-
Notifications
You must be signed in to change notification settings - Fork 0
Territorial Victory Reference
This page documents the current Build 87 territorial victory clock in origin/claude/build84-cmdcon36@6f2fc4bd10c8339fd13be087d327717ff58c85e8. It is the dedicated operator reference for the "80% towns for 30 uninterrupted minutes" win path, and it should be read alongside the broader Victory and endgame atlas.
Scope note: line refs below cite the Chernarus source mission, Missions/[55-2hc]warfarev2_073v48co.chernarus/, on the current Build 87 branch. Maintained Vanilla/Takistan line numbers can drift and should be checked before release or source-patch wording.
Territorial victory is controlled by a separate flag family, not by the legacy WFBE_C_VICTORY_THREEWAY parameter.
| Constant | Default | Meaning | Source |
|---|---|---|---|
WFBE_C_VICTORY_TERRITORIAL |
1 |
Enables the territorial clock. | Common/Init/Init_CommonConstants.sqf:862 |
WFBE_C_VICTORY_TERRITORIAL_FRAC |
0.8 |
Town-share ratio required before a side's clock starts or keeps running. | Common/Init/Init_CommonConstants.sqf:863 |
WFBE_C_VICTORY_TERRITORIAL_MINS |
30 |
Uninterrupted minutes at or above the ratio before victory is awarded. | Common/Init/Init_CommonConstants.sqf:864 |
The user-facing tip also says territorial victory is live: holding most towns long enough can end the round before every base is destroyed (Common/Init/Init_CommonConstants.sqf:1480).
The mode uses two thresholds in sequence:
- Town-share threshold: every victory-loop tick, the server counts the towns a candidate side holds and checks
(_held / _total) >= _terrFrac(Server/FSM/server_victory_threeway.sqf:64-71). - Time threshold: once at or above the ratio, the side must remain there for
_terrMins * 60seconds without dropping below it (server_victory_threeway.sqf:56-58,83-89).
The gate is ratio-based, not rounded-town-count-based. _needed = _terrFrac * _total is display-only, so the actual win logic avoids off-by-one ambiguity around fractional town counts (server_victory_threeway.sqf:65-67).
GUER/resistance is not a candidate winner for this mode. The clock loop iterates WFBE_PRESENTSIDES - [WFBE_DEFENDER], the same exclusion used by the standard victory loop (server_victory_threeway.sqf:119,200). GUER can deny and flip towns, but it cannot complete this win path.
| State | Server behavior | Evidence |
|---|---|---|
| Disabled or no towns | The clock block does not run unless WFBE_C_VICTORY_TERRITORIAL > 0, !WFBE_GameOver, and _total > 0. |
server_victory_threeway.sqf:54 |
| Clock starts | A side at or above the ratio gets WFBE_TERRITORIAL_CLOCK_<sid> = time, milestone bucket reset to -1, and win marker reset to 0. |
server_victory_threeway.sqf:71-80 |
| Clock advances | The server computes elapsed and remaining time from the stored start time, then checks completion on later ticks. | server_victory_threeway.sqf:81-90 |
| Milestones announce | Remaining-time buckets at 20, 10, 5 and 1 minute are rate-limited by WFBE_TERRITORIAL_MILE_<sid>. |
server_victory_threeway.sqf:91-104 |
| Grip breaks | Dropping below the ratio resets clock, milestone and win marker state, and announces that the siege is broken. | server_victory_threeway.sqf:107-116 |
| Clock completes | Completion sets WFBE_TERRITORIAL_WIN_<sid> = 1; the normal award block reads it on the same side pass. |
server_victory_threeway.sqf:86-89,145-150 |
The victory loop sleeps for 80 seconds between passes (server_victory_threeway.sqf:6,203). Operators should expect announcement and award timing to be loop-cadence based rather than frame-exact.
"Timeout" for this mode means the 30-minute hold timer reaches zero while the side is still at or above the town-share threshold. It is not the same thing as the separate endgame soft-forcing economy taper.
When the territorial timer completes:
- The clock block marks
WFBE_TERRITORIAL_WIN_<sid>as1(server_victory_threeway.sqf:86-89). - The standard victory award block ORs
_terrWininto the existing HQ-loss/all-towns trigger (server_victory_threeway.sqf:150,158-159). - For territorial wins,
_winSide = _x, because the side being evaluated is the dominating holder (server_victory_threeway.sqf:165-171). - The server sends the normal endgame special with the winner side id (
server_victory_threeway.sqf:179). - It writes
WF_Winner, setsgameOverandWFBE_GameOver, emits optionalWASPSTAT|ROUNDEND, and callsWFBE_CO_FNC_LogGameEndwith_winSide(server_victory_threeway.sqf:186-198). - The script exits the main loop and runs the existing mission shutdown path, including the AntiStack-disabled shortcut or final score persistence tail (
server_victory_threeway.sqf:203-230).
The endgame soft-forcing constants are separate: WFBE_C_ENDGAME_FORCE_ENABLE defaults 0, starts after WFBE_C_ENDGAME_FORCE_TIMER = 90 unresolved minutes when enabled, and tapers income with its own step/floor constants (Common/Init/Init_CommonConstants.sqf:605-615). Do not describe that 90-minute economy pressure as the territorial-victory timeout.
Use these RPT/log strings for manual or soak smoke when validating a territorial round:
| Moment | Expected cue |
|---|---|
| Clock starts | `AICOMSTAT |
| Milestone | `AICOMSTAT |
| Grip breaks | `AICOMSTAT |
| Win awarded | `AICOMSTAT |
Dashboard announcements should also appear to clients:
| Moment | Message shape |
|---|---|
| Clock starts | <side> dominates the region ... VICTORY in <mins>:00 unless their grip is broken! |
| Milestone | <side> still holds the region ... VICTORY in <bucket> minute(s) unless broken! |
| Grip breaks | The siege is broken! <side> no longer dominates the region ... the victory clock is reset. |
| Win awarded | <side> has WON by TERRITORIAL DOMINANCE ... |
WFBE_C_VICTORY_THREEWAY still exists and defaults to 0 (Common/Init/Init_CommonConstants.sqf:1559). Current Build 87 Chernarus deliberately removed the old _victory == 0 trap so non-zero values no longer disable standard supremacy/HQ-loss detection, but the source comment is explicit: no new victory modes are added by _victory; the change only keeps standard victory detection running (server_victory_threeway.sqf:3,11-15).
WFBE_C_VICTORY_THREEWAY_LOCATION_SWAP = 300 remains a legacy respawn/start-location parameter (Common/Init/Init_CommonConstants.sqf:1560). The current Chernarus source still references WFBE_C_VICTORY_THREEWAY in respawn availability (Client/Functions/Client_GetRespawnAvailable.sqf:96), but that is not the territorial clock.
Practical rule: use WFBE_C_VICTORY_TERRITORIAL* when discussing the 80%/30min mode. Use WFBE_C_VICTORY_THREEWAY only when discussing legacy victory-condition parameter behavior or respawn/start-location rules.
| Scenario | Expected result |
|---|---|
Territorial flag 0
|
No territorial clock announcements or win markers; standard victory detection still runs. |
| One side reaches the town-share ratio | Clock starts once for that side, with clock-start telemetry and a dashboard announcement. |
| The side stays above the ratio | Milestone buckets fire at most once each as the 30-minute timer advances. |
| The side drops below the ratio | Clock, milestone and win marker reset; clock-broken telemetry appears. |
| The side holds for the full duration |
_winSide is the holding side; normal endgame, WF_Winner, WASPSTAT and LogGameEnd use that winner. |
| GUER/resistance holds towns | GUER may deny territory, but it is excluded from candidate winners and should not receive a territorial win. |
Non-zero WFBE_C_VICTORY_THREEWAY
|
Standard detection should continue in current Chernarus; do not expect this parameter to implement the 80%/30min territorial mode. |
Main atlas: Victory and endgame atlas | Town context: Towns, camps and capture atlas | GUER context: GUER Insurgents faction overview
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- 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