Point Game Master Basics at the settings reference The page opened by promising three places you set things up and then listed two. With the AI module there genuinely is a third -- the world attributes, which is the same panel with nothing selected -- so the table is now true rather than trimmed to fit. The hand-kept list of attribute rows is gone. It covered eleven of the eighty and was already out of date; keeping it in step with the config by hand was never going to work. In its place: what each tag covers and where it lives, and a link to the generated reference for the rest. Also adds Edit person to the screens table -- the conversation editor was reachable and undocumented.
Say "group leader", the way Reforger does The tasking setting documented earlier today was written up as "a section commander accepts for his section". That is MCF inventing a second word for a thing the game already names: the setting reads the player's group, the one the Groups menu shows. Renamed through the settings tables, the "Who an order is handed to" section and the known-gaps list, with a line saying explicitly which "group" is meant. The known gap "a commander cannot delegate an order" is narrowed on Home as well -- a group leader accepting for his whole group is delegation of a kind, and that much now works. "SECTION COMD" on the board is untouched: that is the in-fiction rank label, which is where milsim wording belongs. So is "squad leader and up" on the write permission, which belongs to the role table rather than to tasking.
Tasking: section orders, order lifecycle, and two new board settings Documents what was built on 2026-09-24. Two new Game Master properties on the operations board: "a section commander accepts for his section" (default on) and "orders carry over to the next mission" (default on). Both added to the settings tables on Game Master, Your First Mission and Intelligence. New section "Who an order is handed to" on the Intelligence page, explaining that an order is stored against each man's account rather than against his squad, why, and which setting to reach for when that is the wrong answer. "In Arma's own task list" now has the whole lifecycle in a table: what you find when an order was deleted, completed or the server restarted while you were away. A closed order now comes back marked closed instead of silently vanishing; a deleted one leaves no trace, by design. Persistence section now mentions that assignments and board settings survive too, not only the orders themselves. Known gaps: the two group-tasking entries are resolved and removed; the delegation entry is narrowed to what is still true. Dev wiki only: Architecture picks up three new subsections under Persistence -- naming a player across sessions, settings on a placed object, and in-memory state that is meant to be lost.
MCF is on the Workshop, and the board pages catch up Home and Getting Started still said MCF was not published and was being tested privately at 0.0.1. Both are the public wiki's own pages, so they are written rather than generated, and both were wrong the moment the mod went up. No version number in the banner this time -- a number in a banner is a thing that goes stale without anybody noticing. The other four pages come from the development wiki through tools\sync_public_wiki.ps1: Object size, the map board's controls and what travels between machines, and the troubleshooting entries for leaving the laptop and the board, for map drawing that is not being saved, and for a board that shows no roads until you zoom in.
Only what ships: Core and Intelligence The other three modules are built but held back until they have had the same testing, so their pages, the node reference and the event wiring come off the public wiki until they do. Home says what is coming rather than pretending it does not exist. The first-mission walkthrough loses the two steps that needed trigger nodes and renumbers itself. Intel Source stays documented with a note that it needs Objectives -- it ships with Intelligence but is driven by an event, and nothing in this release publishes one. Generated by tools/sync_public_wiki.ps1 from the development wiki, which is now the single source. Three lists in that script decide what goes out, and adding a module back is deleting a line from one of them.
The mission-maker documentation, for people who have the mod and not the code Split off from the development wiki, which stays with the private repository along with the architecture, the Enfusion notes and the build instructions -- those describe code nobody here can read. What changed for this audience: Getting Started is about subscribing to the Workshop addons rather than cloning a repository and opening a .gproj, Home says plainly that 0.0.1 is not published yet so nobody goes looking for it, and every link into the contributor pages is gone or rewritten. Thirteen pages: the five modules, a first-mission walkthrough, Game Master basics, the node reference, event wiring and troubleshooting.