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Vehicle Weapon Balance Init Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
BalanceInit is the client-side function that normalizes each vehicle's engine-default armament to a mission-tuned loadout the moment it spawns or rearms. It is a single typeOf-dispatched switch over roughly 35 vehicle classes: each case strips the stock magazines/weapons and adds the rebalanced set, so a Su-34 carries split R-73 packs, an A-10A trades cluster ordnance for FFAR + Mk82, and a few top-tier ground vehicles only keep their best weapon when the side's factory upgrade is high enough. This page documents the dispatch, the per-class strip/reload tables, the isServer skip gate, the upgrade-gated ground cases, and every call site. It is distinct from Vehicle-Equip-And-Rearm-Function-Reference, which only names BalanceInit as one step in the rearm flow and never documents what it changes.
| Aspect | Value | Source |
|---|---|---|
| Global name | BalanceInit |
Common/Init/Init_Common.sqf:17 |
| Defined as | BalanceInit = Compile preprocessFileLineNumbers "Common\Functions\Common_BalanceInit.sqf"; |
Common/Init/Init_Common.sqf:17 |
Argument (_this) |
the vehicle object to rebalance | Common/Functions/Common_BalanceInit.sqf:6 |
| Return | none (side-effects only: add/remove magazine/weapon) | Common/Functions/Common_BalanceInit.sqf:6-363 |
| Local var |
Private["_currentFactoryLevel"]; (used by upgrade-gated cases) |
Common/Functions/Common_BalanceInit.sqf:1,314,322,344,358 |
| File length | 364 lines | Common/Functions/Common_BalanceInit.sqf:364 |
The body's first executable statement bails out on the dedicated server. The comment explains why: adding the Pandur and BTR-90 cases made the script capable of an occasional freeze if run server-side, so it now runs only on clients.
| Line | Statement | Effect | Source |
|---|---|---|---|
| 3 | // After adding Pandur and BTR-90 to this script, it's necessary to exit on the server to prevent an occassional freeze |
rationale comment | Common/Functions/Common_BalanceInit.sqf:3 |
| 4 | if (isServer) exitWith {}; |
function does nothing on a server instance | Common/Functions/Common_BalanceInit.sqf:4 |
Because of this gate, every call site (including the server-side ones) relies on the function being a no-op on the headless/dedicated server and only doing real work on player clients. The upgrade-gated cases below also depend on a local player, so they are inherently client-only.
A single switch (typeOf _this) do { ... } maps the exact vehicle class string to its rebalance case. Unlisted classes fall through silently (there is no default case, so they are left untouched).
| Line | Statement | Source |
|---|---|---|
| 6 | switch (typeOf _this) do |
Common/Functions/Common_BalanceInit.sqf:6 |
Several cases are present but intentionally empty (no rebalance, but explicitly listed so the engine default is "approved"): Mi24_D_CZ_ACR (:130-131), AH64D_EP1 (:142-143), BAF_Apache_AH1_D (:146-147), Ka52Black (:214-215).
Each case is commented with the in-mission air tier tag [AFn] and a pylon count. The strip/reload swaps the stock launcher+magazine for a rebalanced loadout.
| Class | Tag (comment) | Removed | Added | Source |
|---|---|---|---|---|
Su34 |
[AF5] 10 pylons |
mag 4Rnd_R73; wpn R73Launcher
|
mag 2Rnd_R73 x2; wpn R73Launcher_2
|
Common/Functions/Common_BalanceInit.sqf:9-15 |
Su25_Ins |
[AF3] 6 pylons |
mags 2Rnd_R73, 80Rnd_S8T; wpns R73Launcher_2, S8Launcher
|
mag 64Rnd_57mm; wpn 57mmLauncher
|
Common/Functions/Common_BalanceInit.sqf:18-25 |
Su25_TK_EP1 |
[AF4] 8 pylons |
mags 4Rnd_FAB_250, 80Rnd_S8T; wpns AirBombLauncher, 80mmLauncher
|
mags 4Rnd_AT9_Mi24P x2, 40Rnd_S8T; wpns AT9Launcher, S8Launcher
|
Common/Functions/Common_BalanceInit.sqf:28-38 |
Su39 |
[AF5] 10 pylons |
mags 4Rnd_FAB_250, 80Rnd_S8T, 4Rnd_Ch29; wpns AirBombLauncher, 80mmLauncher, Ch29Launcher
|
mags 12Rnd_Vikhr_KA50, 40Rnd_S8T x2; wpns VikhrLauncher, S8Launcher
|
Common/Functions/Common_BalanceInit.sqf:41-53 |
L39_TK_EP1 |
[AF3] 4 pylons |
(none) | mags 2Rnd_R73, 60Rnd_CMFlareMagazine; wpns R73Launcher_2, CMFlareLauncher
|
Common/Functions/Common_BalanceInit.sqf:56-61 |
F35B |
[AF5] 6 pylons |
(none) | mag 2Rnd_Maverick_A10; wpn MaverickLauncher
|
Common/Functions/Common_BalanceInit.sqf:64-67 |
L159_ACR |
[AF3] 6 pylons |
mag 4Rnd_Maverick_L159; wpn MaverickLauncher_ACR
|
mags 2Rnd_Maverick_A10, 38Rnd_FFAR; wpns MaverickLauncher, FFARLauncher
|
Common/Functions/Common_BalanceInit.sqf:70-77 |
A10 |
[AF3] 4 pylons |
mags 14Rnd_FFAR, 4Rnd_GBU12, 2Rnd_Sidewinder_AH1Z, 2Rnd_Maverick_A10; wpns FFARLauncher_14, BombLauncherA10, SidewinderLaucher_AH1Z, MaverickLauncher
|
mags 38Rnd_FFAR, 6Rnd_Mk82; wpns FFARLauncher, Mk82BombLauncher_6
|
Common/Functions/Common_BalanceInit.sqf:80-93 |
A10_US_EP1 |
[AF4] 8 pylons |
mags 14Rnd_FFAR, 4Rnd_GBU12; wpns FFARLauncher_14, BombLauncherA10
|
mags 38Rnd_FFAR, 6Rnd_Mk82; wpns FFARLauncher, Mk82BombLauncher_6
|
Common/Functions/Common_BalanceInit.sqf:96-105 |
AV8B |
[AF4] 8 pylons |
mag 6Rnd_GBU12_AV8B; wpn BombLauncher
|
mag 2Rnd_GBU12 x3; wpn BombLauncherF35
|
Common/Functions/Common_BalanceInit.sqf:108-115 |
AV8B2 |
[AF5] 8 pylons |
mags 14Rnd_FFAR, 6Rnd_Mk82; wpns FFARLauncher_14, Mk82BombLauncher_6
|
mag 2Rnd_Maverick_A10 x3; wpn MaverickLauncher
|
Common/Functions/Common_BalanceInit.sqf:118-127 |
An2_TK_EP1 |
[AF1] 10 pylons |
(none) | mags 60Rnd_CMFlareMagazine, 500Rnd_TwinVickers x2, 4Rnd_FAB_250; wpns CMFlareLauncher, TwinVickers, AirBombLauncher
|
Common/Functions/Common_BalanceInit.sqf:228-236 |
Helicopter armament lives on turret paths, so these cases use the ...MagazineTurret/...WeaponTurret commands. Most use the special turret index [-1], which Arma 2 OA resolves to "all turrets" for add/remove operations (see Turret index notes below). Some helos use plain (hull) addMagazine/addWeapon for their pylon-mounted ordnance, mirroring the jet pattern, plus a [-1] turret swap for the nose/wing gun.
| Class | Tag (comment) | Removed | Added | Source |
|---|---|---|---|---|
AH64D |
[AF3] 4 pylons |
mag 8Rnd_Hellfire; wpn HellfireLauncher
|
mag 6Rnd_TOW2; wpn TOWLauncherSingle
|
Common/Functions/Common_BalanceInit.sqf:134-139 |
AH1Z |
[AF5] 4 pylons |
mags 8Rnd_Hellfire, 2Rnd_Sidewinder_AH1Z; wpn SidewinderLaucher_AH1Z
|
mag 8Rnd_Hellfire x2 |
Common/Functions/Common_BalanceInit.sqf:150-156 |
AW159_Lynx_BAF |
[AF3] 4 pylons |
turret [-1] mags 12Rnd_CRV7, 1200Rnd_20mm_M621; turret wpns CRV7_PG, BAF_M621
|
turret [-1] mags 200Rnd_40mmHE_FV510, 200Rnd_40mmSABOT_FV510, 6Rnd_CRV7_HEPD, 2Rnd_Spike_ACR x2; turret wpns CTWS, CRV7_HEPD, SpikeLauncher_ACR
|
Common/Functions/Common_BalanceInit.sqf:159-172 |
Mi24_V |
[AF3] 4 pylons |
mag 4Rnd_AT6_Mi24V; wpn AT6Launcher
|
mag 4Rnd_AT9_Mi24P; wpn AT9Launcher
|
Common/Functions/Common_BalanceInit.sqf:175-180 |
Mi24_P |
[AF3] 4 pylons |
hull mag 4Rnd_AT9_Mi24P x2; turret [-1] mags 2Rnd_FAB_250, 80Rnd_S8T; turret wpns HeliBombLauncher, 80mmLauncher
|
hull mag 4Rnd_AT9_Mi24P; turret [-1] mags 750Rnd_30mm_GSh301 x2, 64Rnd_57mm; turret wpn 57mmLauncher
|
Common/Functions/Common_BalanceInit.sqf:183-195 |
Mi24_D_TK_EP1 |
[AF3] 2 pylons |
turret [-1] mag 128Rnd_57mm
|
turret [-1] mag 64Rnd_57mm
|
Common/Functions/Common_BalanceInit.sqf:198-201 |
Ka52 |
[AF4] 8 pylons |
mag 12Rnd_Vikhr_KA50; wpn VikhrLauncher
|
mag 4Rnd_AT9_Mi24P x3; wpn AT9Launcher
|
Common/Functions/Common_BalanceInit.sqf:204-211 |
UH1Y |
[AF2] 0 pylons |
turret [-1] mag 14Rnd_FFAR (one) |
turret [-1] mag 14Rnd_FFAR x4 |
Common/Functions/Common_BalanceInit.sqf:287-293 |
AH6J_EP1 |
[AF2] 0 pylons |
(none) | mag 14Rnd_FFAR
|
Common/Functions/Common_BalanceInit.sqf:308-310 |
Ground cases carry a heavy-factory [HFn] or light-factory [LFn] tag. The upgrade-gated ones read the side's factory level and strip the top-tier weapon if the level is too low (see next section). Plain ground cases simply swap magazines/weapons.
| Class | Tag (comment) | Removed | Added | Gate | Source |
|---|---|---|---|---|---|
M6_EP1 |
[HF4] |
mag 4Rnd_Stinger x3; wpn StingerLaucher_4x
|
mag 8Rnd_9M311; wpn 9M311Laucher
|
none | Common/Functions/Common_BalanceInit.sqf:218-225 |
T34_TK_EP1 |
[HF1] |
(none) | hull mags 60Rnd_762x54_DT x7, 10Rnd_85mmAP; turret [1] mag 60Rnd_762x54_DT x5 |
none | Common/Functions/Common_BalanceInit.sqf:239-253 |
T34_TK_GUE_EP1 |
[HF1] |
(none) | hull mags 60Rnd_762x54_DT x7, 10Rnd_85mmAP; turret [1] mag 60Rnd_762x54_DT x5 |
none | Common/Functions/Common_BalanceInit.sqf:256-270 |
M2A2_EP1 |
[HF1] |
mag 2Rnd_TOW2 x5, 210Rnd_25mm_M242_HEI, 210Rnd_25mm_M242_APDS; wpns TOWLauncher, M242BC
|
wpn M242
|
none | Common/Functions/Common_BalanceInit.sqf:273-284 |
BMP2_INS |
[HF1] |
(gated) wpn AT5LauncherSingle
|
(none) |
WFBE_UP_HEAVY < 2 strips ATGM |
Common/Functions/Common_BalanceInit.sqf:313-318 |
BMP2_TK_EP1 |
[HF1] |
(gated) wpn AT5LauncherSingle
|
(none) |
WFBE_UP_HEAVY < 2 strips ATGM |
Common/Functions/Common_BalanceInit.sqf:321-326 |
M1128_MGS_EP1 |
[LF4] |
(none) | turret [0] mag 6RND_105mm_APDS
|
none | Common/Functions/Common_BalanceInit.sqf:329-331 |
BRDM2_ATGM_INS |
[LF4] |
turret [0] mag 5Rnd_AT5_BRDM2; turret wpn AT5Launcher
|
turret [0] mag 2Rnd_Igla x2; turret wpn Igla_twice
|
none | Common/Functions/Common_BalanceInit.sqf:334-340 |
BTR90 |
[LF3] |
(gated) wpn AT5LauncherSingle
|
(none) |
WFBE_UP_LIGHT < 4 strips ATGM |
Common/Functions/Common_BalanceInit.sqf:343-348 |
Pandur2_ACR |
[LF3] |
turret [0] mags 140Rnd_30mm_ATKMK44_HE_ACR, 60Rnd_30mm_ATKMK44_AP_ACR; turret wpn ATKMK44_ACR; (gated) turret wpn SpikeLauncher_ACR
|
turret [0] mags 210Rnd_25mm_M242_APDS, 210Rnd_25mm_M242_HEI; turret wpn M242
|
WFBE_UP_LIGHT < 4 strips the Spike ATGM |
Common/Functions/Common_BalanceInit.sqf:351-362 |
Four cases read the calling player's side factory upgrade level and conditionally remove the vehicle's best weapon, so the strongest ordnance is locked behind research. They all use the same idiom: query WFBE_CO_FNC_GetSideUpgrades for side group player, index it by an upgrade constant, and strip the weapon below a threshold.
| Class | Read | Constant value | Threshold / action | Source |
|---|---|---|---|---|
BMP2_INS |
((side group player) Call WFBE_CO_FNC_GetSideUpgrades) select WFBE_UP_HEAVY |
WFBE_UP_HEAVY = 2 |
< 2 -> remove AT5LauncherSingle
|
Common/Functions/Common_BalanceInit.sqf:314-317 |
BMP2_TK_EP1 |
... select WFBE_UP_HEAVY |
WFBE_UP_HEAVY = 2 |
< 2 -> remove AT5LauncherSingle
|
Common/Functions/Common_BalanceInit.sqf:322-325 |
BTR90 |
... select WFBE_UP_LIGHT |
WFBE_UP_LIGHT = 1 |
< 4 -> remove AT5LauncherSingle
|
Common/Functions/Common_BalanceInit.sqf:344-347 |
Pandur2_ACR |
... select WFBE_UP_LIGHT |
WFBE_UP_LIGHT = 1 |
< 4 -> remove turret [0] SpikeLauncher_ACR
|
Common/Functions/Common_BalanceInit.sqf:358-361 |
The upgrade index constants are defined in Common/Init/Init_CommonConstants.sqf:37-41: WFBE_UP_BARRACKS = 0, WFBE_UP_LIGHT = 1, WFBE_UP_HEAVY = 2, WFBE_UP_AIR = 3, WFBE_UP_PARATROOPERS = 4 (Init_CommonConstants.sqf:36-42). WFBE_CO_FNC_GetSideUpgrades is a switch (_this) over side that returns the side HQ's "wfbe_upgrades" array, with a 30-zero fallback for resistance/GUER (Common/Functions/Common_GetSideUpgrades.sqf:7-17; defined at Common/Init/Init_Common.sqf:143). The select WFBE_UP_* index therefore reads one element of that per-side upgrade array.
The rotary cases and several others pass [-1] as the turret path to addMagazineTurret/removeWeaponTurret etc. In Arma 2 OA this special index targets all of the vehicle's turrets at once for the add/remove operation, which is why a single [-1] call rearms the whole turret set without enumerating each path. Ground cases that target a specific turret instead pass a concrete index such as [0] (e.g. Pandur2_ACR turret swaps, Common/Functions/Common_BalanceInit.sqf:352-357) or [1] (e.g. T34_TK_EP1 coax DT mags, Common/Functions/Common_BalanceInit.sqf:248-252).
BalanceInit is invoked at vehicle creation (build/buy/start) and on rearm. Every call is gated on the mission parameter WFBE_C_UNITS_BALANCING > 0; the two rearm paths additionally exclude M6_EP1 (its Stinger->9M311 swap should not re-run on every rearm). All real work happens client-side because of the isServer gate.
| Caller | Line | Guard | Source |
|---|---|---|---|
| Client build (player-built unit) | (_vehicle) Call BalanceInit |
WFBE_C_UNITS_BALANCING > 0 |
Client/Functions/Client_BuildUnit.sqf:443 |
| Server buy (purchased unit) | (_vehicle) Call BalanceInit |
WFBE_C_UNITS_BALANCING > 0 |
Server/Functions/Server_BuyUnit.sqf:178 |
| Server init start vehicles (per side) | (_vehicle) Call BalanceInit |
WFBE_C_UNITS_BALANCING > 0 |
Server/Init/Init_Server.sqf:678, :695
|
| Rearm (base game) | (_vehicle) Call BalanceInit |
WFBE_C_UNITS_BALANCING > 0 && typeOf _vehicle != 'M6_EP1' |
Common/Functions/Common_RearmVehicle.sqf:50 |
| Rearm (OA) | (_vehicle) Call BalanceInit |
WFBE_C_UNITS_BALANCING > 0 && typeOf _vehicle != 'M6_EP1' |
Common/Functions/Common_RearmVehicleOA.sqf:37 |
The WFBE_C_UNITS_BALANCING parameter defaults to 1 (enabled) when nil — if (isNil "WFBE_C_UNITS_BALANCING") then {WFBE_C_UNITS_BALANCING = 1}; (Common/Init/Init_CommonConstants.sqf:928) — and is also exposed as a mission parameter (Rsc/Parameters.hpp:352).
-
Vehicle-Equip-And-Rearm-Function-Reference — the rearm flow that calls
BalanceInitas one step - Faction-Unit-And-Vehicle-Roster-Catalog — which factions field the classes rebalanced here
-
Upgrades-And-Research-Atlas — the
wfbe_upgradesarray andWFBE_UP_*indices the gated cases read - Upgrade-Research-Cross-Faction-Reference — LIGHT/HEAVY factory levels that gate BTR-90, Pandur, and BMP-2 ordnance
- Vehicle-Cargo-Equip-Loop-Bounds — related vehicle cargo/equip handling at spawn
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- 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