-
Notifications
You must be signed in to change notification settings - Fork 0
AI Runtime HC Loop Map
This page is a focused runtime map for server loops, town AI, headless-client delegation and AI/autonomy edges. Use it with AI/headless/performance, Server runtime atlas, HC delegation/failover, AI commander autonomy audit and Performance opportunity sweep.
SRC below means Missions/[55-2hc]warfarev2_073v48co.chernarus.
| Need | Go here |
|---|---|
| Server/HC loop orientation | Use the runtime loop table, then follow owner pages for branch-sensitive details. |
| AI commander and autonomous logistics | Use AI commander autonomy audit; it owns the AI supply-truck and AI commander branch matrices. |
| Town AI vehicle cleanup safety | Use Town AI vehicle despawn safety for the DR-45 player-occupancy guard route. |
| Patrols v2 | Use Towns/camps/capture for the current side-upgrade patrol path and historical DR-57 branch matrix. |
| HC lifecycle/failback | Use Headless delegation/failover for payloads, callbacks, disconnect behavior and smoke gates. |
Rows in this map name the exact branch refs and line anchors they were proven against. The Town AI tracked-vehicle cleanup route was refreshed on 2026-06-24 after B74.2 advanced from origin/claude/b74.2-aicom@d472da6a to current origin/claude/b74.2-aicom@21b62b04; the scoped d472da6a..21b62b04 diff is empty for both maintained-root server_town_ai.sqf files, so the branch advance does not change DR-45 status. Older rows preserve their cited branch-specific anchors until a dedicated refresh.
| Surface | Current branch truth | Route |
|---|---|---|
| AI supply-truck logistics | Docs head 4b6f5ca9 remains old-shape for checked source paths: the compile is commented at Init_Server.sqf:36, but the truck-supply + AI-commander branch still raw-spawns UpdateSupplyTruck at :382-383. Direct Miksuu b8389e748243 matches the raw-spawn shape at :36,383; perf 0076040f raw-spawns at :36,378. Current stable origin/master@0139a346 comments the compile at :43, initializes wfbe_ai_supplytrucks and warning-disables legacy logistics at :461-463 in both maintained roots. Historical a96fdda2 also warning-disables (Init_Server.sqf:37,384). AI_UpdateSupplyTruck.sqf:17 still points at missing Server\FSM\supplytruck.fsm in checked refs. |
AI commander autonomy audit |
| Town AI tracked-vehicle cleanup | Repo docs branch HEAD@6ee7c754abb6 remains source-unchanged from ce3cf871e1e7 for both maintained-root server_town_ai.sqf files and deletes tracked inactive vehicles with only !(isPlayer leader group _x) at :214 in both roots. Current stable/B74.1 origin/master@f8a76de34, B69 8d465fce and adjacent B74 b23f557f protect source Chernarus at :312/:325, but maintained Vanilla remains unsafe at :319. Current B74.2 origin/claude/b74.2-aicom@21b62b04 keeps the previous B74.2 route: source Chernarus line-drifts to :324/:337, maintained Vanilla remains leader-only at :319, and origin/master..origin/claude/b74.2-aicom changes source Chernarus only for pop-tier active-town budget logic. Direct Miksuu b8389e748243 is old-shape at :195, perf 0076040f at :219 and historical a96fdda2 at :200 in both maintained roots. origin/claude/upstream-town-defense-diag-sync@cde1f1fc is delegated-cleanup diagnostics evidence and does not close DR-45. No checked current ref contains Server_CleanupExpiredTownDefenseAssets.sqf; older 89ae9dad helper evidence is historical, not current branch truth. |
Town AI vehicle despawn safety |
| Patrols v2 | Current stable origin/master@0139a346 carries the side-upgrade patrol driver, HC/local dispatch, WFBE_ACTIVE_PATROLS marker state, level-aware cap, level-4 convoy/camp-sweep hooks and && patrol worker exit in both maintained roots. It starts server_side_patrols.sqf at Init_Server.sqf:690, dispatches HC/local at server_side_patrols.sqf:64-69, receives delegate-sidepatrol at Client/PVFunctions/HandleSpecial.sqf:50, and reports slot/marker events through Common_RunSidePatrol.sqf:54-56,82-84,245-247,264-266, Server_HandleSpecial.sqf:345-372 and updatepatrolmarkers.sqf:3,19. Docs head, direct Miksuu, perf and historical a96fdda2 lack the Patrols v2 files in checked maintained roots; cf2a6d6a is historical stable evidence only. Runtime smoke remains pending. |
Towns/camps/capture |
| Loop / handler | Source refs | Role | Cadence / exit | Risk |
|---|---|---|---|---|
| Role split / init chain |
SRC/initJIPCompatible.sqf:55-57, :214-239
|
Common, server, client, HC | Once, with waits | HC is `!(hasInterface |
| HC support gate | SRC/initJIPCompatible.sqf:164-170 |
Common | Once | AI delegation mode 2 is disabled below OA 1.62 build gate. |
| HC boot / registration | Docs source SRC/Headless/Init/Init_HC.sqf:4-15; current stable origin/master@0139a346 Headless/Init/Init_HC.sqf:94-129, Server_HandleSpecial.sqf:406-431
|
HC | Docs source fixed sleep 20 then fire-once PVF; current stable adds reseat/park plus 15s rewatch re-announce after mission-restart re-grabs |
Current stable registration is idempotent and prunes dead HC entries, but still has no delegated-work failback or work records. |
| Server init waits |
SRC/Server/Init/Init_Server.sqf:1, :126-127, :507, :583
|
Dedicated/hosted server | Waits for common/town/time gates | Stalls if common/town init never completes. |
| Client init waits/JIP fanout |
SRC/Client/Init/Init_Client.sqf:164-165, :594-596, :757-770, :960-962
|
Client/hosted player | Waits, then JIP queries | Heavy town-wide query fanout on join. |
| Town state loop |
SRC/Server/FSM/server_town.sqf:34, :57, :259-270
|
Server | Per-town sleep 0.05, outer sleep 5; exits on WFBE_GameOver
|
Core scan/capture/supply loop. |
| Town AI activation loop |
SRC/Server/FSM/server_town_ai.sqf:35, :84-121, :157-185, :191-251
|
Server | Per-town sleep 0.05, outer sleep 5; exits on WFBE_GameOver
|
Drives AI spawn/despawn and HC delegation. This is an intentionally throttled scheduled loop, not a per-frame target. |
| Camp capture manager |
SRC/Server/FSM/server_town_camp.sqf:8-13, :25, :91-93
|
Server | Per-camp sleep 0.01 (10 ms inner), outer sleep 0.1 (~100 ms cycle); exits on WFBE_GameOver
|
Continuous camp scan. |
| Town patrol workers |
SRC/Common/Functions/Common_CreateTownUnits.sqf:42-63; SRC/Server/FSM/server_town_patrol.sqf:18, :47-53
|
Server or delegated locality |
sleep 30; !WFBE_GameOver && _aliveTeam
|
Workers exit as soon as WFBE_GameOver is true OR the team dies; there is no cross-condition survivor risk. |
| Patrols v2 side patrol driver | Branch-sensitive source: current stable origin/master@0139a346 has Init_Server.sqf:690, Server/FSM/server_side_patrols.sqf:64-69,72, Client/PVFunctions/HandleSpecial.sqf:50, Common/Functions/Common_RunSidePatrol.sqf:5-8,54-56,82-84,245-247,264-266, Server/Functions/Server_HandleSpecial.sqf:345-372 and Client/FSM/updatepatrolmarkers.sqf:3,19. These files are absent from docs head, direct Miksuu, perf and historical a96fdda2 checked maintained roots. |
Server or HC on stable master | Driver sleeps 20; patrol runner sleeps 30; both exit on WFBE_GameOver; current runner uses &&
|
Current stable origin/master@0139a346 supersedes the old server_town_ai random-town patrol launch. Smoke upgrade levels 1/2/3, level-4 convoy/camp-sweep hooks, HC delegate-sidepatrol, friendly markers and side-slot/cooldown release. Historical DR-57/AI1 and release older loop-exit evidence live in Towns/camps/capture. |
| Static defense manage/operate | Docs source SRC/Server/Functions/Server_ManageTownDefenses.sqf:15-32, Server_OperateTownDefensesUnits.sqf:24-85; current stable origin/master@0139a346 server_town.sqf:290, server_town_ai.sqf:262, Server_OperateTownDefensesUnits.sqf:55-67
|
Server with optional HC creation | Event-like on town activation/capture | Current stable calls the active town side and has no west/east/resistance side gate in the HC delegate branch. HC static gunners are still effectively fire-and-forget because update-back/accounting is absent. |
| Base defense remanning |
SRC/Server/Functions/Server_HandleDefense.sqf:7-42; SRC/Server/Construction/Construction_StationaryDefense.sqf:90-99
|
Server with optional HC creation | Missing gunner sleep 7, normal sleep 420; exits when defense dies |
No explicit game-over exit. |
| Resource/income loop |
SRC/Server/FSM/updateresources.sqf:20, :67, :74-75
|
Server | FPS-adjusted sleep; exits on gameOver
|
Uses inverse GetSleepFPS; low FPS shortens sleeps. |
| FPS sleep helper | SRC/Common/Functions/Common_GetSleepFPS.sqf:5-9 |
Common helper | Called by loops | Scaling may be inverted depending on intended semantics. |
| Performance audit loop |
SRC/Common/Functions/Common_PerformanceAudit.sqf:221-240; SRC/Server/Init/Init_Server.sqf:586-589
|
Server audit runner | Default flush sleep 60; exits on gameOver if set |
Good observability hook but only as complete as callers. |
| Cleanup/restorer set |
SRC/Server/Init/Init_Server.sqf:535-560; cleaners such as droppeditems_cleaner.sqf:4, :19, :42
|
Server | Timer plus per-item sleeps; mostly WFBE_GameOver
|
Always-on cleanup pressure. |
| Global stats extension |
SRC/Server/CallExtensions/GlobalGameStats.sqf:5, :24
|
Server |
sleep 60; no explicit exit |
Always-on extension loop; player-count heuristics exclude HC. |
| AI supply truck loop |
SRC/Server/AI/AI_UpdateSupplyTruck.sqf:5-17; docs head SRC/Server/Init/Init_Server.sqf:36,382-383; current stable origin/master@0139a346 Init_Server.sqf:43,461-463
|
Intended server |
sleep 60; exits on gameOver if spawned |
Branch-sensitive legacy path: docs head/Miksuu/perf raw-spawn a commented/missing worker; current stable and historical a96fdda2 warning-disable it instead. Keep details on AI commander autonomy audit. |
| Commander map-order executor |
SRC/Client/GUI/GUI_Menu_Command.sqf:252-306; SRC/Common/Functions/Common_SetTeamMoveMode.sqf:8; SRC/Common/Functions/Common_SetTeamMovePos.sqf:8; SRC/Server/AI/AI_SquadRespawn.sqf:105-109; SRC/Server/AI/AI_AdvancedRespawn.sqf:120-124
|
UI writes replicated group vars; static server reads found only respawn reset | No general loop found |
wfbe_teammode / wfbe_teamgoto are not proof of a server-owned waypoint executor. |
| AI town attack-path helper |
SRC/Server/Init/Init_Server.sqf:45-47; SRC/Server/Functions/Server_AI_SetTownAttackPath.sqf:18,41,80-109
|
Compiled server helper for arced town attack waypoints | No static caller found in stable master scan | Helper clears existing waypoints before path generation; if a future caller revives it, smoke the early-exit branches before relying on generated attack routes. |
| Spawned-unit follow-up |
SRC/Client/Functions/Client_BuildUnit.sqf:463-465; SRC/Client/Functions/Client_SendSpawnedUnitsToLeaderWaypoint.sqf:13-94
|
Client-side helper for newly bought AI | On spawn/build completion only | Runs only when AUTO_SEND_SPAWNED_UNITS_TO_WAYPOINT is enabled (:13). It purges stale stored map orders within 25m (:24-34), falls back through current waypoint / expectedDestination (:37-65), then commandMoves units or vehicle drivers (:80-92). This is not a general commander AI scheduler. |
| Player AI watchdog/recovery |
SRC/Client/Init/Init_Client.sqf:515; SRC/Client/Functions/Client_WatchdogPlayerAI.sqf:147-333; SRC/Client/Functions/Client_RecoverPlayerAI.sqf:1-1000
|
Client-side stuck-AI recovery | Client loop/action path | Automatic recovery has a 120s cooldown and 50m destination threshold (Client_WatchdogPlayerAI.sqf:69-70), skips deliberate STOP orders (:203-207) and updates the last-recovery marker at :308. Manual recovery can use a 2m threshold (Client_RecoverPlayerAI.sqf:104-112) and treats DoNotPlan as usable when a destination exists and is far enough (:12-14, :224-225). |
| AI leader respawn hooks |
SRC/Server/Init/Init_Server.sqf:10-12; SRC/Server/AI/AI_AddMultiplayerRespawnEH.sqf:1; SRC/Server/AI/AI_AdvancedRespawn.sqf:25-124; SRC/Server/AI/AI_SquadRespawn.sqf:14-111
|
Server-owned AI leader respawn | Branch differs by WF_A2_Vanilla
|
Non-vanilla rebinds the killed/MPRespawn path (AI_AdvancedRespawn.sqf:25-26, :55-65); vanilla uses the squad-respawn loop and bails if a player has taken the leader slot (AI_SquadRespawn.sqf:15, :21, :29). Both reset non-autonomous move state (AI_SquadRespawn.sqf:103-109; AI_AdvancedRespawn.sqf:118-124). |
Non-AI runtime surfaces such as server-FPS publishers and AntiStack database loops are intentionally routed to Server gameplay runtime atlas, Hosted server FPS loop sleep, External integrations and AntiStack database extension audit. Keep this page focused on AI, HC and player-AI lifecycle when adding new rows.
HC delegation creates units on another machine through request/response helpers; it does not magically transfer already-created unit locality. The docs-source HC boot path in SRC/Headless/Init/Init_HC.sqf:12-15 uses a fixed sleep 20 before connected-hc. Current stable adds HC reseat/deadspawn parking plus a persistent rewatch that re-announces connected-hc after mission-restart re-grabs (Headless/Init/Init_HC.sqf:94-129) and idempotent server registration (Server_HandleSpecial.sqf:406-431), but it still has no delegated-work failback.
| Flow | Evidence | Completeness |
|---|---|---|
| HC detection |
SRC/Headless/Functions/HC_IsHeadlessClient.sqf:5; SRC/initJIPCompatible.sqf:55-57
|
Complete for OA HC identity assumption. |
| HC registration | Docs source SRC/Headless/Init/Init_HC.sqf:12-15, Server_HandleSpecial.sqf:117-128; current stable Headless/Init/Init_HC.sqf:94-129, Server_HandleSpecial.sqf:406-431, Server_OnPlayerDisconnected.sqf:22-29
|
Current stable connect/reconnect/disconnect candidate-list handling is idempotent, but owner-id 0 can still miss and there is no delegated-work failback. |
| Client delegation mode 1 |
SRC/Server/Functions/Server_OnPlayerConnected.sqf:68-70; Server_FNC_Delegation.sqf:15-73, :104-178; Client/FSM/updateavailableactions.fsm:49, :124
|
Most complete: client FPS/group counts, fallback to server and tracker cleanup. |
| Town AI to HC mode 2 | Docs source SRC/Server/FSM/server_town_ai.sqf:157-179; current stable server_town_ai.sqf:242-248, Server_DelegateAITownHeadless.sqf:22-56, Client_DelegateTownAI.sqf:29-44, Server_HandleSpecial.sqf:86-115
|
Partial: delegated groups and vehicles report back on current stable, but there is no timeout/failback or HC work record. |
| Static town defense to HC | Current stable Server_OperateTownDefensesUnits.sqf:55-67, Server_DelegateAIStaticDefenceHeadless.sqf:21-28, Client_DelegateAIStaticDefence.sqf:25-39, Common_CreateUnitForStaticDefence.sqf:68-78,205
|
Fire-and-forget; no server update-delegation-static_defence receiver or complete payload exists. |
| Base defense remanning to HC | Server_HandleDefense.sqf:19-23 |
Fire-and-forget; no confirmation callback. |
Generic delegate-ai
|
Client/PVFunctions/HandleSpecial.sqf:13-15; Client_DelegateAI.sqf:20-32; Common_CreateUnitsForResBases.sqf:35
|
Stale/abandoned-looking; no clear live caller found. |
| Locality transfer helper | Server_SetLocalityOwner.sqf:13 |
Not used by town/static HC AI delegation; delegation creates on remote rather than transferring existing locality. |
Cleanup-loop edge: the client/HC delegation receivers each spin a local group cleanup poll after remote creation. Current stable Client_DelegateTownAI.sqf:52-53, Client_DelegateAI.sqf:29-30 and Client_DelegateAIStaticDefence.sqf:57-58 all wait while count (units _team) > 0, sleep one second, then deleteGroup _team. There is no timeout or server reconciliation in those receivers; a leaked unit can leave a long-lived local cleanup thread.
There are three separate order/recovery concepts that are easy to blend together:
| Concept | Source | Scope |
|---|---|---|
| Commander order UI | GUI_Menu_Command.sqf:252-306 |
Commander-facing Move/Patrol/Defense map-click flow. It writes team variables and marker feedback; a general server-side executor is still unproven by static source. |
| Spawned-unit inheritance |
Client_BuildUnit.sqf:463-465; Client_SendSpawnedUnitsToLeaderWaypoint.sqf:13-94
|
Newly bought units can inherit a stored map order, group waypoint or expectedDestination. This only runs at build/spawn handoff time and then issues commandMove; it does not maintain a queue. |
| AICOM stuck-recovery v2 |
AI_Commander_AssignTowns.sqf; Common_RunCommanderTeam.sqf; AI_Commander_Strategy.sqf; Common_AICOM_AutoFlip.sqf
|
AI-commander teams use a source-backed strike ladder, TARGET_ABANDON reasons, HC/server-local recovery actions and RPT tokens documented in AICOM stuck-recovery v2. |
| Player-AI recovery |
Client_WatchdogPlayerAI.sqf:147-333; Client_RecoverPlayerAI.sqf:1-1000
|
Client-side stuck-unit recovery for player-group AI, with manual and automatic paths. Preserve the STOP-order skip, recovery cooldown and DoNotPlan/destination fallback semantics before treating a unit as stuck. |
When debugging "AI ignores orders", first identify which layer is failing: command UI write, spawned-unit handoff, server/HC waypoint creation, or client-side recovery. Patching the wrong layer can make the visible symptom disappear in one scenario while leaving the real owner path untouched.
| Severity | Finding | Evidence | Safe next action |
|---|---|---|---|
| High | AI supply trucks are broken if enabled on raw-spawn branches. | Docs head Init_Server.sqf:36,382-383; direct Miksuu b8389e748243 :36,383; perf 0076040f :36,378; current stable origin/master@0139a346 warning-disables at Init_Server.sqf:43,461-463; historical a96fdda2 safe-disables at :37,384; AI_UpdateSupplyTruck.sqf:5-17; missing Server/FSM/supplytruck.fsm. |
Preserve the current-stable warning-disable shape during merges, or revive logistics only with a real server-owned loop/FSM and smoke. |
| High | Static-defense HC delegation has no completion/failback path. | Current stable Server_OperateTownDefensesUnits.sqf:55-67; Server_DelegateAIStaticDefenceHeadless.sqf:21-28; Client_DelegateAIStaticDefence.sqf:25-39; no update-delegation-static_defence server case. |
Add callback/timeout/work records, or deliberately keep static-defense manning server-local/fire-and-forget with docs/logs. |
| Medium | Town HC delegation lacks heartbeat/failback despite current-stable update-back. | Current stable server_town_ai.sqf:242-248; Server_DelegateAITownHeadless.sqf:22-56; Client_DelegateTownAI.sqf:29-44; Server_HandleSpecial.sqf:86-115. |
Smoke HC disconnect during active town and document orphan behavior before adding work records. |
| Medium | Client/HC delegated-group cleanup polls are unbounded. | Current stable Client_DelegateTownAI.sqf:52-53; Client_DelegateAI.sqf:29-30; Client_DelegateAIStaticDefence.sqf:57-58. |
Add timeout/diagnostic/reconciliation when adding HC work records; smoke leaked/dead group cleanup on HC disconnect. |
| Medium | FPS sleep helper may be inverted. |
Common_GetSleepFPS.sqf:5-9; updateresources.sqf:74-75. |
Decide intent before patching; record RPT/perf evidence. |
| Medium | Patrols v2 is current-master source-present but runtime-smoke pending. | Current stable origin/master@0139a346 has Init_Server.sqf:690, server_side_patrols.sqf:64-69, Client/PVFunctions/HandleSpecial.sqf:50, Common_RunSidePatrol.sqf:5-8,54-56,82-84,245-247,264-266, Server_HandleSpecial.sqf:345-372 and Client/FSM/updatepatrolmarkers.sqf:3,19; branch matrix. |
On current origin/master@0139a346, run an Arma 2 OA smoke for Patrols upgrade levels 1/2/3, level-4 convoy/camp-sweep hooks, HC delegation, marker audience, patrol death and side-slot/cooldown release. Treat old DR-57/AI1 and release's older patrol-loop fix as historical unless working on those branch families. |
| Medium | AI commander autonomy is scaffolded, not complete. | Funds at Init_Server.sqf:356-365; upgrade helper Server_AI_Com_Upgrade.sqf:12-50; no complete scheduler proven. |
Treat as owner decision / disabled partial until scheduler and buy/upgrade smoke exist. |
| Medium | Commander map-order execution is not proven by static source. |
GUI_Menu_Command.sqf:252-306 writes wfbe_teammode / wfbe_teamgoto; RequestTeamUpdate.sqf:3-25 is a separate live team-property PVF; static AIMoveTo / AIPatrol callers are support/resistance paths, not the command-menu vars. |
Smoke Move, Patrol, Defense and Take Towns in Arma 2 OA before hardening or extending commander AI orders. |
| Medium | AI town attack-path helper is compiled but dormant-looking in stable master, and its path-building branch clears existing waypoints before random/safety exits. |
Init_Server.sqf:45-47; Server_AI_SetTownAttackPath.sqf:18,41,74-78,80-109; no static caller found for WFBE_SE_FNC_AI_SetTownAttackPath outside compile/docs in this scan. Branch check 2026-06-06 found current source/Vanilla, stable origin/master, Miksuu upstream, perf/quick-wins and release all still carry the TODO comments for combat/speed, radio-on-waypoint completion and possible camp securing. |
Treat the TODOs as AI polish/enhancement debt, not a confirmed runtime failure. If AI commander/order revival calls this helper, add a smoke where a distant team receives a town attack order and still has final depot/camp waypoints after random/safety branches; only then tune behavior/combat speed or radio messages. |
| Low/Medium | Stale delegation helper shadows the current inline implementation. |
Server/Functions/Server_GetDelegators.sqf still exists in source, Vanilla and modded trees, but no compile/reference to it was found. Active source/Vanilla delegation defines WFBE_SE_FNC_GetDelegators inline in Server_FNC_Delegation.sqf:139-178; modded Eden/Lingor/Napf use the same inline pattern around :127. The inline version also accounts for already-selected repeats, unlike the standalone helper. |
Treat Server_GetDelegators.sqf as stale duplicate/generated drift. Keep active patches in Server_FNC_Delegation.sqf; delete/annotate the stale helper only after a generated/modded cleanup decision. |
| Low/Medium | Current-stable town static defenses use the active town side; the open HC issue is accounting/failback, not a side gate. | Current stable capture and town-AI activation call OperateTownDefensesUnits with the active side at server_town.sqf:290 and server_town_ai.sqf:262; the HC delegate branch has no west/east/resistance side gate at Server_OperateTownDefensesUnits.sqf:55-67. |
Do not add a side gate as a docs-derived "fix"; either restore static-defense update-back/work records or keep fire-and-forget explicit, then smoke west/east/resistance manning. |
| Target | Smoke gates |
|---|---|
| Dedicated server | Verify commonInitComplete, townInit, serverInitFull, town loop, town AI loop, camp loop, cleanup loops, performance audit and the target branch's FPS publisher shape. Use Hosted server FPS loop sleep for one-publisher vs two-publisher expectations. |
| Hosted/listen | Verify server/client branches both run, the target branch's FPS publishers exit cleanly or are absent as expected, and client waits/JIP queries finish without relying on server-FPS publication. |
| JIP | Join after server init and town activation; verify side logic, town/camp states, marker updates, day/night sync and no duplicated local loops. |
| HC | Run dedicated plus HC with delegation mode 2; verify current-stable reseat/reannounce telemetry, idempotent connected-hc registration, town AI delegation, update-town-delegation, HC disconnect removal and fallback behavior. |
| Negative AI supply | In a private raw-spawn branch only, enable the old AI supply-truck path and confirm the missing-FSM failure; use that as a release gate before any revival. Current stable and historical a96fdda2 should instead show the warning-disable path; no live release/* head exists as of 2026-06-22. |
Previous: AI/headless/performance | Next: HC delegation/failover
Related: Server runtime atlas | AI commander autonomy audit | Town AI vehicle despawn safety | Feature status
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 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