-
Notifications
You must be signed in to change notification settings - Fork 0
AI Commander Execution Loop Reference
Release-readiness routing, 2026-07-01: draft PR #125 on
codex/release-command-center-20260630@6756df2846is the packaged command-center candidate. PR #126 oncodex/release-readiness-20260701is a companion AICOM guardrail source lane. Older line anchors below remain useful orientation, but exact release claims must bind to the packaged branch plus runtime RPT evidence.
Companion AICOM guardrail source-checked against PR #126 through commit f20ddfc83; the livehost proof-gap ledger is recorded through PR #126 commit 5b2e29c1c:
| Area | Current source state | Release gate |
|---|---|---|
| Default AI Commander |
WFBE_C_AI_COMMANDER_ENABLED = 1; supervisors spawn for present WEST/EAST sides. |
Exact Chernarus and Takistan server RPT windows must show startup, active/assist state, team founding, objective assignment and no current-window SQF errors. |
| AICOM v2 brain |
WFBE_C_AICOM2_ALLOCATE_ENABLE = 1; intent HUD publishing is on via WFBE_C_AICOM_INTENT_HUD = 1. |
RPT/client proof must show intent/objective state updating and no stuck-team or wrong-objective regressions. |
| Paratroops |
WFBE_C_AICOM_PARATROOPS_ENABLE = 1, gated by structure/research and commander state. |
RPT proof must include the paratroop gate behavior; source enablement alone is not enough. |
| Watchdog | PR #126 source has WFBE_C_AICOM_WATCHDOG = 1 plus per-side script handles and owner generations so a restarted supervisor fences off stale older instances. |
Capture `WATCHDOG |
| Group-cap diagnostics | PR #126 source keeps regular GRPBUDGET telemetry, edge-triggers `GRPBUDGET |
WARNwithGRPBUDGET |
| HC drop/reconnect proof | PR #126 source stamps wfbe_aicom_last_heading_t from aicom-team-heading and emits HCDROP_AICOM_AUDIT plus HCRECON_AICOM_AUDIT lines around HC disconnect/reconnect. |
Capture those audit lines with HCSTAT, HCDISPATCH and post-drop marker/heading continuity before any behavior-changing HC team re-adoption patch. |
| Compatibility | PR #126 guardrail changes use A2 OA-safe primitives; WFBE_PopTier and side-keyed WFBE_AICOM_* intent/status vars now have targeted join-time catch-up, while broader JIP-safety rebroadcast changes remain gated on runtime proof. |
Static watched-token checks plus dedicated/JIP runtime proof remain required. |
2026-07-01 13:45 UTC livehost note: current live server telemetry shows active AICOMSTAT and HCSTAT, but the latest RPT marker sweep did not find HCDROP_AICOM_AUDIT, HCRECON_AICOM_AUDIT, 7e97c78b9, f20ddfc83, or the PR #126 archive SHA. That means the current live Chernarus run is useful health context, but not proof that the PR #126 HC-drop audit instrumentation has run.
This page documents the live, always-running per-side AI commander on the current maintained release branch: the supervisor tick loop in Server/AI/Commander/AI_Commander.sqf and the seven workers it dispatches (AI_Commander_Execute, _AssignTowns, _Strategy, _Base, _Teams, _AssignTypes, _Produce, plus the externally-compiled Server_AI_Com_Upgrade). It is the runtime counterpart to the branch-status AI Commander autonomy audit, which names these files but does not document their internals.
The model is one supervisor per commanding side (WEST/EAST; RESISTANCE is excluded because it has no HQ — Init_Server.sqf:847). Each supervisor decides every tick whether it is in FULL command (no human commander), ASSIST/hybrid (human commander present, executor only), or STOPPED (disabled or HQ dead), then fans out to its workers on per-worker cadences.
The eight worker functions are compiled once during server init, then the supervisor is spawned per side.
| What | Source | Detail |
|---|---|---|
| Worker compile block | Server/Init/Init_Server.sqf:55-64 |
WFBE_SE_FNC_AI_Com_Upgrade (from Server/Functions/Server_AI_Com_Upgrade.sqf), _AssignTypes, _AssignTowns, _Produce, _Execute, _Base, _Teams, _Strategy, and the supervisor WFBE_SE_FNC_AI_Commander are all Compile preprocessFileLineNumbers. |
| Supervisor spawn | Server/Init/Init_Server.sqf:1063 |
{_x Spawn WFBE_SE_FNC_AI_Commander} forEach (WFBE_PRESENTSIDES - [resistance]) — one supervisor thread per present commanding side. |
| Wildcard spawn (sibling) | Server/Init/Init_Server.sqf:1104 |
A separate WFBE_SE_FNC_AI_Commander_Wildcard loop runs only if WFBE_C_AI_COMMANDER_WILDCARD == 1 and the commander is enabled. Not part of the tick loop documented here. |
WFBE_SE_FNC_AI_Commander takes _this = side (AI_Commander.sqf:17). It resolves the side logic via WFBE_CO_FNC_GetSideLogic and exits if absent (:18-19), then waitUntils for serverInitFull before commanding (:23). On first run it picks a doctrine and injects a research program (below), then enters while {!gameOver} at :87 and sleeps WFBE_C_AI_COMMANDER_TICK (default 15 s) at the bottom of every iteration (:447).
| Step | Source | Behavior |
|---|---|---|
| Active gate | AI_Commander.sqf:88-91 |
_active is true only when WFBE_C_AI_COMMANDER_ENABLED > 0 AND the side HQ (WFBE_CO_FNC_GetSideHQ) is alive. Otherwise the loop falls to the STOPPED branch. |
| Human-commander detection | AI_Commander.sqf:94-98 |
Reads the commander team via WFBE_CO_FNC_GetCommanderTeam; _humanCmd is true only if isPlayer (leader _cmdTeam). |
| Commander LOCK override |
AI_Commander.sqf:100-104, :83-85
|
When WFBE_C_AI_COMMANDER_LOCK > 0 (default 0, Init_CommonConstants.sqf:207), _humanCmd is forced false so the AI retains full command even if a human occupies the slot (eval/night protection). |
| Human-just-left cleanup | AI_Commander.sqf:106-112 |
On the transition _prevHuman && !_humanCmd, every team in wfbe_teams is reset to "towns" move mode (SetTeamMoveMode) and its wfbe_exec_sig cleared, so full-auto retakes cleanly. |
| Build-grace tracker (B36) | AI_Commander.sqf:114-122 |
_noHumanSince records when the side last went human-commander-less (-1 while a human commands). _canBuild is true only once (time - _noHumanSince) >= WFBE_C_AI_COMMANDER_BUILD_GRACE (default 300 s, Init_CommonConstants.sqf:131). Re-armed each time a human commander leaves. |
| State + running latch | AI_Commander.sqf:124-131 |
_state is "assist" under a human, else "full". On any state change the supervisor sets wfbe_aicom_running to !_humanCmd — the full-command latch. This is the flag the audit said master never sets. |
| STOPPED branch | AI_Commander.sqf:251-257 |
When _active is false, clears wfbe_aicom_running to false once and logs STOPPED (disabled / HQ down). |
On the first tick (guarded by isNil on wfbe_aicom_doctrine, AI_Commander.sqf:26):
| Element | Source | Behavior |
|---|---|---|
| Doctrine | AI_Commander.sqf:26-29 |
Randomly "HF" (heavy-factory) or "LF" (light-factory), stored on the side logic as wfbe_aicom_doctrine. This is the primary factory path the AI builds and templates around. |
| Research program inject | AI_Commander.sqf:36-53 |
Builds an 11-entry [upgradeId, level] program (Barracks/doctrine-factory/Gear/Patrols, rushing the doctrine factory and Gear to 3) and prepends it to WFBE_C_UPGRADES_<side>_AI_ORDER. The upgrade worker always takes the first not-yet-reached entry, so a prepended program is the strategy. Duplicates in the tail are harmless (reached levels are skipped). |
| Experital scaffold (Convoys) | AI_Commander.sqf:55-65 |
Nil-guarded: appends [WFBE_UP_PATROLS,4] only if the side's LEVELS array shows PATROLS max >= 4. No-op on this mission. |
| Reactive CBR (deferred) |
AI_Commander.sqf:66-69, :237-249
|
CBRADAR research is NOT appended at boot; it is appended once in the main loop (:240-248) the first tick after wfbe_aicom_arty_threat is set, if WFBE_UP_CBRADAR exists. |
The executor runs every tick. Town auto-assign is throttled but runs in both FULL and ASSIST. The economy/build workers run only when _canBuild (FULL command past the build-grace window). All intervals default from Init_CommonConstants.sqf.
| Worker call | Gate | Cadence (default) | Source |
|---|---|---|---|
WFBE_SE_FNC_AI_Com_Execute |
every active tick | tick rate (15 s) | AI_Commander.sqf:134 |
WFBE_SE_FNC_AI_Com_AssignTowns |
active (self-gates per team) |
WFBE_C_AI_COMMANDER_TOWN_INTERVAL = 120 s |
AI_Commander.sqf:137-139 |
WFBE_SE_FNC_AI_Com_Strategy |
_canBuild |
STRATEGY_INTERVAL = 60 s |
AI_Commander.sqf:146-148 |
WFBE_SE_FNC_AI_Com_Base |
_canBuild |
BASE_INTERVAL = 60 s |
AI_Commander.sqf:150-152 |
WFBE_SE_FNC_AI_Com_Teams |
_canBuild |
TEAMS_INTERVAL = 90 s |
AI_Commander.sqf:154-156 |
WFBE_SE_FNC_AI_Com_AssignTypes |
_canBuild |
TYPES_INTERVAL = 30 s |
AI_Commander.sqf:157-159 |
WFBE_SE_FNC_AI_Com_Upgrade |
_canBuild AND !wfbe_upgrading
|
UPGRADE_INTERVAL = 120 s |
AI_Commander.sqf:160-163 |
WFBE_SE_FNC_AI_Com_Produce |
_canBuild |
PRODUCE_INTERVAL = 45 s |
AI_Commander.sqf:164-166 |
Three economy controllers run inside the _canBuild block after the worker dispatch:
| Controller | Source | Behavior |
|---|---|---|
| Adaptive spend (P4 wealth conversion) | AI_Commander.sqf:168-193 |
When funds exceed WFBE_C_AI_COMMANDER_FUNDS_PER_EXTRA_TEAM * 2 (_richThreshold) AND all team targets are met, sets wfbe_aicom_reinforce_rich so Produce doubles its batch cap. Uses transition if/else (A2 has no ==/!= on Bool). |
| Bootstrap stipend (V0.7) | AI_Commander.sqf:195-235 |
While the side owns 0 towns AND time < WFBE_C_AICOM_BOOTSTRAP_MAXTIME (7200 s), trickles WFBE_C_AICOM_BOOTSTRAP_FUNDS (100/min) via ChangeAICommanderFunds and, in dual-currency mode (when BOOTSTRAP_SUPPLY_ENABLE > 0), BOOTSTRAP_SUPPLY (120/min) via ChangeSideSupply. Grants once per 60 s, scaled to actual tick spacing (capped at 3x) so a missed tick doesn't drop income. |
| Reactive CBR research | AI_Commander.sqf:237-249 |
Appends [WFBE_UP_CBRADAR,1]/[,2] to the AI upgrade order once, the first tick after wfbe_aicom_arty_threat. No-op without the CBR constant. |
Ungated (always flows regardless of LOG setting), the supervisor emits a block of diag_log lines every 300 s (AI_Commander.sqf:259-392), plus once-per-round lines.
| Line | Source | Content |
|---|---|---|
| `AICOMSTAT | v1 | TICK` |
ECONOMY / ECONFLOW
|
AI_Commander.sqf:296-334 |
Net funds/supply change since last window; player-team vs AI wallet split. |
CMDRSTAT |
AI_Commander.sqf:338-369 |
Server-local vs HC-delegated team split + 2-man-remnant fragmentation. |
COMBATSTAT |
AI_Commander.sqf:371-391 |
Per-side attrition delta from the free WF_Logic cumulative counters. |
SRVPERF / GRPBUDGET / HCDELEG
|
AI_Commander.sqf:394-445 |
Server-global perf line; per-side group count vs the 144/side cap (WARN at WFBE_C_GROUP_BUDGET_WARN); per-HC owned-unit load and imbalance ratio. Throttled once per 300 s on wfbe_srvperf_t. |
ROUND OVER / `AICOMSTAT |
END/ROUNDSTAT` |
AI_Commander.sqf:450-470 |
Each worker takes _this = side, resolves WFBE_CO_FNC_GetSideLogic, and reads the team registry wfbe_teams (an index-aligned array whose wiped-HC entries are nulled, not removed — every team loop guards !isNull).
| Worker | Source / size | Returns | Behavior |
|---|---|---|---|
| Execute |
AI_Commander_Execute.sqf (57 ln) |
none | Order executor; runs every tick (FULL and ASSIST). For each non-player, alive AI team it reads wfbe_teammode; for move/patrol/defense with a real wfbe_teamgoto destination it issues a waypoint via AIMoveTo (MOVE/SAD/HOLD, radius 50/150/30). Idempotent: an unchanged wfbe_exec_sig is not re-issued (:40-49). towns/"" modes are left to AssignTowns; SetTeamMoveMode/SetTeamMovePos only store vars, so this is the path that makes the command bar work. |
| AssignTowns | AI_Commander_AssignTowns.sqf |
none | Sends idle teams at the nearest uncaptured town. Hybrid detection (:23-28): _humanCmd is computed but is only referenced in the optional garrison logic (:138), where it suppresses garrison assignment while a human commands. Since B36 (2026-06-15), _canDrive is set to true for every non-player-led team unconditionally (:122-131) — the former DELEGATED/autonomous-only filter under a human commander is no longer present. All non-player-led teams receive town orders regardless of human commander presence. Filters towns whose sideID != _sideID (:30-33); exits if none. V0.8 TRUE CONCENTRATION (:38-61) pre-seeds _assigned with the live wfbe_aicom_townorder target of every team already marching, so the per-town spearhead cap reflects real committed mass and rolls freed teams to the next town. Uses the arc-approach planner when WFBE_C_AI_COMMANDER_USE_ARC_APPROACH > 0, else the AIMoveTo fallback (:35). V0.7 bootstrap bias when the side owns 0 towns (:63-66). |
| Strategy | AI_Commander_Strategy.sqf |
publishes wfbe_aicom_targets
|
War-strategy worker, FULL only. (1) SPEARHEADS: scores enemy/neutral towns by nearest-to-front with a small enemy-HQ pull and a far-penalty deprioritiser, publishing wfbe_aicom_targets for AssignTowns to concentrate on (:46-60). (2) REACTIVE DEFENSE: diverts the nearest free team to relieve own towns flagged wfbe_active. (3) HQ HUNT: when clearly winning, peels the strongest teams into a strike force on the enemy HQ so AI-vs-AI rounds end. (4) ARTILLERY: fires base guns at the spearhead town/enemy HQ, gated on no friendlies near impact (:1-16). Exits early if the enemy side is not in WFBE_PRESENTSIDES (:31). |
| AssignTypes | AI_Commander_AssignTypes.sqf |
sets wfbe_teamtype
|
Picks a random UNLOCKED WFBE_<side>AITEAMTEMPLATES index for each unassigned team (a team needs a wfbe_teamtype before Produce can build for it). Eligibility = all four [barracks,light,heavy,air] min-upgrade levels in WFBE_<side>AITEAMUPGRADES met vs WFBE_CO_FNC_GetSideUpgrades (:42-49). Skips player-led and HC-resident teams (:38). Factory availability is not checked here on purpose; Produce no-ops gracefully when the factory is missing. P1 combined-arms weighting nudges toward the doctrine vehicle track (:51-). |
| Produce | AI_Commander_Produce.sqf |
none | Reinforces under-strength teams via AIBuyUnit, within the per-side AI ceiling WFBE_C_TOTAL_AI_MAX_BY_TIER (tiered: 140/130/100/80 by pop-tier) — exits if _sideAI >= _cap (:28-30). Batch cap is WFBE_C_AICOM_PRODUCE_BATCH (default 3), DOUBLED when wfbe_aicom_reinforce_rich is set (:22-25). Builds the first template unit a team is short on at an alive factory of the right kind (Barracks/Light/Heavy, plus Aircraft once the side holds WFBE_C_AICOM_AIR_MIN_TOWNS towns, :43-52). Reinforce-range gated: leaders beyond REINFORCE_RANGE (1200) only refill if hugging an owned town within FWD_REINFORCE_RANGE (900) (:70-86). HC-resident teams are produced whole on the HC, never here (:62-63). |
| Base | AI_Commander_Base.sqf |
none | Deploys the HQ and builds the base on the doctrine, FULL only. Exits unless the side HQ is alive (:20-21). Costs are paid from side supply (server-deducted, mirroring a human COIN build, :23-24). One construction per call (gentle supply drain, no build spam). Deploys the MHQ first, nudging off-road/out-of-water within 20 tries before falling back to the raw start spot (:32-50), then follows the doctrine build order into defenses, with gated artillery/CBR/bank structures. |
| Teams | AI_Commander_Teams.sqf |
sets wfbe_aicom_pending, wfbe_aicom_dyntarget
|
Founds new AI combat teams up to the side target, FULL only. Counts FOUNDED teams (wfbe_aicom_hc or wfbe_aicom_founded) separately from editor-slot teams so editor population never blocks founding (:33-53). Target = base + funds-extra (floor(funds / FUNDS_PER_EXTRA_TEAM), capped at TEAMS_MAX_EXTRA, :56-64), then OVERRIDDEN by a B36.1 player-count curve (WFBE_C_AICOM_TEAMS_PC_*, more humans = fewer AI teams, :66-86) and lifted by the B37 banking valve at low/mid pop (:88-95). When a live HC is registered, whole teams are produced on the HC (delegate-aicom-team); otherwise it founds an empty server-local group that AssignTypes/Produce then fill (:1-17). (cmdcon31, 2026-07-01 — source-integrated, runtime-pending): local release 465b5afb2a carries 8de3c4a60 / b4df22ede, which adds the starved-infantry fallback: if eligibility stripping leaves no stored-type-0 infantry template, the picker admits the cheapest infantry template and logs `AICOMGATE |
- The supervisor uses
Spawn(capitalized wrapper),Compile preprocessFileLineNumbers,Call, andgetVariable [name, default]throughout — all valid A2 OA forms. Null-groupgetVariable [name,default]returns nil (not the default) in 1.64, which is why every worker team-loop guards!isNull _team(e.g.AI_Commander_Execute.sqf:18-25,AssignTypes:32-34). - Bool operands do not support
==/!=in A2; the wealth-conversion and stipend controllers use transitionif/elseagainst a cached_prev*flag instead (AI_Commander.sqf:184-193). - Group-bool reads go through
WFBE_CO_FNC_GroupGetBoolrather than a 2-arggetVariableon the group.
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- 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