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Abandoned Feature Revival Review
This page classifies dormant, broken and orphaned feature paths by what the source actually does today. Use it before reviving old code: several candidates are live systems with one broken edge, while others are genuinely unsafe to re-enable without design work.
| Candidate | What the code does now | Classification | Recommendation |
|---|---|---|---|
| MASH map markers | Docs/Miksuu/perf-shaped maintained roots create/undeploy local MASH tents client-side, but the marker receiver is commented out and no live maintained sender for WFBE_CL_MASH_MARKER_CREATED was found. Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f and historical a96fdda2 remove the maintained-root deploy/module path; checked old-stable..current-stable, current-stable..B74.2, previous-B74.2..current-B74.2 and B69..B74 MASH deltas are empty. Modded eden and lingor emit the marker-created PV; Napf does not currently show that sender in tracked source. |
Branch-split: broken marker edge on old-shape roots; current-stable/B74-shaped roots have deploy path removed. Some modded forks have sender-only drift. | Revive only with server-held marker records, unique marker ids, delete cleanup and explicit JIP resend. Otherwise remove/annotate the dead marker relay and clean modded sender drift. |
| Paratrooper drop markers | Server paratrooper support ejects units and sends HandleParatrooperMarkerCreation; source Chernarus and maintained Vanilla Takistan now register the existing client handler. |
Small broken edge patched and propagated; Arma smoke pending. | Use Paratrooper marker revival for evidence and validation. Modded missions still need maintenance-model cleanup because they register the callback but lack the handler file. |
| AI commander supply trucks |
UpdateSupplyTruck compile is commented and the update script references missing Server\FSM\supplytruck.fsm. Docs/source HEAD@f9bc264f45a0 is source-unchanged from 6d4b514c12fc for checked supply-truck paths; docs/source, Miksuu b8389e748243 and origin/perf/quick-wins@0076040f still raw-spawn the missing worker in both maintained roots. Current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34 log-disables the truck-supply + AI-commander branch at Chernarus Init_Server.sqf:44,624-625 and maintained Vanilla :44,618-619; current B74.2 origin/claude/b74.2-aicom@21b62b04 keeps the same safe-disable shape, and its d472da6a..21b62b04 delta is not a worker/FSM rescue. Historical release commit a96fdda2 has the older safe-disable line shape, and historical c20ce153 guards only Chernarus. |
Broken/dormant logistics feature; current stable/B74-shaped branches are safe-disabled, not revived. Docs/Miksuu/perf raw-spawn branches still need the caveat. | Do not just uncomment. Use AI commander autonomy audit before merging raw-spawn branches, changing the safe-disable, or redesigning autonomous logistics. |
| Task system | Repo docs branch HEAD@c5937045f, Miksuu b8389e748243, perf 0076040f and historical c20ce153 keep the old town TaskSystem comments plus Client_TaskSystem.sqf; current stable/B74.1 origin/master@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04, B69 origin/claude/b69@8d465fce, B74 origin/claude/b74-aicom-spend@b23f557f and origin/feat/naval-hvt-objectives@2e1c59317186 remove that helper file in both maintained roots and leave only old town task comment residue. Those current-stable-shaped refs separately use commander Objective Ping through targeted SetTask sends at GUI_Menu_Command.sqf:336,344; historical a96fdda2 has the same ping shape but no live release/* head. None of that is a revival of the old town task loop. |
Dormant legacy town UX path with branch-split residue. | Treat as owner decision. Re-enable only with task-spam, JIP and notification UX smoke; otherwise remove/annotate the stale comments/helper. Keep Objective Ping smoke on the commander UI path. |
| Old map-icon tracking loop | Docs checkout 3406ffa0, Miksuu b8389e74 and perf 0076040f still carry old plural blink/track comments pointing at absent helpers. Current stable origin/master@0139a346 and historical a96fdda2 already removed those old comments in checked maintained roots; newer singular Client_BlinkMapIcon remains active. |
Replaced/dormant client marker path on old-shape targets. | Do not restore the old loop without a performance review. Keep documentation clear that marker blinking is not wholly dead. |
| AT/bomb common hooks |
HandleATReloadVehicle and HandleBombs compiles are commented; bomb helper is missing and AT reload has no active wiring found. |
Cut-off hook family. | Leave dormant unless a gameplay owner designs the reload/bomb feature and its authority/locality model. |
| Air-vehicle modification hook | Vehicle creation comments out Common_ModifyAirVehicle.sqf; the hook is not active in source or modded forks. |
Dormant post-create hook. | Do not assume active aircraft post-processing; revive only with aircraft smoke and generated/modded propagation policy. |
| UAV 007 branch | Tactical UAV deploy/destroy/remote-control is live. The OA UAV interface has a stale mouse-button branch checking _button == 007 and toggling hidden controls. |
Stale UI branch, not abandoned UAV. | Leave dormant or remove as cleanup. Do not treat core UAV as abandoned. |
| WASP startup and legacy actions |
WASP\actions\AddActions.sqf waits for player and then leaves these addActions commented; WASP\Init_Client.sqf also comments killed-handler, OnArmor, timer/key/bootstrap paths. HQ recovery and marker monitoring are separate live WASP edges. |
Mixed live/dormant WASP family. | Leave old armor/God-Slayer hooks dormant or remove them; do not conflate them with live HQ recovery and marker-monitor behavior. |
Old upgrade dialog RscMenu_Upgrade
|
Dialogs.hpp still defines RscMenu_Upgrade with GUI_Menu_Upgrade.sqf, but that file is absent. The live menu opens WFBE_UpgradeMenu and GUI_UpgradeMenu.sqf. |
Stale UI resource. | Remove or replace old resource class; do not revive missing script path. |
| Modded mission propagation | LoadoutManager can target Modded_Missions, but packaging currently includes only Missions and Missions_Vanilla; modded folders exist as divergent/stub mission sets. |
Needs maintenance-model decision. | Pick regenerate-from-source vs maintained forks before applying gameplay fixes to modded missions. Do not patch stubs ad hoc. |
What was read:
Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Module/Skill/Skill_Officer.sqf:7-27Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Module/Skill/Actions/Officer_Undeploy_MASH.sqf:19-21Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Init/Init_Client.sqf:128-132Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Init/Init_Server.sqf:70Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Module/MASH/MASHMarker.sqf:1-13Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Module/MASH/receiverMASHmarker.sqf:1-29
What the code does:
- On docs/Miksuu/perf-shaped roots, officer skill creates a MASH/FARP object from
WFBE_%1FARP, stores it inWFBE_Client_Logicaswfbe_mash, and adds an undeploy action. - Undeploy deletes the MASH object and resets
WFBE_SK_V_LastUse_MASH. - The server MASH marker PVEH is compiled, but it only reacts to
WFBE_CL_MASH_MARKER_CREATED. - The client receiver for
WFBE_SE_MASH_MARKER_SENTis commented out inInit_Client.sqf. - Search found the marker trigger/relay names only in the commented receiver reference and the marker relay files, not in the live MASH deployment path.
- Branch refresh 2026-06-24: repo docs branch
HEAD@f938b0c0b7eais unchanged from443055cf,2b5139219faaanddb3015f18ea3for checked MASH paths, and docs/source, Miksuub8389e748243andorigin/perf/quick-wins@0076040f8a5ekeep that old deploy/relay shape. Current stable/B74.1origin/master@f8a76de34/origin/claude/b74.1-aicom@f8a76de34, current B74.2origin/claude/b74.2-aicom@21b62b04, current B69origin/claude/b69@8d465fcede7f, adjacent B74origin/claude/b74-aicom-spend@b23f557fc912and historicala96fdda28087remove the maintained-root deploy/module path and keep onlySkill_Apply.sqf:43removal wording plus residues; checked0139a3468609..origin/master,origin/master..origin/claude/b74.2-aicom,d472da6a..21b62b04and B69..B74 MASH deltas are empty, and current origin exposed no liverelease/*or*mash*heads on 2026-06-24.
Why it matters:
MASH respawn support should not be called dead on old-shape docs/Miksuu/perf targets. The dead part there is the map-marker synchronization edge; on current-stable/B74-shaped targets, including current B74.2, the maintained-root deploy/module path is already source-removed. Reviving the old publicVariable relay as-is would still have JIP and uniqueness problems: one overwritten global, no server-held resend list and marker names based on round random 50000.
Safe implementation shape:
- Decide whether MASH markers are wanted.
- If yes, create a server-owned MASH marker registry keyed by object/net id or deployer UID/team, not a single overwritten public variable.
- On deploy, server validates the MASH object and broadcasts a side-filtered marker creation payload.
- On undeploy/death, broadcast marker deletion and remove the registry entry.
- Replay current markers to JIP clients after side assignment.
- If no, remove or clearly annotate the dead receiver and relay so future agents do not re-enable half of it.
Validation:
- Source-only: verify one live sender, one live receiver and one delete path exist.
- Hosted/dedicated smoke: officer deploys/undeploys MASH; same-side client sees marker appear/disappear; other side does not.
- JIP smoke: late same-side client receives existing marker state.
What was read:
Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Support/Support_Paratroopers.sqf:108-118Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/PVFunctions/HandleParatrooperMarkerCreation.sqf:1-47Missions/[55-2hc]warfarev2_073v48co.chernarus/Common/Init/Init_PublicVariables.sqf:25-40
What the code does:
- On greenlight, the server ejects paratrooper cargo and calls
WFBE_CO_FNC_SendToClientwith commandHandleParatrooperMarkerCreation. - The handler file exists and creates a side-filtered
MarkerUpdatemarker; it also grants east paratroopers NVGs if needed. - Source Chernarus and maintained Vanilla Takistan now include the command in
_clientCommandPV, so init compilesCLTFNCHandleParatrooperMarkerCreationand registersWFBE_PVF_HandleParatrooperMarkerCreation. This remains unproven in Arma smoke and still drifts in modded forks.
Why it matters:
This was a small, bounded repair with likely gameplay value. The support itself was not abandoned; only the client callback was unwired in source/Vanilla before propagation. It is still a useful smoke target for the PVF dispatch hardening playbook because it exercises a client-bound support callback.
Safe implementation shape:
- Source/Vanilla already add
HandleParatrooperMarkerCreationto_clientCommandPV; keep that registration during future refactors. - Keep the side filter in the handler.
- Prefer one compact validation/logging path if the payload unit is null/dead or not an object.
- If the feature is not wanted, remove the server send and handler file instead of leaving a ghost callback.
Validation:
- Source-only: init compiles the handler and registers the PVEH.
- Dedicated smoke: commander calls paratroopers, units eject, same-side client sees markers, other-side client does not.
- JIP note: this is a transient drop marker. No replay is necessary unless owner wants historical paratrooper markers.
What was read:
- Docs/source
HEAD@6d4b514c12fc:Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/Init/Init_Server.sqf:36,382-383 - Current stable/B74.1
origin/master@f8a76de34: ChernarusMissions/[55-2hc]warfarev2_073v48co.chernarus/Server/Init/Init_Server.sqf:44,624-625; maintained VanillaMissions_Vanilla/[61-2hc]warfarev2_073v48co.takistan/Server/Init/Init_Server.sqf:44,618-619 - Current B74.2
origin/claude/b74.2-aicom@21b62b04: same maintained-root safe-disable caller shape;d472da6a..21b62b04does not rescue the worker/FSM route Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/AI/AI_UpdateSupplyTruck.sqf:1-20Missions/[55-2hc]warfarev2_073v48co.chernarus/Common/Init/Init_CommonConstants.sqf:95,165- Missing path check:
Missions/[55-2hc]warfarev2_073v48co.chernarus/Server/FSM/supplytruck.fsm
What the code does:
-
UpdateSupplyTruckis commented out at compile time. - The per-side server init still has the truck-supply + AI-commander branch. Docs/source, Miksuu and perf still raw-spawn
UpdateSupplyTruck; current stable/B74.1/B74.2 initializewfbe_ai_supplytrucksand log that legacy AI supply-truck logistics are disabled instead of spawning it. - Current stable/B74.1 Chernarus defaults AI commander on at
Rsc/Parameters.hpp:77-82and falls back to automatic supply atCommon/Init/Init_CommonConstants.sqf:536; docs/source still defaults AI commander off atRsc/Parameters.hpp:92-97and uses the automatic supply fallback atInit_CommonConstants.sqf:161. The broken worker is avoided by automatic supply unless truck supply is selected while AI commanders are enabled. - In current stable/B74-shaped branches the branch no longer hits undefined
UpdateSupplyTruck; if someone restores the compile or reintroduces a raw spawn, the script later tries toExecFSM "Server\FSM\supplytruck.fsm", which is absent.
Why it matters:
This is the clearest "do not casually revive" feature. It is config-gated latent breakage, not a small missing registration. PR #1 correctly avoids building autonomous supply helicopters on this base.
Detailed AI commander state, upgrade-worker and production/logistics readiness are now canonical in AI commander autonomy audit.
Branch refresh 2026-06-24: docs/source HEAD@f9bc264f45a0 is source-unchanged from 6d4b514c12fc for checked supply-truck paths; Miksuu upstream b8389e748243 and origin/perf/quick-wins@0076040f still raw-spawn in both maintained roots. Current master origin/master@cf2a6d6a4f (formerly f8a76de34): same safe-disable shape but line numbers have shifted — UpdateSupplyTruck compile comment-out is at Chernarus Init_Server.sqf:42 and the warning/disable logging is at :622-623. Recheck Vanilla line numbers before citing. Current B69 origin/claude/b69@8d465fce and adjacent B74 origin/claude/b74-aicom-spend@b23f557f also keep the safe-disable branch. Historical release commit a96fdda2 has the older safe-disable line shape, but current origin exposes no release/* head. Historical c20ce153 only guards Chernarus and leaves Vanilla raw. Live AI/truck side branches checked in this pass line-drift Init_Server.sqf but do not change the checked supply-truck tokens, and a broad current-origin sweep found no Server\FSM\supplytruck.fsm; use AI commander autonomy audit as the branch matrix.
Safe implementation shape:
- Short cleanup: preserve or port the current-master warning/disable shape so branches do not raw-spawn the missing worker.
- Full revival: design a new AI supply-truck loop or restore a verified FSM, define ownership/accounting for spawned vehicles, and test cleanup on HQ death, side loss and AI commander disable.
Validation:
- Source-only: default config remains safe; truck supply + AI commander branch cannot call nil code.
- Dedicated smoke if revived: AI commander creates at most
WFBE_C_AI_COMMANDER_SUPPLY_TRUCKS_MAXsupply trucks, tracks them inwfbe_ai_supplytrucks, and cleans them up after death/completion.
What was read:
Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/GUI/GUI_Menu_Tactical.sqf:58-60Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/GUI/GUI_Menu_Tactical.sqf:274-282Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/GUI/GUI_Menu_Tactical.sqf:325-338Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/Module/UAV/uav_interface_oa.sqf:95-108
What the code does:
- Tactical menu exposes UAV deploy, destroy and remote control.
- UAV deploy checks upgrade/funds/client
playerUAV, then executesClient\Module\UAV\uav.sqf. - The non-OA interface (
uav_interface.sqf:226) registers a mousebuttondown handler whose_button == 007branch toggles controls112401..112404and containscomment 'DISABLED';. The OA interface (uav_interface_oa.sqf) has a plain mousebuttondown handler with no 007 check.
Why it matters:
The core UAV feature is live and should stay out of the abandoned bucket. The stale 007 branch is UI cleanup only. It may be an unreachable/undocumented mouse-button branch, and the comment statement alone is not an exit.
Safe implementation shape:
- Leave the branch dormant if it is harmless.
- Or remove/comment it with an owner note after confirming those controls are not used by normal OA UAV operation.
- Do not change deploy/destroy/remote-control authority in this lane; UAV spend/effect authority belongs with the broader economy/server-authority work.
Validation:
- Source-only: confirm normal UAV menu path still points at
uav.sqf. - Hosted smoke if cleanup is applied: deploy UAV, enter/exit OA interface, remote-control and destroy still work.
What was read:
Missions/[55-2hc]warfarev2_073v48co.chernarus/WASP/actions/AddActions.sqf:1-15Missions/[55-2hc]warfarev2_073v48co.chernarus/WASP/Init_Client.sqf:5-21
What the code does:
- Gear-your-unit, wheel-change and OnArmor addActions are commented.
- The old OnArmor timer/key/bootstrap comments are also inactive.
- The live action in this snippet is HQ recovery at
AddActions.sqf:13.
Why it matters:
These comments are useful archaeology, but they are not ready-to-revive features. Player-on-vehicle and group mount/dismount behavior can create locality, animation and exploit problems if re-enabled without design.
Safe implementation shape:
- Preferred cleanup: document as intentionally dormant or remove old commented hooks.
- Revival path: create a small design note first, then implement with explicit locality/ownership checks and player feedback.
Validation:
- Source-only cleanup: no live action disappears except intentional removal of comments.
- If revived: hosted and dedicated smoke with player, AI squadmate and occupied vehicle edge cases.
What was read:
-
Missions/[55-2hc]warfarev2_073v48co.chernarus/Rsc/Dialogs.hpp:4-7(master:WFBE_UpgradeMenu, notRscMenu_Upgrade) -
Missions/[55-2hc]warfarev2_073v48co.chernarus/Rsc/Dialogs.hpp:2425-2428(master: tactical-menu button content;RscMenu_Upgradeonly exists on unmerged codex branches) Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/GUI/GUI_Menu.sqf:161-165Missions/[55-2hc]warfarev2_073v48co.chernarus/Client/GUI/GUI_UpgradeMenu.sqf:1-41- Missing path check:
Client/GUI/GUI_Menu_Upgrade.sqf
What the code does:
- Live menu routing opens
WFBE_UpgradeMenu. -
WFBE_UpgradeMenurunsClient\GUI\GUI_UpgradeMenu.sqf. - Stale
RscMenu_Upgradestill points to missingClient\GUI\GUI_Menu_Upgrade.sqf.
Why it matters:
This is not a gameplay feature to revive; it is stale UI resource debt. It can mislead maintainers or break if opened by an old action path.
Safe implementation shape:
- Remove
RscMenu_Upgradeif no live caller exists, or replace it with a compatibility wrapper that opens the current upgrade UI.
Validation:
- Source-only: no live caller references
RscMenu_Upgrade. - UI smoke: main menu upgrade button still opens
WFBE_UpgradeMenu.
What was read:
Tools/LoadoutManager/ZipManager.cs:7-10Tools/LoadoutManager/FileManagement/FileManager.cs:87-100Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:136-146Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:204-212Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:246-256Modded_Missions/*
What the code does:
- LoadoutManager has code paths that distinguish modded terrain targets.
- Packaging currently lists only
MissionsandMissions_Vanilla;Modded_Missionsis commented out in the zip mission directory list. - Existing
Modded_Missionsfolders include Napf, eden, lingor and several stub terrain folders.
Why it matters:
This is a maintenance model problem, not a single missing function. Source fixes in Chernarus and generated Takistan should not be assumed to reach modded forks unless generation and packaging policy are made explicit.
Safe implementation shape:
- Owner chooses: regenerate modded missions from source, maintain selected forks manually, or delete/archive stubs.
- If regenerate, add a drift check and packaging policy before touching gameplay fixes.
- If manual forks remain, list which source-backed hardening fixes must be ported to each fork.
Validation:
- Source-only: generation/packaging docs match actual LoadoutManager behavior.
- Local-tool: run LoadoutManager and inspect generated drift before packing.
- Release: confirm which mission folders are actually shipped.
For Codex:
- Keep this page linked from Feature Status, Pending Owner Decisions, Home and the hardening backlog.
- Use it as the decision matrix for
marker-support-cleanupsand abandoned-code cleanup.
For Claude:
- Best contradiction checks: confirm no hidden live sender for
WFBE_CL_MASH_MARKER_CREATED; confirm source/VanillaHandleParatrooperMarkerCreationstill registers and modded forks still lack the handler file; verify whetherRscMenu_Upgradeis truly uncalled outside static text search.
For a future code owner:
- Smallest already-landed patch: paratrooper markers are revived in source/Vanilla by registering
HandleParatrooperMarkerCreation; remaining work is Arma smoke plus modded maintenance policy. - Highest cleanup value: guard/remove AI supply truck config-gated nil/FSM path before anyone enables truck-based AI logistics.
- Highest owner decision: modded mission maintenance model before porting hardening fixes beyond Chernarus/Takistan.
Previous: Pending owner decisions | Next: Hardening roadmap
Main map: Home | Fast path: Feature status | Agent file: agent-context.json
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- 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
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- 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