargeTown2 2822
29 Nagara 30 120 1000 HugeTown1, HugeTown2 2927
30 Rasman 30 120 1000 HugeTown1, HugeTown2 3008
31 Shamali 10 40 500 SmallTown1, SmallTown2 3126

Total totalTowns variable: set to 31 on the WF_Logic object at mission.sqm:61. This is the source of truth used by Init_TownMode.sqf.

Town Type Summary

Type Count Start SV range Max SV range Town value range
SmallTown1 only 4 (Landay, Jaza, Hazar Bagh, Ravanay) 10 30–40 400
SmallTown1/SmallTown2 (two templates) 10 10 40–50 500
SmallTown1/MediumTown1 (mixed small/medium) 1 (Anar) 10 50 500
SmallTown1, SmallTown2, MediumTown1 (three templates) 1 (Imarat) 10 50 500
MediumTown1/MediumTown2 6 10 50–60 500–600
LargeTown1/LargeTown2 4 20 70–80 800
HugeTown1/HugeTown2 5 30 120 1000–1200

Town Removal Lists (Town Mode)

The WF_Logic object at mission.sqm:633 pre-populates four removal arrays used by Init_TownMode.sqf to subset active towns based on the WFBE_C_TOWNS_AMOUNT parameter. Towns are listed by their internal removal key (no spaces, camelCase).

Mode Removed towns (keys) Active count
XSmall FeeruzAbad, Nagara, Garmsar, Bastam, Zavarak, ChakChak, Sakhee, Garmarud, Falar, Chaman, Mulladoost, Nur, Karachinar, Rasman, Ravanay, Imarat, Shamali, Gospandi, Landay, Jaza, Timurkalay, Sultansafee, Shukurkalay, Jilavur, Khushab, Kakaru, Anar, HazarBagh 3
Small FeeruzAbad, Garmsar, Zavarak, ChakChak, LoyManara, Sakhee, Garmarud, Falar, Chaman, Mulladoost, Chardarakht, Karachinar, Ravanay, Imarat, Landay, Jaza, Timurkalay, Huzrutimam, Sultansafee, Shukurkalay, Jilavur, Khushab, Kakaru, Anar, HazarBagh 6
Medium FeeruzAbad, Garmsar, Zavarak, ChakChak, LoyManara, Sakhee, Chaman, Chardarakht, Nur, Karachinar, Ravanay, Landay, Jaza, Timurkalay, Huzrutimam, Sultansafee, Shukurkalay, Jilavur, Kakaru, Anar, HazarBagh 10
Large Chaman, HazarBagh, Nur, Landay 27

Source: mission.sqm:633 (single line containing the WF_Logic init string).

Note: the XSmall row leaves only 3 active towns (31 − 28 removed). These are: Huzrutimam, Loy Manara, and Chardarakht (the three towns absent from the XSmall removal array at mission.sqm:633).

Chernarus vs. Takistan Differences

Key differences relevant to cross-map development work:

Property Chernarus Takistan Source
Mission file [55-2hc]…chernarus [61-2hc]…takistan folder names
Slot count 34 (player="PLAY CDG" count in Chernarus mission.sqm — master Chernarus is an AI-vs-AI eval build with reduced slots) 34 (player="PLAY CDG" count) mission.sqm
totalTowns 46 31 mission.sqm:3332 (Chernarus), mission.sqm:61 (Takistan)
Boundary 15360 m 12800 m Common/Init/Init_Boundaries.sqf:5,8
IS_chernarus_map_dependent true false initJIPCompatible.sqf:114-116
WEST faction USMC (index 2) US (index 1) Common/Init/Init_CommonConstants.sqf:409,413
EAST faction RU (index 1) TKA (index 2) Common/Init/Init_CommonConstants.sqf:410,414
GUER faction GUE (index 0) TKGUE (index 2) Common/Init/Init_CommonConstants.sqf:411,415
Supply helicopters MH60S, Mi17_Ins UH60M_EP1, Mi17_TK_EP1 Common/Init/Init_CommonConstants.sqf:181
Naval marker Yes (Zodiac/PBX content) No Tools/LoadoutManager/…/TAKISTAN.cs:10
GUE resistance infantry GUE_Commander, GUE_Soldier_MG, etc. TK_GUE_Warlord_EP1, TK_GUE_Soldier_AR_EP1, etc. Server/Config/Config_GUE.sqf:10-17
GUERRESCREW / GUERRESSOLDIER / GUERRESPILOT GUE_Soldier_Crew / GUE_Soldier_1 / GUE_Soldier_Pilot same values (not updated to TK_GUE equivalents) — known drift Server/Config/Config_GUE.sqf:86-88
GUE structure classnames Gue_WarfareBBarracks, Gue_WarfareBLightFactory, … TK_GUE_WarfareBBarracks_EP1, TK_GUE_WarfareBLightFactory_EP1, … Common/Config/Core_Structures/Structures_CO_GUE.sqf:8-10

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