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Town Capture Garrison And Airfield Rebuild
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
When a town flips owner, server_town.sqf does far more than recolor a marker. Inside the single if(_captured) block (Server/FSM/server_town.sqf:203, after TownCaptured is dispatched) it tears down the old garrison, re-seeds the new owner's defenses on three different paths, spawns a one-shot mop-up squad, and — at airfield towns — rebuilds the entire service/hangar/counter-battery stack for the new side. Towns, Camps And Capture Atlas caps its server_town.sqf coverage at the capture-detection / SV loop (:12-276) and stops its capture-branch summary at "removes old town defense units and creates new defenses if enabled"; this page documents the post-capture follow-through (:251-575) that the atlas omits.
All of these side-effects run after _newSID (numeric) and _newSide (the SIDE value) are resolved at server_town.sqf:181-182, with _side holding the old owner. Because WFBE_DEFENDER = resistance (Common/Init/Init_Common.sqf:296), the test _newSide == WFBE_DEFENDER (server_town.sqf:277) reads as "resistance just captured this town".
| Stage | Lines | What fires |
|---|---|---|
| FM-5 active-flag clear | server_town.sqf:251-258 |
Clears wfbe_active / wfbe_active_air / wfbe_episode_spawned so the new owner can re-garrison immediately |
| Defender linger | server_town.sqf:260-273 |
Old gunners keep fighting WFBE_C_TOWNS_DEFENDER_LINGER s, then a fire-time-guarded cleanup deletes them |
| Resistance garrison (new owner = GUER) | server_town.sqf:277-293 |
Delayed ManageTownDefenses + optional OperateTownDefensesUnits spawn |
| Anti-turtle GUER-static deletion | server_town.sqf:295-303 |
WEST/EAST captor strips inherited GUER emplacements |
| Lazy garrison + mop-up squad (new owner = WEST/EAST) | server_town.sqf:305-398 |
T+60 s single squad, auto-despawn on 2 clear scans |
| Airfield rebuild | server_town.sqf:401-572 |
Garrison despawn, ServicePoint, hangar, CBR for the new side |
Immediately after the TownCaptured broadcast and the SetCampsToSide spawn, the branch resets the town's activation latches (server_town.sqf:253-256):
-
wfbe_active->false -
wfbe_active_air->false -
wfbe_episode_spawned->false
The header comment (server_town.sqf:251-252) states the intent: without this, the new owner would face an up-to-WFBE_C_TOWNS_UNITS_INACTIVE undefended window on a rapid recapture, because the activation FSM in server_town_ai.sqf would still think the town is active and skip re-spawning. Clearing wfbe_episode_spawned also releases the episode latch so the new owner's first activation episode is not blocked.
The old garrison is not deleted instantly. A detached spawn thread (server_town.sqf:262-273) holds the previous-owner gunners in place for a configurable linger window so a recapture feels like a fight rather than an instant vacuum.
| Element | Detail | Line |
|---|---|---|
| Linger duration |
sleep (WFBE_C_TOWNS_DEFENDER_LINGER), default 180 s |
server_town.sqf:267 |
| Fire-time ownership guard | Cleanup only if _loc getVariable "sideID" == _newSIDAtCapture (the captor still holds it) |
server_town.sqf:269 |
| Delete lingering units |
deleteVehicle every alive unit of WFBE_<oldSide>_DefenseTeam
|
server_town.sqf:270 |
| De-man emplacements | [_loc, _oldSide, "remove"] Call WFBE_SE_FNC_OperateTownDefensesUnits |
server_town.sqf:271 |
The guard at :269 is the key safety property: the _newSIDAtCapture snapshot is captured at fire time, so if the town flips back to the old owner during the linger window, the cleanup aborts and the old defenders are kept. The "remove" action hands off to the manning state machine documented in Static-Defense Manning Reference (Server_OperateTownDefensesUnits.sqf), which de-mans and reaps the pooled gunner groups.
After the linger thread is launched, the branch forks on who captured the town (server_town.sqf:277). The FINAL spec (2026-06-12) splits resistance recapture from owned-town occupation.
Gated on _town_defender_enabled (WFBE_C_TOWNS_DEFENDER > 0, resolved at server_town.sqf:24, default 2). A delayed spawn thread (server_town.sqf:280-292):
- sleeps
WFBE_C_TOWNS_DEFENSE_SPAWN_DELAY(default 300 s,server_town.sqf:286); - aborts if the town flipped away from
_newSIDAtCaptureduring the delay (server_town.sqf:287); - calls
WFBE_SE_FNC_ManageTownDefensesto (re)spawn the GUER emplacements (server_town.sqf:288); - if
WFBE_C_TOWNS_GUNNERS_ON_CAPTURE(defaulttrue,server_town.sqf:289), mans them immediately viaOperateTownDefensesUnits "spawn"(server_town.sqf:290).
This is the only capture path that calls ManageTownDefenses — which is why Static-Defense Manning Reference notes the (re)spawn driver is "invoked on the GUER recapture path". The WEST/EAST occupation path (below) never calls it, so it never inherits static emplacements.
When a WEST or EAST side captures a town whose old owner was GUER (_sideID == WFBE_C_GUER_ID, server_town.sqf:298), the branch deletes every GUER-era emplacement (server_town.sqf:299-303):
{ private "_def"; _def = _x getVariable "wfbe_defense";
if (!isNil "_def" && {!isNull _def}) then {deleteVehicle _def};
_x setVariable ["wfbe_defense", nil];
} forEach (_location getVariable ["wfbe_town_defenses", []]);
The B36 comment (server_town.sqf:295-297) explains: the captor must not be able to turtle behind inherited GUER emplacements. GUER keeps its statics because a GUER recapture re-spawns them via Path A's ManageTownDefenses, whereas the WEST/EAST occupation path deliberately never calls that driver.
Gated on _town_occupation_enabled (WFBE_C_TOWNS_OCCUPATION > 0, resolved at server_town.sqf:25, default 2). A WEST/EAST captor does not get a full garrison on capture; it gets one small squad whose only job is mop-up. Full defenses spawn later only when an enemy enters the radius (handled in server_town_ai.sqf, per the FINAL-spec comment at server_town.sqf:308).
The mop-up spawn thread (server_town.sqf:310-397):
| Step | Detail | Line |
|---|---|---|
| T+60 s arm |
sleep 60; abort with a log if the town flipped before the timer |
server_town.sqf:319-322 |
| Template pick |
Squad_<barracksLevel>, where level = (GetSideUpgrades) select WFBE_UP_BARRACKS
|
server_town.sqf:325-326 |
| Spawn position |
GetRandomPosition (50-200 m from centre) then GetEmptyPosition
|
server_town.sqf:328-330 |
| Group + team |
[_side,"town-ai"] Call WFBE_CO_FNC_CreateGroup, then WFBE_CO_FNC_CreateTeam with _probability 90 |
server_town.sqf:332-336 |
| Create guard | Abort + log if isNull _squadGrp or zero units/vehicles created |
server_town.sqf:338-340 |
| Defender tagging | Every unit/vehicle gets WFBE_IsTownDefenderAI = true (broadcast) so it does not re-trigger activation scans |
server_town.sqf:343 |
| No fleeing | _squadGrp allowFleeing 0 |
server_town.sqf:344 |
| Location refs |
wfbe_mopup_group / wfbe_mopup_units stored on the town for deactivation hard-despawn |
server_town.sqf:347-348 |
The WFBE_CO_FNC_CreateTeam call shape [_tplName, _spawnPos, _side, true, _squadTeam, true, 90] maps to [_list, _position, _side, _lockVehicles, _team, _global, _probability] — see Spawn Primitive Function Reference for the full signature.
Auto-despawn scan (server_town.sqf:352-387). Every 30 s the squad scans for resistance presence and stands down when clear:
| Condition | Effect | Line |
|---|---|---|
| Scan range |
600 * WFBE_C_TOWNS_DETECTION_RANGE_COEF (town activation detection range) |
server_town.sqf:356 |
Town deactivated (and _clearCount > 0) |
_scanActive = false (hard stand-down) |
server_town.sqf:362-364 |
| Town flipped away | _scanActive = false |
server_town.sqf:365 |
| Detection |
nearEntities [["Man","Car",...],_townRange] unitsBelowHeight 20; count resistance units and resistance crew of mounted vehicles |
server_town.sqf:368-378 |
| Clear-count latch |
_clearCount + 1 if no GUER; reset to 0 if any GUER present |
server_town.sqf:378-382 |
| Stand-down threshold |
_clearCount >= 2 (two consecutive clear scans) -> _scanActive = false
|
server_town.sqf:384 |
| Despawn |
deleteVehicle units + vehicles, deleteGroup, clear wfbe_mopup_* refs, log |
server_town.sqf:388-396 |
Counting resistance crew of vehicles (server_town.sqf:374-376) is deliberate — a mounted GUER patrol sitting in the town would otherwise read as zero and let the squad stand down prematurely.
If the captured location is an airfield (WFBE_C_AIRFIELDS > 0 and wfbe_is_airfield, server_town.sqf:403, AIRFIELDS default 1), the branch rebuilds the airfield's service infrastructure for the new owner. All work resolves the nearest LocationLogicAirport within 1500 m of the depot logic (server_town.sqf:440) and anchors new objects to it.
The airfield garrison (units tagged wfbe_airfield_garrison = true by server_town_ai.sqf) is torn down (server_town.sqf:407-430):
- Local survivors in
wfbe_airfield_garrison_unitsaredeleteVehicle'd directly (server_town.sqf:412-424), then the list is cleared. - Because garrison units spawned on headless clients are not local to the server, a
cleanup-airfield-garrisonHandleSpecial is broadcast to all machines (server_town.sqf:427-429) so each deletes its own local units — mirroring the deactivation-cleanup pattern.
| Element | Detail | Line |
|---|---|---|
| Side classname switch | west/east/default each pick a Chernarus (IS_chernarus_map_dependent) vs Takistan _EP1 ServicePoint class |
server_town.sqf:433-438 |
| Old-SP cleanup | Delete wfbe_airfield_sp and prune it from wfbe_structures on WFBE_L_BLU / WFBE_L_OPF / WFBE_L_GUE
|
server_town.sqf:443-454 |
| Placement | New SP 80 m north of the airport logic (or the location if no logic) | server_town.sqf:457-462 |
| Repair flag |
WFBE_RepairTruckServicePoint = true (broadcast) |
server_town.sqf:464 |
wfbe_side fix (A1) |
Set wfbe_side = _newSide so Server_BuildingDamaged/BuildingKilled don't read nil side and throw on hit |
server_town.sqf:465-467 |
| Register | Add to the new side's GetSideLogic wfbe_structures (broadcast) |
server_town.sqf:470-471 |
| Client marker |
setVehicleInit -> Init_BaseStructure.sqf + processInitCommands
|
server_town.sqf:474-475 |
| Destruction EHs |
hit -> BuildingDamaged, killed -> BuildingKilled (mirrors Construction_SmallSite.sqf) |
server_town.sqf:478-480 |
| Persist | Store wfbe_airfield_sp for next-capture cleanup |
server_town.sqf:482 |
The old owner's hangar is deleted and a fresh one is spawned on the airport logic (server_town.sqf:485-498):
- Old hangar:
deleteVehicle wfbe_airfield_hangar_obj; clearwfbe_hangaron the airport logic (server_town.sqf:485-489). - New hangar:
WFBE_C_HANGAR createVehicle (getPos _airfieldLogic), rotated byWFBE_C_HANGAR_RDIR, flaggedwfbe_is_airfield_hangar = true(server_town.sqf:492-496). - The airport logic is updated with
wfbe_hangarandwfbe_airfield_side = _newSide(C-1 GUER ownership gate,server_town.sqf:497), andwfbe_airfield_hangar_objis stored on the location (server_town.sqf:498).
The wfbe_is_airfield_hangar flag and wfbe_airfield_side are what the captured-airfield buy-menu roster swap keys off (the exclusive aircraft roster lives in GUI_Menu_BuyUnits.sqf); Client_GetClosestAirport.sqf also requires an alive wfbe_hangar and a matching wfbe_airfield_side for resistance.
Gated on WFBE_C_STRUCTURES_COUNTERBATTERY > 0 (server_town.sqf:505). On recapture the old radar is removed and a new one is spawned for the new owner (server_town.sqf:505-570):
| Element | Detail | Line |
|---|---|---|
| Old-radar cleanup | Remove from both WFBE_CBR_WEST/WFBE_CBR_EAST registries, delete its wfbe_dressing props, then delete the radar |
server_town.sqf:506-517 |
| WEST/EAST only | New radar spawned only if `_newSide == west | |
| Class + position |
Land_Antenna 60 m east of the airport logic (off the runway centerline) |
server_town.sqf:521-538 |
| Fixed 2000 m radius |
wfbe_cbr_radius = 2000 (broadcast) so clients draw the fixed circle, not an upgrade tier (AF2) |
server_town.sqf:537 |
| Invincible |
addEventHandler ["HandleDamage", {0}] — the codebase's only invincibility idiom |
server_town.sqf:539 |
| Side dressing |
WFBE_NEURODEF_CBRADAR_<WEST/EAST> via WFBE_SE_FNC_SpawnStructureDressing
|
server_town.sqf:543 |
| Client circle |
setVehicleInit -> Init_BaseStructure.sqf with a local _cbrSID (0=west,1=east), not the town _newSID
|
server_town.sqf:546-552 |
| Register | Append to WFBE_CBR_WEST/WFBE_CBR_EAST and store wfbe_airfield_cbr on the location |
server_town.sqf:555-560 |
| Resistance | GUER capture: no CBR registry, radar skipped; wfbe_airfield_cbr set to objNull
|
server_town.sqf:564-567 |
Because the radar is indestructible (HandleDamage {0}), the Killed EH never fires, so the lazy registry prune never runs — which is why the explicit de-register at :509-511 on recapture is required to avoid dead-object accumulation. The CBR detection/firing side of this structure (radius tiers, per-gun rate limiting, AI threat response) is owned by Counter-Battery Radar System; this section covers only the capture-time spawn/teardown lifecycle, which that page also references at server_town.sqf:508-560.
Every detached thread launched from this branch (linger, Path A delayed defenses, the mop-up squad) snapshots _newSIDAtCapture at fire time and re-checks _loc getVariable "sideID" against it before acting:
- Linger cleanup runs only if the captor still holds the town (
server_town.sqf:269). - Path A defenses abort if the town flipped during the spawn delay (
server_town.sqf:287). - The mop-up squad aborts at T+60 if the town flipped (
server_town.sqf:320) and stands down mid-scan if it flips (server_town.sqf:365).
This is the consistent re-flip-abort discipline that keeps a fast double-capture from leaving stale defenders or duplicate garrisons behind.
- Towns, Camps And Capture Atlas — the capture-detection / SV loop this page picks up from
-
Static-Defense Manning Reference —
OperateTownDefensesUnits/ManageTownDefensesinternals referenced here - Counter-Battery Radar System — CBR detection/firing system whose airfield variant this page spawns
-
Town Runtime Tuning Constants — the
WFBE_C_TOWNS_*knobs gating each step - Server Init Deadspawn And Airfield Probe — the boot-time airfield probe (distinct from this capture-time rebuild)
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