Wardogs — GameFeature: Spotting Reference

Extracted from cooked game data (build ++Wardogs+Live-CL-516586, UE 5.7.4). Source: Wardogs/Plugins/GameFeatures/Spotting/ (28 JSON files).

Overlap with the main doc: the flat Spotting cash min and max values (15 / 275 and 50 / 500) are in Wardogs_Rewards_and_Progression_v2.md, section 9. This doc adds the per-target challenge formulas, the modifier table behind those min and max values, the variant lookups, skills, feed strings, trackers, input bindings and audio for spotting.


Season 02 update (2026-10-15)

  • Challenge calculator: 44 rows become 130 (22 Added and 22 Removed become 65 and 65). The new rows are variant-level entries, the new vehicles TNK_04 and WHL_08, and the stationary and buildable entries Loudspeaker, MGNest, STN_05, BuildableRadio, BuildableRepairStation and BuildableRefuelStation.
  • New BuildProgress factor: BuildProgress is a new factor in 10 buildable and stationary rows of each of the Added and Removed sets (20 rows). Four of those (BuildableHotZoneMagnet, MistralAA, Mortar, Phalanx) are existing rows that gained it, and six are new rows (section 3a). No other formula changed.
  • Lookup tables: 47 rows become 51 in both lookups. Every reward tag is now specific to one variant, and MistralAA, Mortar and STN_05 no longer share a tag (section 5).
  • Values, old -> new (Added): TNK_01.Heavy XP 75 -> 60. TNK_01.Artillery cash 1500 -> 400 and XP 75 -> 60. MistralAA cash 200 -> 75 and XP 50 -> 20. Mortar cash 100 -> 75 and XP 50 -> 20.
  • Values, old -> new (Removed): TNK_01.Heavy cash 5000 -> 3300 and XP 375 -> 200. TNK_01.Artillery cash 8000 -> 1200. Phalanx cash 1500 -> 725 and XP 125 -> 100.
  • KOTH challenge definitions: DT_Challenges_SessionEvents_KOTH_Spotting goes from 0 rows to 2 (Challenges.SessionEvents.Spotting.Added and .Removed).
  • Trackers: the map and spatial trackers gain per-vehicle overrides for WHL_08 (reward tag VehicleDestroyed.WHL_08) and TNK_04 (reward tag VehicleDestroyed.TNK_04.Default). The material tracker gains icon entries for both.
  • Input: IMC_Spotting adds reload bindings on R and gamepad face button left (IA_Weapon_Reload).
  • Unchanged: state tree states (22 and 21), skills, feed strings, audio, and the match-score cash min and max values.

Full before/after list: Season 2 Changes → Game Modes & Maps.


1. What “Spotting” Covers

Spotting lets a player mark an enemy target so that it shows on the map and in the world. Each spot is a challenge event. Two events exist:

Event Feed text Meaning (inferred from names)
Added (Challenges.Rewards.Spotting.Added.*) “Target Spotted” A target becomes spotted.
Removed (Challenges.Rewards.Spotting.Removed.*) “Spotted Target Destroyed” A spotted target is removed from the spotted list, usually because it was destroyed.

Both events pay out, and both are split by target type (player, vehicle, buildable, supply crate, stationary weapon). Assist and owner credit come from separate match-score tags (section 4).


2. Package Contents

Group Files Contents
Root bundle 1 Spotting.json (GameFeatureData): data registry and sources, a gameplay cue path, components, and a widget element.
Challenge rewards 2 DT_ChallengeRewards_SessionEvents_Spotting (130 rows, the calculator). DT_Challenges_SessionEvents_KOTH_Spotting (2 rows, challenge definitions).
Variant lookups 2 DT_RewardLookup_SessionEvent_Spotting_Added (51 rows), ..._Removed (51 rows).
State trees 2 ST_Challenges_SessionEvents_KOTH_Spotting_Added (22 states), ..._Removed (21 states). Each has a WDChallengeStateTreeSchema.
Match-score rewards 2 DT_Reward_Cash_Spotting (4 rows, live min and max values). DT_Rewards_Spotting (3 rows, all zero).
Skills 1 DT_Skills_Spotting (2 rows, Recon skills).
Feed 2 DT_ChallengesFeedActions_Spotting (3), DT_RewardFeedActions_Spotting (3).
Trackers and HUD 8 Map and spatial trackers (DA_ and DT_), material tracker, overlay, and the dynamic offset curve.
Input 2 IMC_Spotting, IMC_SpottingAds.
Audio 6 AE_Comms_Spotted, AE_Comms_Spotted_VehicleEmpty, AE_UX_Spotted_Target, AE_UX_Spotting_Start, _Stop, _Complete.

3. Challenge Calculator (DT_ChallengeRewards_SessionEvents_Spotting, 130 rows)

There are 65 Added rows and 65 Removed rows. The original 22 target types keep one row per event. The rest are variant-level rows (for example Bobcat.Default and Kodiak.MachineGun), the new vehicles TNK_04 and WHL_08, and the stationary and buildable entries listed below. Each row has a cash resource and an XP resource.

Target types (the original 22 names, on both events): Player, Bobcat, Kodiak, LittleBird, Huey, Blackhawk, Havoc, SpawnVehicle, TNK_01.Heavy, TNK_01.Artillery, TNK_01.AntiAir, Humvee, DuneBuggy, Ural, Claymore, ATMine, BuildableHotZoneMagnet, FOB, SupplyCrate, MistralAA, Phalanx, Mortar. New row names in this update: TNK_04, WHL_08, Loudspeaker, MGNest, STN_05, BuildableRadio, BuildableRepairStation, BuildableRefuelStation, plus variant rows for the vehicles, spawn vehicles and supply crates.

3a. Formulas

Event Resource Expression
Added (55 rows) Cash (1 - (clamp(LastVictimCount, 0, LastVictimCountMax) * LastVictimReductionModifier)) * (BaseReward * AlignmentModifier * TargetZoneModifier)
Added (10 rows, see note) Cash (1 - (clamp(LastVictimCount, 0, LastVictimCountMax) * LastVictimReductionModifier)) * (BaseReward * AlignmentModifier * TargetZoneModifier * BuildProgress)
Added (55 rows) XP (1 - (clamp(LastVictimCount, 0, LastVictimCountMax) * LastVictimReductionModifier)) * (BaseReward)
Added (10 rows, see note) XP (1 - (clamp(LastVictimCount, 0, LastVictimCountMax) * LastVictimReductionModifier)) * (BaseReward * BuildProgress)
Removed (55 rows) Cash BaseReward * AlignmentModifier * TargetZoneModifier * DestroyedByTeamModifier
Removed (10 rows, see note) Cash BaseReward * AlignmentModifier * TargetZoneModifier * DestroyedByTeamModifier * BuildProgress
Removed (55 rows) XP (BaseReward)
Removed (10 rows, see note) XP (BaseReward) * BuildProgress

Note the difference. Added pays down by how many times the target was already spotted (the “last victim” count). Removed has no victim reduction, but adds DestroyedByTeamModifier.

The 10 rows marked “see note” are the buildable and stationary entries: BuildableHotZoneMagnet, BuildableRadio, BuildableRefuelStation, BuildableRepairStation, Loudspeaker, MistralAA, Mortar, Phalanx, MGNest and STN_05. They multiply by BuildProgress, a variable whose source is not in this folder.

3b. Selectors

Variable Default Options (condition → variable) Rows
BaseReward DefaultReward ALL(Challenges.Rewards.Spotting.Refreshed) → RefreshedReward all 130
BaseReward DefaultReward ALL(Challenges.Context.KilledByEnemy) → KilledByEnemyReward 65 Removed rows
AlignmentModifier DefaultFactor ANY(Vehicle.Faction.Friendly, FriendlyKill) → FriendlyFactor; ANY(Vehicle.Faction.Neutral) → NeutralFactor; ANY(Vehicle.Faction.Hostile) → HostileFactor all 130
TargetZoneModifier DefaultFactor ALL(HotZoneMagnetActive, Target.InHotZone) → HotZoneMagnetFactor; ALL(Target.InHotZone) → HotZoneFactor; ALL(Target.InControlZone) → ControlZoneFactor all 130
DestroyedByTeamModifier DefaultFactor ALL(Challenges.Context.KilledByEnemy) → KilledByEnemyFactor 65 Removed rows

Points to note:

  • AlignmentModifier picks a factor by faction of the target vehicle (friendly, neutral, hostile). A friendly target also matches FriendlyKill.
  • DestroyedByTeamModifier is keyed on KilledByEnemy, which reads oddly. The name suggests the factor applies when the spotted target was killed by an enemy. The option’s name fits the Removed event, so this doc uses it as written.
  • The Player row is in the calculator but has no variant lookup row (section 5).

The numeric values behind BaseReward, the faction factors and the zone factors are not in this table. The DefaultReward, RefreshedReward and KilledByEnemyReward names point to values held in the shared challenge tables (Wardogs_Rewards_and_Progression_v2.md, section 15).


4. Match-Score Payouts

4a. Live min and max (DT_Reward_Cash_Spotting, 4 rows)

These are the values the v2 doc’s section 9 quotes. The modifier columns are the part that doesn’t appear there.

Row Base Owner modifier Assist base Assist scaling
Meta.Progression.Context.MatchScore.SpottedMin 15 1.0 0.5 0.2
Meta.Progression.Context.MatchScore.SpottedMax 275 0.2 0.1 0.2
Meta.Progression.Context.MatchScore.SpottedDestroyedMin 50 1.0 0.5 1.0
Meta.Progression.Context.MatchScore.SpottedDestroyedMax 500 0.75 0.5 0.75

All four rows also carry these modifiers at 1.0: FriendlyModifier, NeutralModifier, ModifierCZ, ModifierHZ, ModifierHZM, InstigatorLocationRatioModifier, TargetLocationRatioModifier, CrewAssistModifier, LogisticAssistModifier.

So the owner (the player who spotted) gets a reduced share of the max value (20% for a spot, 75% for a destroy). The assist share is driven by AssistBaseModifier and AssistScalingModifier. The spread between min and max is set by the assist-scaling curve (in the v2 doc’s terms).

4b. Placeholder rows (DT_Rewards_Spotting, 3 rows, all zero)

Meta.Progression.Resources.MatchScore.SpottingOwner, ...SpottingAssist and ...SpottingDestroyed. Each has ResourceValue = 0.0, ResourceTag = Attribute.Meta.Currency.Cash. These are the same stale layer the v1 Rewards doc found: the live numbers are in DT_Reward_Cash_Spotting above.


5. Variant Lookups (DT_RewardLookup_SessionEvent_Spotting_Added and _Removed)

Each lookup has 51 rows and maps the spotted variant to its reward tag. Each row now has its own reward tag, so the table below lists each one (Added shown; Removed uses the same variants with the .Removed. prefix). The Added and Removed tables are identical in layout. Only the reward tag prefix differs (.Added. or .Removed.).

Reward tag Variant tag
Spotting.*.Kodiak.Default Vehicle.Variant.Land.Wheeled.Kodiak.Default
Spotting.*.Kodiak.MachineGun Vehicle.Variant.Land.Wheeled.Kodiak.MachineGun
Spotting.*.Kodiak.Pickup Vehicle.Variant.Land.Wheeled.Kodiak.Pickup
Spotting.*.WHL_08.Default Vehicle.Variant.Land.Wheeled.WHL_08.Default
Spotting.*.WHL_08.MachineGun Vehicle.Variant.Land.Wheeled.WHL_08.MachineGun
Spotting.*.LittleBird.Default Vehicle.Variant.Air.Rotary.Littlebird.Default
Spotting.*.LittleBird.MountedMachineGuns Vehicle.Variant.Air.Rotary.Littlebird.MountedMachineGuns
Spotting.*.LittleBird.RocketPods Vehicle.Variant.Air.Rotary.Littlebird.RocketPods
Spotting.*.Huey.Default Vehicle.Variant.Air.Rotary.ROT_01.Default
Spotting.*.Huey.MountedMachineGuns Vehicle.Variant.Air.Rotary.ROT_01.MountedMachineGuns
Spotting.*.Blackhawk.Default Vehicle.Variant.Air.Rotary.ROT_04.Default
Spotting.*.Blackhawk.MountedMachineGuns Vehicle.Variant.Air.Rotary.ROT_04.MountedMachineGuns
Spotting.*.Havoc.Default Vehicle.Variant.Air.Rotary.Havoc.Default
Spotting.*.SpawnVehicle.Lonestar Vehicle.Variant.Land.Tracked.SpawnVehicle.Lonestar
Spotting.*.SpawnVehicle.Manticore Vehicle.Variant.Land.Tracked.SpawnVehicle.Manticore
Spotting.*.SpawnVehicle.Valkyra Vehicle.Variant.Land.Tracked.SpawnVehicle.Valkyra
Spotting.*.TNK_01.Heavy Vehicle.Variant.Land.Tracked.TNK_01.Heavy
Spotting.*.TNK_01.Artillery Vehicle.Variant.Land.Tracked.TNK_01.Artillery
Spotting.*.TNK_01.AntiAir Vehicle.Variant.Land.Tracked.TNK_01.AntiAir
Spotting.*.TNK_04.Default Vehicle.Variant.Land.Tracked.TNK_04.Default
Spotting.*.Bobcat.Default Vehicle.Variant.Land.Wheeled.Bobcat.Default
Spotting.*.Humvee.Default Vehicle.Variant.Land.Wheeled.Humvee.Default
Spotting.*.Humvee.MachineGun Vehicle.Variant.Land.Wheeled.Humvee.MachineGun
Spotting.*.Humvee.Minigun Vehicle.Variant.Land.Wheeled.Humvee.Minigun
Spotting.*.DuneBuggy.Default Vehicle.Variant.Land.Wheeled.DuneBuggy.Default
Spotting.*.Ural.Battle Vehicle.Variant.Land.Wheeled.Ural.Battle
Spotting.*.Ural.Attack Vehicle.Variant.Land.Wheeled.Ural.Attack
Spotting.*.Ural.Default Vehicle.Variant.Land.Wheeled.Ural.Default
Spotting.*.Claymore Id.Item.Claymore
Spotting.*.ATMine ID.Item.ATMine
Spotting.*.FOB Id.Buildable.FOB
Spotting.*.BuildableHotZoneMagnet Id.Buildable.HotzoneMagnet
Spotting.*.SupplyCrate.Free ID.Item.VehicleSupplyCrate.Free
Spotting.*.SupplyCrate.Container.Free ID.Item.VehicleSupplyCrate.Container.Free
Spotting.*.SupplyCrate.Small ID.Item.VehicleSupplyCrate.Small
Spotting.*.SupplyCrate.Small.Armoured ID.Item.VehicleSupplyCrate.Small.Armoured
Spotting.*.SupplyCrate.Large ID.Item.VehicleSupplyCrate.Large
Spotting.*.SupplyCrate.Large.Armoured ID.Item.VehicleSupplyCrate.Large.Armoured
Spotting.*.SupplyCrate.Pallet.BuildSupply ID.Item.VehicleSupplyCrate.Pallet.BuildSupply
Spotting.*.SupplyCrate.Pallet.FuelSupply ID.Item.VehicleSupplyCrate.Pallet.FuelSupply
Spotting.*.SupplyCrate.Pallet.MunitionsSupply ID.Item.VehicleSupplyCrate.Pallet.MunitionsSupply
Spotting.*.SupplyCrate.Pallet.SparePartsSupply ID.Item.VehicleSupplyCrate.Pallet.SparePartsSupply
Spotting.*.MistralAA Vehicle.Variant.Stationary.MistralAA
Spotting.*.Mortar Vehicle.Variant.Stationary.Mortar
Spotting.*.Phalanx Vehicle.Variant.Stationary.Phalanx
Spotting.*.Loudspeaker Vehicle.Variant.Stationary.Loudspeaker
Spotting.*.BuildableRadio Id.Buildable.Radio
Spotting.*.BuildableRepairStation Id.Buildable.RepairStation
Spotting.*.BuildableRefuelStation Id.Buildable.RefuelStation
Spotting.*.STN_05 Vehicle.Variant.Stationary.STN_05
Spotting.*.MGNest Vehicle.Variant.Stationary.MGNest

Observations:

  • 51 reward tags, one per lookup row, appear in each lookup. The Player target is not in either lookup. The player row must be selected by a different path, which was not traced.
  • Each reward tag now maps to a single variant tag. MistralAA, Mortar and STN_05 have separate tags, and the Loudspeaker, Radio, RepairStation and RefuelStation buildables each have their own.

6. State Trees

Both trees are the KOTH-prefixed challenge runners for spotting. They follow the same challenge pipeline as the KOTH state trees (Wardogs_GameFeatures_Challenges_KOTH_v2.md, section 3a).

Tree States Tags
ST_..._Spotting_Added 22 Event.StateTree.Spotting.Added, Challenges.Rewards.Spotting.Added.Player
ST_..._Spotting_Removed 21 Event.StateTree.Spotting.Removed, Challenges.Rewards.Spotting.Removed.Player, Analytics.Player.Assists

The Removed tree is the only one that carries the Analytics.Player.Assists tag, which fits its “destroyed” meaning. The Added tree carries no analytics tag.


7. Skills (DT_Skills_Spotting, 2 rows)

Both skills are Recon role skills.

Skill tag Skill key Gameplay effect Attribute Magnitude source
Meta.Role.Recon.IncreasedSpottedTime Meta.Skill.Character GE_Spotting_IncreasedSpottedTime Attribute.Gameplay.Spotting.SpottedTimeMultiplier Base 1.0, scaled by curve CT_ReconSkills, row IncreasedSpottedTime
Meta.Role.Recon.IncreasedSpottingDuration Meta.Skill.Item GE_Spotting_IncreasedSpottingDuration Attribute.Gameplay.Spotting.SpottingDurationMultiplier Base 1.0, scaled by curve CT_ReconSkills, row IncreasedSpottingDuration

The skill attribute is a multiplier on how long a spot lasts (SpottedTimeMultiplier on the target side, SpottingDurationMultiplier on the spotter side). The actual per-rank values are in CT_ReconSkills, which is outside this folder.


8. Feed Strings

8a. Challenge feed (DT_ChallengesFeedActions_Spotting, 3 rows)

Feed tag Default text Conditional text (tag → text, audio)
Challenges.Rewards.Spotting.Added Target Spotted ANY(Challenges.Rewards.Spotting.Refreshed) → “Target Spotted Refreshed” (no audio override)
Challenges.Rewards.Spotting.Refreshed Target Spotted Refreshed none
Challenges.Rewards.Spotting.Removed Spotted Target Destroyed Id.Item → “Spotted Item Destroyed” (Audio.Event.UX.Spotted.DestroyAssist.Deployable); Id.Buildable → “Spotted Buildable Destroyed” (...DestroyAssist.Buildable); Vehicle.Variant → “Spotted Vehicle Destroyed” (...DestroyAssist.Vehicle)

The default audio for the Removed row is Audio.Event.UX.Spotted.DestroyAssist.Player.

8b. Match-score feed (DT_RewardFeedActions_Spotting, 3 rows)

Match-score tag Text Audio
Meta.Progression.Resources.MatchScore.SpottingOwner Target Spotted none
Meta.Progression.Resources.MatchScore.SpottingAssist Target Spotted Assist none
Meta.Progression.Resources.MatchScore.SpottingDestroyed Spotted Target Destroyed Audio.Event.UX.Spotted.DestroyAssist

8c. Overlay (DA_SpottingOverlay)

Setting Value
Time until fade after action 1.0 s
Distance text format {Distance} M
Distance when empty ___._

9. Trackers

Spotting has three tracker assets. The map and spatial trackers share the tag Trackers.Type.SpottingTarget.

9a. Map tracker (DT_TrackerData_Map_Spotting → DA_Tracker_Map_Spotting)

Setting Value
Widget W_Tracker_Map_SpottingTarget
View model WDUISpottingTargetMapTrackerViewModel
Required tags Meta.Alignment.Faction, Trackers.Type.SpottingTarget
Recreate on faction change Yes

9b. Spatial tracker (DT_TrackerData_Spatial_Spotting → DA_Tracker_Spatial_Spotting)

Element Setting
Widget W_Tracker_Spatial_SpottingTarget
View model WDUISpottingTargetSpatialTrackerViewModel
Marker material M_UI_SpottingMarker (default), M_UI_SpottingTracker (override)
Default marker texture T_UI_Map_Spotted, scale 0.8, fade-out 3.0 s, starting opacity 0.75
Reward tag on the default texture Challenges.Rewards.PlayerKill
Distance text Forced to metres
Line-of-sight rules 3 rules, trace channel ECC_GameTraceChannel4. One rule has squared range 100,000,000 (about 10,000 units). Rendered-component check on.
Location offset Base offset Z = 300. Second rule uses dynamic offset curve C_DynamicLocationOffsetSpottingTracker (range about 252) and attaches to the Head bone.
Screen clamping 250 × 250 px
World distance scale 2 rules

The spatial tracker has per-vehicle texture overrides, so the marker changes by target. The Littlebird override uses T_UI_Map_Spotted_Heli with rotation 90°, and each vehicle override carries its own RewardTag (for example Challenges.Rewards.VehicleDestroyed.LittleBird, ...Huey, ...Havoc, ...Blackhawk).

9c. Material tracker (DT_MaterialTrackerSettingsData_Spotting → DA_MaterialTrackerData_Spotting)

This tracker is for stationary and artillery gunner positions. It is shown only when the local player is a gunner.

Setting Value
Tracker type WDUIMaterialTracker_Spotting
Requires state State.Player.Vehicle.Role.Gunner
Allowed vehicles Vehicle.Variant.Land.Tracked.TNK_01.Artillery, Vehicle.Variant.Stationary.Mortar, Vehicle.Variant.Stationary.STN_05
Override for current vehicle Yes
Show cash text No
Force metres Yes

It also keys a reward tag by target class (player → Challenges.Rewards.PlayerKill, rotary → per-variant VehicleDestroyed tags, tracked vehicle → VehicleDestroyed.TNK_01.Heavy, and so on).


10. Input

Context Binding Action Notes
IMC_SpottingAds Left mouse button IA_Player_PrimaryUse  
IMC_SpottingAds Gamepad right trigger (axis) IA_Player_PrimaryUse Has a WDDeadZoneInputModifier
IMC_SpottingAds Mouse wheel up / down IA_Player_IncreaseScopeZoom / DecreaseScopeZoom  
IMC_SpottingAds Left Shift IA_Player_Focus Gamepad left stick click also maps to Focus
IMC_SpottingAds Gamepad left / right shoulder IA_Player_Lean_Left / Lean_Right  
IMC_SpottingAds (unbound) IA_Player_ToggleScopeZoom Inherits settings from the action
IMC_SpottingAds Gamepad D-pad right / left IncreaseScopeZoom / DecreaseScopeZoom InputTriggerPulse with interval 0.2 s
IMC_Spotting (2 mappable key settings, 2 dead-zone modifiers)   Not individually decoded

The dead-zone modifiers mean stick and trigger input is filtered in both contexts.


11. Audio

Event asset Behaviours Use (inferred)
AE_Comms_Spotted Request spotted vox, play perspective sound, crosstalk Radio call when a target is spotted
AE_Comms_Spotted_VehicleEmpty Same types as above Variant for an empty spotted vehicle
AE_UX_Spotted_Target Play spotted-target sound, crosstalk UX cue on spot
AE_UX_Spotting_Start Set spotting parameters, execute trigger, play sound, crosstalk Spotting mode opens
AE_UX_Spotting_Stop Execute trigger, crosstalk Spotting mode closes
AE_UX_Spotting_Complete Execute trigger, crosstalk Spot completed

7b. Spot timing per target (round 39)

Read from the BH_SpottingExtensionData of each spotter item (Data; Binoculars_Standard, Monocular, RangeFinder_Standard, RangeFinder_Expensive). For every target class the spotter item lists four times: the time the crosshair must stay on the target (SpotTime), the time to refresh an existing spot (SpotRefreshTime), how long the spot fades (DecayTime) and how long a persistent spot is kept (PersistentSpotTime). Infantry (WDMoverCharacter): 0.5 s to spot, 30 s decay, 180 s persistent. The two Recon skills multiply spot time by the CT_ReconSkills rows IncreasedSpottedTime and IncreasedSpottingDuration (Data: skill level 0: 1.0, level 2: 1.2, level 4: 1.4). The units are not exported; seconds are presumed from the values (30, 90, 180, 900, 3600). Generated by _tools/round39_medical_tables.py into medical-status-r39.json.

| Target class | Spot time (s) | Refresh time (s) | Decay time (s) | Persistent spot time (s) | Spotter items | |—|—|—|—|—|—| | WDMoverCharacter | 0.5 | 1.0 | 30 | 180 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDTargetDummy | 0.5 | 1.0 | 30 | 180 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDAirplaneVehicle | 0.75 | 1.25 | 60 | 180 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDRotaryVehicle | 0.75 | 1.25 | 60 | 180 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDWheeledVehiclePawn | 0.75 | 1.25 | 60 | 180 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDTrackedVehicle | 1.25 | 1.5 | 90 | 180 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_BuildableRefuelStation | 2.5 | 5.0 | 900 | 900 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_BuildableRepairStation | 2.5 | 5.0 | 900 | 900 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_Buildable_HotzoneMagnet | 2.5 | 5.0 | 900 | 900 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDStationaryVehicle | 2.5 | 5.0 | 900 | 900 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_Buildable_ForwardOperatingBase_Lonestar | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_Buildable_ForwardOperatingBase_Manticore | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_Buildable_ForwardOperatingBase_Valkyra | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_ForwardOperatingBase_LoneStar | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_ForwardOperatingBase_Manticore | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | B_ForwardOperatingBase_Valkyra | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDLandminePlaceable | 1.5 | 2.5 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDVehicleSupplyCrate | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard | | WDVehicleSupplyPallet | 2.5 | 5.0 | 3600 | 3600 | Binoculars_Standard, Monocular, RangeFinder_Expensive, RangeFinder_Standard |


12. Limitations

  • Base values for each target are not in this folder. The BaseReward options name DefaultReward, RefreshedReward and KilledByEnemyReward, and their numbers are in the shared challenge tables covered by the v2 doc (section 15). Only the min and max match-score values (section 4a) are in this folder.
  • The Player target has a calculator row but no lookup row. The path that pays a spotted player was not traced.
  • Meaning of DestroyedByTeamModifier is taken from its option name KilledByEnemyFactor. Its direction (boost or penalty) was not checked.
  • Zone and faction factor values are not in this folder.
  • The Spotting root bundle’s widget element and the gameplay cue path were not decoded in this pass.
  • The IMC_Spotting input context was listed but not decoded to individual bindings.
  • The spatial tracker’s second line-of-sight and world-scale rules were counted but not individually checked for values.
  • The Recon skill magnitudes come from CT_ReconSkills, which is outside this folder.
  • DT_Rewards_Spotting is zero-valued (placeholder). Do not use it for live numbers.