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Vehicle Countermeasure Flares And Spoofing
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The CM module (Client/Module/CM/, by Maddmatt) is the vanilla-Arma-2 vehicle countermeasure system: when an air vehicle is locked by a guided missile it ejects flares from its model's flare_launcher selections and probabilistically spoofs the incoming round by jittering the missile's heading. It is a client-local, vanilla-only system gated by WFBE_C_MODULE_WFBE_FLARES. It is distinct from the IRS IR-smoke module (Common/Module/IRS/, ground vehicles, irLock ammo) which has its own page and explicitly disclaims the CM module (IRS-IR-Smoke-Missile-Countermeasure.md).
The CM module only compiles and wires up under the vanilla branch. On Operation Arrowhead the module is never compiled; instead built aircraft have their native OA countermeasure magazines stripped when the gate is off.
| Path | Condition | Effect | Citation |
|---|---|---|---|
| Compile CM functions | WFBE_C_MODULE_WFBE_FLARES > 0 && WF_A2_Vanilla |
Calls CM_Init.sqf (compiles CM_Countermeasures, CM_Flares, CM_Spoofing) |
Client/Init/Init_Client.sqf:913; Client/Module/CM/CM_Init.sqf:1-3
|
| Module constant default | WFBE_C_MODULE_WFBE_FLARES = 1 |
0: disabled, 1: enabled-with-upgrade, 2: always enabled |
Common/Init/Init_CommonConstants.sqf:811 |
| OA removal |
!WF_A2_Vanilla, module 0 or side lacks upgrade |
WFBE_CO_FNC_RemoveCountermeasures strips native CM magazines |
Client/Functions/Client_BuildUnit.sqf:351-360 |
The OA removal helper inspects the built aircraft's config and removes any 60/120/240Rnd_CMFlare[_Chaff]_Magazine turret magazines when CMFlareLauncher is among its weapons (Common/Functions/Common_RemoveCountermeasures.sqf:11-17). On vanilla, WFBE_CO_FNC_RemoveCountermeasures is bound to an empty closure (Common/Init/Init_Common.sqf:156), so the script CM system below is the only countermeasure on vanilla.
Each unit's init applies the CM event handler in the vanilla branch, switching on the module mode:
| Mode | Behavior | Citation |
|---|---|---|
1 (enabled-with-upgrades) |
Only if the side owns WFBE_UP_FLARESCM: ExecVM CM_Set.sqf, add incomingMissile EH {_this Spawn CM_Countermeasures}
|
Common/Init/Init_Unit.sqf:136-141 |
2 (enabled) |
Always: ExecVM CM_Set.sqf, add the same incomingMissile EH |
Common/Init/Init_Unit.sqf:142-145 |
The vanilla branch is itself gated on WFBE_C_MODULE_WFBE_FLARES > 0 && WF_A2_Vanilla (Common/Init/Init_Unit.sqf:100). The OA build path adds an unrelated IncomingMissile EH to HandleAlarm only when the aircraft's incommingmissliedetectionsystem config value > 8 (Client/Functions/Client_BuildUnit.sqf:350) — that is a separate alarm system, not the CM flare pump.
CM_Set.sqf seeds two object variables on the vehicle after commonInitComplete plus a 2s settle delay:
| Variable | Initial value | Meaning | Citation |
|---|---|---|---|
FlareCount |
WFBE_C_UNITS_COUNTERMEASURE_PLANES if isKindOf "Plane", else ..._CHOPPERS
|
Remaining flares this vehicle can dispense | Client/Module/CM/CM_Set.sqf:7-8 |
FlareActive |
false |
Re-entrancy lock so a single incoming missile triggers only one volley | Client/Module/CM/CM_Set.sqf:9 |
If the vehicle is isNull the script exits without seeding (Client/Module/CM/CM_Set.sqf:4).
| Constant | Default | Applies to | Citation |
|---|---|---|---|
WFBE_C_UNITS_COUNTERMEASURE_PLANES |
64 |
Fixed-wing (isKindOf "Plane") |
Common/Init/Init_CommonConstants.sqf:948 |
WFBE_C_UNITS_COUNTERMEASURE_CHOPPERS |
32 |
Helicopters / other Air
|
Common/Init/Init_CommonConstants.sqf:949 |
Common_RearmVehicle.sqf (the vanilla rearm path; on OA RearmVehicle binds to Common_RearmVehicleOA.sqf instead — Common/Init/Init_Common.sqf:76) re-seeds FlareCount whenever an Air vehicle is rearmed, switching on the same module mode and re-applying the plane/chopper default:
| Mode | Rearm reset | Citation |
|---|---|---|
1 |
Re-seed only if side owns WFBE_UP_FLARESCM
|
Common/Functions/Common_RearmVehicle.sqf:19-24 |
2 |
Always re-seed to plane/chopper default | Common/Functions/Common_RearmVehicle.sqf:25-28 |
The incomingMissile event handler spawns CM_Countermeasures with [_vehicle, _missile]. The handler gates and fires the flare volley:
| Step | Condition / action | Citation |
|---|---|---|
| Altitude gate |
alive _vehicle and (getPos _vehicle) select 2 > 5 (above 5 m AGL) |
Client/Module/CM/CM_Countermeasures.sqf:5 |
| AirLock detection | Reads CfgAmmo >> _missile >> AirLock; proceeds only if == 1 (an air-locking, i.e. radar/IR-guided, round) |
Client/Module/CM/CM_Countermeasures.sqf:7-8 |
| Re-entrancy | Proceeds only if FlareActive is false; immediately sets it true
|
Client/Module/CM/CM_Countermeasures.sqf:6,8,10 |
| Driver warning | If driver _vehicle == player, vehicleChat "WARNING: incomming missile!"
|
Client/Module/CM/CM_Countermeasures.sqf:11 |
| Flares available? | Only if FlareCount > 0 does it dispense |
Client/Module/CM/CM_Countermeasures.sqf:12-13 |
| Spoofing |
_this Spawn CM_Spoofing (with [_vehicle, _ammo, _enemy]) |
Client/Module/CM/CM_Countermeasures.sqf:14 |
| Flare volley | Loop _i = 0 while _i < 8: [_vehicle] Call CM_Flares; sleep 0.3 (8 bursts at 0.3 s) |
Client/Module/CM/CM_Countermeasures.sqf:15-18 |
| Release lock |
FlareActive set back to false after the volley |
Client/Module/CM/CM_Countermeasures.sqf:20 |
Note the EH passes the whole _this array to CM_Spoofing ([_vehicle, _ammo, _enemy]), but only [_vehicle] to each CM_Flares call.
Each CM_Flares call dispenses one flare per flare_launcher selection found on the vehicle model and spawns the visual emitters:
| Element | Value / behavior | Citation |
|---|---|---|
| Muzzle velocity |
25 m/s baseline; 150 if isKindOf "Plane"
|
Client/Module/CM/CM_Flares.sqf:6-7 |
| Launcher discovery | Counts flare_launcher%1 selections (starting at 1) until selectionPosition returns [0,0,0]
|
Client/Module/CM/CM_Flares.sqf:8-9 |
| Per-launcher decrement |
FlareCount = FlareCount - 1 each launcher iteration |
Client/Module/CM/CM_Flares.sqf:12-13 |
| Flare object |
"FlareCountermeasure" createVehicleLocal at the launcher world position; velocity = launch direction (flare_launcher%1_dir) × muzzle velocity + vehicle velocity |
Client/Module/CM/CM_Flares.sqf:14-22 |
| Smoke emitter |
#particlesource billboard (Universal particle set) at the flare, setDropInterval 0.02
|
Client/Module/CM/CM_Flares.sqf:25-28 |
| Spark emitter | second #particlesource, setDropInterval 0.001
|
Client/Module/CM/CM_Flares.sqf:30-33 |
| Light point |
#lightpoint attached to the flare, amber color [1, 0.5, 0.2], brightness 0.1
|
Client/Module/CM/CM_Flares.sqf:35-39 |
| Auto-cleanup | All emitters + flares spawn { sleep 4.5 + random 1; {deleteVehicle _x} forEach _this }
|
Client/Module/CM/CM_Flares.sqf:43-45 |
Because CM_Countermeasures calls CM_Flares 8 times and CM_Flares decrements FlareCount once per flare_launcher selection, a single incoming-missile event spends 8 × (number of launcher selections) flares from the pool. All objects are createVehicleLocal / local emitters, so the effect is purely client-side and not network-replicated.
Run in parallel with the flare volley, CM_Spoofing attempts to defeat the tracking missile by perturbing its heading:
| Step | Condition / action | Citation |
|---|---|---|
| Engine gate | Only if alive _vehicle && isEngineOn _vehicle
|
Client/Module/CM/CM_Spoofing.sqf:7 |
| Acquire missile | _missile = nearestObject [_enemy, _ammo] |
Client/Module/CM/CM_Spoofing.sqf:8 |
| Arming trigger |
waitUntil { (_missile distance _vehicle) < (speed _vehicle) * 1.5 } (waits until the round closes to within ~1.5 s of the vehicle's own speed) |
Client/Module/CM/CM_Spoofing.sqf:9 |
| Defeat probability |
_prob = 25 + random 75 vs _chance = random 100; spoof only if _prob > _chance
|
Client/Module/CM/CM_Spoofing.sqf:10-12 |
| Jitter loop | While alive _missile: _missile setDir ((getDir _missile) + (random 20 - 10)); sleep 0.1 (±10° random heading wobble every 0.1 s) |
Client/Module/CM/CM_Spoofing.sqf:13-16 |
The probability band is 25–100% (25 + random 75), so the spoof succeeds on average ~62.5% of the time and is never below a 25% floor. When it succeeds, the missile's heading is continuously nudged within ±10° until it detonates or despawns, which tends to throw it off the lock.
The CM system in mode 1 is gated by the per-side upgrade WFBE_UP_FLARESCM, which is upgrade index 9.
| Fact | Value | Citation |
|---|---|---|
| Index constant | WFBE_UP_FLARESCM = 9 |
Common/Init/Init_CommonConstants.sqf:46 |
| Upgrade label | "Custom Flares" (enabled when module == 1) |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:15 |
| Research cost | single level, [[4500,0]] (4500 funds / 0 supply) |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:42 |
| Prerequisite |
[[WFBE_UP_AIR,2]] (Air upgrade level 2) |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:102 |
| Research time | [100] |
Common/Config/Core_Upgrades/Upgrades_CO_US.sqf:134 |
The same module gate WFBE_C_MODULE_WFBE_FLARES == 1 also unlocks a sibling upgrade, Aircraft AA Missiles (label at Upgrades_CO_US.sqf:25, cost [[7500,0]] at :53, prereq [[WFBE_UP_AIR,3]] at :117, time [120] at :145) — both flare countermeasures and aircraft AA missiles are tied to the same WFBE_C_MODULE_WFBE_FLARES parameter being 1. East-side and other-faction upgrade files carry the parallel [WFBE_UP_FLARESCM,1] research-order entry (e.g. Common/Config/Core_Upgrades/Upgrades_CO_RU.sqf:176).
-
Vanilla-only. The script CM system never runs on OA; OA aircraft instead rely on (or have stripped) their native engine countermeasure magazines via
WFBE_CO_FNC_RemoveCountermeasures(Client/Functions/Client_BuildUnit.sqf:351-360). -
5 m AGL floor. A missile fired at a landed or near-ground aircraft will not trigger flares (
CM_Countermeasures.sqf:5). -
AirLock filter. Only rounds whose
CfgAmmoAirLock == 1trigger the system; non-air-locking ordnance is ignored (CM_Countermeasures.sqf:7-8). -
Spoofing needs the engine on.
CM_Spoofingexits silently if the engine is off, even though flares may still deploy (CM_Spoofing.sqf:7).
- IRS IR-Smoke Missile Countermeasure — the ground-vehicle smoke counterpart that explicitly distinguishes itself from this CM module
- Modules Atlas — the one-paragraph CM gate pointer and the surrounding client gameplay-module index
-
Upgrades And Research Atlas — how
WFBE_UP_*upgrade indices, costs, prerequisites and research times are structured -
Faction Root Variables Reference — per-faction
WFBE_%1*variable catalog that the module gates read against - Support Specials And Tactical Modules Atlas — broader index of the client-side tactical/support modules
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