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Agent Guide
Agents START HERE (after
AGENTS.md/CLAUDE.mdin this wiki root). This page is the canonical reference for HARD rules, trap taxonomy, claim protocol, and revision history. It supplements — not replaces — the LLM Agent Entry Pack and the mission-repoAGENTS.md.
All rules tagged [HARD] are non-negotiable. Violations block the PR or corrupt the mission.
| Rule | Detail |
|---|---|
Edit only Missions/[55-2hc]warfarev2_073v48co.chernarus
|
Chernarus is the source mission for all gameplay edits. |
Run dotnet run -c RELEASE in Tools/LoadoutManager to regenerate |
Generates both Takistan AND Zargabad from Chernarus. Omitting -c RELEASE defaults to DEBUG. |
| Inspect TK and ZG output after every LoadoutManager run | Verify TK=61 players (no naval), ZG=61 players (STARTING_DISTANCE 5000). Never let CH values bleed into TK/ZG. |
Restore version.sqf.template before staging |
LoadoutManager may drift version.sqf.template in TK and ZG. Restore to merge-base state before git add. |
mission.sqm is not mirrored |
TK and ZG mission.sqm edits are separate manual tasks; LoadoutManager does not touch them. |
ZG-specific constants live in Init_Zargabad.sqf
|
Key identifiers: IS_zargabad_lowpop_map, Init_Zargabad.sqf, Zargabad_EdgeGuard.sqf, WFBE_ZARGABAD_PRICE_MULTIPLIERS. Do not apply CH/TK values to ZG without checking these. |
| Rule | Detail |
|---|---|
| Use targeted Python scripts for SQF edits | The Edit/Write tools trigger a formatter that reflows entire files (column-wrap churn). Use read/replace/write scripts that preserve CRLF and indentation. |
| Never use A3-only commands | Banned list: isEqualType, isEqualTo, params, pushBack, findIf, selectRandom (command form), apply, forceFollowRoad, worldSize, getPosVisual, array reveal, A3 string find, substring select [a,b], sort-by-code. |
inline private _x = is A3-only |
Use private ["_x"]. The A3 inline form killed live missions silently. |
Never use ==/!= with Boolean operands |
Use if (_flag) / if (!_flag). |
Never use 2-arg getVariable [name, default] on a GROUP receiver |
Use WFBE_CO_FNC_GroupGetBool or 1-arg + isNil. |
Capture outer _x before any inner forEach
|
Inner forEach permanently rebinds _x in OA scope. |
Never use exitWith inside forEach to skip one iteration |
Use if nesting. |
Never use publicVariableServer from the server |
Call the server callback directly. |
getDammage/setDammage (double-m) is correct A2 spelling |
Do not rename. |
;;, && {code}, ` |
|
Never use missionNamespace setVariable with a third (public) argument |
NSSETVAR3 trap — causes A2/OA runtime error. Not yet in CI select; use check_sqf.py --select NSSETVAR3. |
Guard numeric threshold flags with > 0, not bare if (number)
|
if (0) in OA is truthy; if (number > 0) is the correct guard. |
Never use isKindOf on weapon or magazine classnames |
It walks CfgVehicles; wrong config tree for weapons. |
"Has launcher" = non-empty secondaryWeapon _unit
|
Not primaryWeapon. |
Never reset MenuAction before second click in two-click confirm |
Breaks the confirmation flow. |
| Every new classname must appear in the mission tree or the PR must include config proof |
| Rule | Detail |
|---|---|
| Feature additions: flag-gate with default 0 |
missionNamespace getVariable ["WFBE_C_FLAG", 0]. With flag at 0, mission must be byte-identical to HEAD. |
| Correctness fixes (crashes, nil dereferences, idempotency guards): ship without flags | No flag required for bug fixes. |
Append new flag registrations to Init_CommonConstants.sqf only |
Never change existing defaults. Append-only. |
WFBE_C_SIM_GATING is owner-rejected |
Never wire it. |
| Rule | Detail |
|---|---|
| Draft PRs only | gh pr create --draft --base claude/build84-cmdcon36 |
| Branch naming |
codex/<lane>-<topic>; never target master
|
| Commit format |
feat(<lane>): <summary> [flag <FLAG> default 0]; no Co-Authored-By trailer |
| PR body required fields | Feature; flag + default; why flag-off is inert; test plan; mirrors confirmed (CH→TK→ZG) |
| Check before claiming |
agent-status.json, open PRs, Block J avoid-list |
| Stacked-PR rule | When target file is in-flight in another PR, base on that PR's HEAD, declare "stacked on #NNN" in PR body |
Never stage line-ending-churn files, _MISSIONS.7z, or nul
|
These are common Windows-only artifacts |
| Rule | Detail |
|---|---|
Run check_sqf.py --select A3CMD,A3MARKER,A3REVEAL,A3SELECT,A3SORT,A3STRING,GROUPGETVAR,BRACKET,NSSETVAR3 --no-classname-index
|
Run this before every PR; 0 findings required |
AICOM team logs go to the HC RPT (ArmA2OA.RPT) |
Not arma2oaserver.RPT. Scope reads to the current MISSINIT boundary. |
| Verify bracket balance | Net {} and [] delta must be zero per changed file. Use a Python count. |
Run dotnet run -c RELEASE -- --check to verify TK/ZG mirror drift |
Without generating files; use A2WASP_SKIP_ZIP=1 for propagation-only runs. |
| Rule | Detail |
|---|---|
| Never deploy to the live server | PRs are the only output. |
| Never touch: HC architecture, player enrollment/JIP flow, deploy/box scripts | |
| GUER volume is the point | No caps or nerfs to GUER output. |
| Do not re-propose: TPWCAS, AI supply trucks, satchel AI, EMP/WP/DECOY SCUD munitions, doctrine personalities, antistack touch, ACR content | Owner-rejected; check wiki/Shelved-PR-*.md before proposing any audit-flagged fix. |
| Shelved PRs are closed | Do not re-open or duplicate. See wiki/Shelved-PR-*.md pages. |
| Trap | Class | One-line explanation |
|---|---|---|
inline private _x = |
A3-only syntax | Silently kills the enclosing script in A2 OA; use private ["_x"]
|
getPosVisual |
A3-only command | Undefined in OA 1.64; use visiblePosition. Shipped live in PR#122, fixed cmdcon30. |
selectRandom (command form) |
A3-only command | OA uses array select with random index; command form is A3. |
params (SQF command) |
A3-only command | OA uses _this select N or paramsArray; SQF params is A3. |
pushBack |
A3-only command | Use _arr = _arr + [item] in OA. |
findIf |
A3-only command | Use explicit forEach with index tracking in OA. |
apply |
A3-only command | Use forEach with result array construction in OA. |
isEqualTo / isEqualType
|
A3-only commands | Use == for values; check type with typeName. |
forceFollowRoad |
A3-only command | No OA equivalent; remove. |
worldSize |
A3-only command | Use map-specific constant in OA. |
array reveal (2-arg form) |
A3-only variant | Use OA 1-arg reveal. |
getDammage rename |
False cleanup | Correct A2 double-m spelling; renaming to single-m breaks the engine binding. |
;; removal |
False cleanup | Valid A2 OA; double-semicolons are not syntax errors. |
&& {code} removal |
False cleanup | Valid lazy-evaluation form in OA. |
isNil {block} removal |
False cleanup | Valid OA block form. |
NSSETVAR3 |
A2/OA runtime fatal |
missionNamespace setVariable [name, value, true] — the third (public) argument causes A2/OA runtime error. |
getVariable [name, default] on GROUP |
A2 OA group-variable trap | Returns nil in A2 OA (not default); use WFBE_CO_FNC_GroupGetBool or 1-arg + isNil. See Group-Bool-GetVariable-A2OA-Trap-Reference. |
if (number) as flag guard |
OA truthy trap |
if (0) is truthy in OA; use if (number > 0). |
exitWith inside forEach
|
Loop-skip misuse | Exits the enclosing scope, not just the current iteration; use if nesting. |
outer _x clobbering |
forEach scope |
Inner forEach rebinds _x permanently in OA; capture outer _x first. |
publicVariableServer from server |
No-op | On the server, call the handler directly. |
isKindOf on weapons |
Wrong config tree | Walks CfgVehicles; classname checks on weapons/mags need CfgWeapons path. |
secondaryWeapon = launcher |
Slot confusion |
secondaryWeapon returns the launcher slot; primaryWeapon is primary. |
MenuAction reset before second click |
UI confirm break | Breaks the two-click confirmation FSM. |
| Missing classname proof | PR blocker | New classnames must exist in the mission tree or the PR must prove config existence. |
setVariable [..., true] = trusted |
Authority confusion | Publishing object/group state does not make client-written authority data trustworthy. |
7za missing warning |
Packaging only |
7za missing blocks packaging only, not copy-generation. Use A2WASP_SKIP_ZIP=1 for propagation-only runs. |
- Before claiming, read
agent-status.json, open PRs, and the Block J avoid-list in the fleet prompt. If a target file is touched by an in-flight PR, base your branch on that PR's HEAD and declare "stacked on #NNN" in the PR body. - Append a claim entry to
Agent-Worklog.md. Format:## <ISO8601 timestamp> - <Agent-ID> - <lane-id> claim. State scope and files you will not touch. Do not reorder other entries. - Build and validate. Run
check_sqf.py, inspect TK+ZG mirrors, verify bracket balance. - Open a draft PR:
gh pr create --draft --base claude/build84-cmdcon36. Include the required body fields. - Append a release entry to
Agent-Worklog.md: state PR number and validation summary.
If a push to the wiki races (non-fast-forward), use the fetch-rebase-union-push loop:
git fetch
git rebase origin/master
# union-merge any conflicting sections: keep both agents' content
git push
Do not force-push. Do not drop other agents' appended worklog entries.
| Rev ID | Date | Summary |
|---|---|---|
| GR-2026-07-03a | 2026-07-03 | Initial agent-guidance doc pair (AGENTS.md + CLAUDE.md) for wiki repo; Agent-Guide page with HARD rules, trap taxonomy, claim protocol; ZG boot context added to LLM-Agent-Entry-Pack and AI-Assistant-Developer-Guide; stale 0-hits headline removed from Arma-2-OA-Compatibility-Audit; re-run cadence note added |
Mission-repo rules: AGENTS.md | LLM Agent Entry Pack | AI Assistant Developer Guide | Arma 2 OA Agent Traps Reference | Group-Bool-GetVariable A2-OA Trap | Agent Collaboration Protocol
Main map: Home | Page Index | Agent Worklog
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