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Archive Script Mining V2

rayswaynl edited this page Jul 3, 2026 · 1 revision

Archive Script Mining V2

Source-cited catalog for the 2026-07-03 Codex lane 208 pass over E:\arma2-cache. The pass mined old Arma 2/OA archives and extracted mission scripts for mechanics around NIAC, mortars, random artillery, roadblock generation, NORRN-style aerial taxi/fast-rope flow, and airfield/support scripts. This is a planning artifact only: no mission source changed, no package was built, and nothing here is approved for live deployment.

Scope And Method

  • Lane: fleet-lane-208-archive-script-mining-v2-2026-07-03.
  • Guide revision used: GR-2026-07-03a.
  • Source cache: local E:\arma2-cache archive index, triage reports, generated snippet reports, and direct extracted scripts.
  • Rule: report claims are leads; direct extracted scripts are stronger evidence; current WASP behavior still wins over archive claims.
  • Output type: wiki catalog and follow-up lane seeds only.

Verdicts:

  • Borrow: worth a future WASP lane, but reimplement against current source, authority rules, and review gates.
  • Mine later: promising, but needs a smaller research/design lane before code.
  • Skip: do not port raw; either low value, addon-only, unsafe, owner-rejected direction, or incompatible with current WASP style.

Owner rejected-concepts applied during this pass: no TPWCAS, AI supply trucks, satchel AI, EMP/WP/DECOY SCUD munitions, doctrine personalities, AntiStack touch, ACR content, or WFBE_C_SIM_GATING resurrection.

Current WASP Touchpoints

Use these pages before opening any follow-up implementation lane:

Area Current page
Artillery, counter-battery, support calls Artillery firing function reference, Artillery reference per faction, Counter-battery radar system
AI, airfields and transport NEURO AI-taxi module reference, AICOM aircraft and airfield system, Player vehicle/travel actions
Road/composition spawning Server composition spawner reference, Waypoint helper function reference, Position and proximity function reference
Network/authority review Networking and public variables, Server authority migration map, PVF send-helper contracts

Catalog

Surface Evidence Mechanic Found WASP Verdict
NIAC / RUK unit archive index.csv row for RUK_NIAC_V1_WithPW.7z; triage/out_06.jsonl classifies it as a Russian/Ukrainian unit reskin. Content/addon reskin, not a reusable mission script mechanic in the extracted scan. Skip. This lane was mechanics mining, not a new addon dependency lane. Revisit only if an owner explicitly wants a content-pack/art lane.
Named mortar archives index.csv rows for test_barrage_area_mortar.Intro_WithPW.7z, bwc_M3mortar_WithPW.7z, and RealMortars_WithPW.7z; triage marks RealMortars as tier-2 feature and bwc_M3mortar as a weapon addon. Mixed bucket: one realistic indirect-fire feature lead, one weapon-addon lead, and one test mission lead. Mine later. Treat RealMortars as a future mechanics lead; skip the weapon-addon angle unless content dependencies are approved.
Blake AI FO extracted\Blakes_AI_FO_v1_4\aifo__src\FO-ai2.sqf, aifiremission.sqf, and Add_FO.sqf; report analysis_02.jsonl. Server-only forward observer scans nearTargets, tracks target movement over time, chooses a priority target, checks artillery availability, applies friendly checks, and calls BIS artillery fire missions with per-module counters. Borrow as design. Good seed for a server-owned AI mortar/FO lane, gated by commander economy, friendly safety, cooldowns, and current WASP artillery APIs. Do not copy raw.
RYD FireAtWill style lead calculation reports/findings.csv and analysis_14.jsonl cite RYD_FireAtWill Source/PrepArt.sqf and Source/FireAtWill.sqf. AI artillery auto-discovery, BIS_ARTY logic setup, motion-vector lead, weather/skill/damage dispersion, and friendly-safe impact adjustment. Borrow as algorithmic pattern. Best paired with Blake FO target selection if a future AI mortar lane starts.
R3F artillery solver R3F_ARTY_AND_LOG\R3F_ARTY\calcul_balistique\generer_table.sqf and calculer_elevation.sqf; reports gems_04.jsonl and jerry-snippets.csv. Precomputed range/elevation/altitude tables using projectile speed and air friction, then runtime bisection to solve flat and high-arc elevations. Mine later with license review. R3F files declare GPLv3, so use as a reference or independently reimplement after legal/owner sign-off.
Jones mortar UI scripts\mortarUI\mortarinit.sqf, FDC.sqf, Safetycheck.sqf, williepete.sqf from 3702__co24__75th_Rangers_In_Iraqi_v2.0. Player-local dialog shows tangent/elevation in mils, reload actions choose HE/WP ammo, and a safety check rejects ammo trucks inside 15 m. Skip raw. Useful ideas are "ammo truck proximity safety" and "mils readout"; raw client UI, addAction reloads, and WP loading are not suitable for a broad WASP port.
Guided mortar homing mortar\Global_Guided_Code.sqf from 6418_cwr2-operation-dragon-eye-v1-00; reports jsnip_08.jsonl and jerry-snippets.csv. Fired EH captures projectile after apex and repeatedly setVelocitys it toward the AI gunner target. Skip. It creates magic guided artillery behavior, is locality-sensitive, and is too close to rejected special-munition creep.
Random_Arty jerry-ex2\5659_co24_kolgujev_invasion.wcain\...\scripts\random_arty.sqf. Server-only random switch moves pre-placed artillery objects/camouflage to one of four hard-coded coordinate clusters, then moves area markers after a mission flag. Skip raw. The only reusable pattern is "randomize a static objective cluster before activation"; not enough value for a standalone WASP lane.
MSO roadblock generator extracted\MSO_Missions_4-21\...\enemy\scripts\TUP_deployRoadblock.sqf. Chooses a nearby road, maps faction to object palette, places gates/barriers/nests/wire/static weapons with modelToWorld, spawns a vehicle and defender group. Borrow narrowly. Good seed for a server composition roadblock lane, but fix rough edges first: _roadpos2 appears undefined, cleanup/JIP ownership is absent, and spawned blockers must respect WASP group caps.
Roadside IED placement Reports gems_04.jsonl and jerry-snippets.csv cite 6348_FlashpointAliabadHazarKot123 :: IEDsInit.sqf + IED.sqf. Seeds road nodes with IED props/triggers, uses lateral road offsets and speed-dependent detonation delay, then spawns a shell blast. Needs owner decision. Possible GUER/event-mode flavor, but do not attach to the roadblock lane by default; high grief/desync risk.
NORRN fast-rope map-click LZ scripts\heloGoTo\mapClick.sqf, FR_destination.sqf, and heloGoTo_init.sqf from 3299_co4_cut-throat; reports mission-snippets.csv and jsnip_08.jsonl. Group leader uses onMapSingleClick, chosen LZ is broadcast via setVariable [..., true], heli local script creates a HeliHEmpty, flies to an approach point, and starts fast-rope. Borrow design, not implementation. Current WASP should use native request/PVF patterns instead of setVehicleInit/processInitCommands; direct code also contains old rough edges like getVAriable typo.
NORRN extraction/ramp flow scripts\heloGoTo\extractionMapClick.sqf and extractLiftOff.sqf from 3358_CO_40.OPERATION.DEATH.DARK.Chernarus; reports gems_04.jsonl and jerry-snippets.csv. Map-click extraction, ramp animation, NORRN_heliStayPut state, and public variable message handoff for heli ownership. Mine later. Good CASEVAC/VIP-extract seed after transport design exists; not a first lane because it introduces UI, animation, vehicle AI, and authority scope together.
Domination air taxi x_scripts\x_airtaxi.sqf and x_airtaxiserver.sqf from 3753_DOM_Podagorsk_ACE_1. Client gate checks availability/rank/base distance, server spawns a side pilot and taxi aircraft, routes it through mando_heliroute, waits on busy/waiting/damaged, then cleans vehicle/crew. Borrow structure only. Useful state machine: availability gate, server-owned crew/vehicle, result notifications, cleanup. Raw code depends on Domination globals and Mando route scripts.
SupportV2 transport heli SupportV2\TransportHeli\TransportHeli.sqf and related SupportV2\Common scripts from Revive_oldies. Side-specific support availability globals, public busy/cancel flags, radio/map-click pickup, markers, troop option, and follow-up transport part script. Skip raw, borrow request vocabulary. It is too global/radio-heavy for direct WASP import, but supports a future "single server-owned transport request queue" design.
SAM support transport extracted\SAM_support_v95.Takistan\sam_support\server_transport.sqf, plus server_cas.sqf, server_art.sqf, sam_support_init.sqf. Server watches a public sam_tp_req, immediately restarts its watcher, sends transport to target, uses smoke/IR markers, attempts landing, optionally drops ammo, then returns/refuels. Skip raw. The request/watch pattern is informative, but the script has rough syntax and lifecycle hazards, including a visible setCombatMode "BLUE": typo and recursive watcher style.
Airfield/taxiway authoring archives\Defining_Airstrips_and_Taxiways_WithPW.7z, extracted tutorial docs, Dir.sqs, Pos.sqs, and ilsDirection.xls; related NCWarfare_BEV2_067Lite...\Common\Init\Init_Airfield.sqf. Map-authoring/reference material for airstrips/taxiways, plus a tiny WarfareBE airfield init that records locations in Airfields. Keep as reference. Useful for map content and AI airfield docs, not a gameplay script port.

Recommended Follow-Up Lanes

  1. Server-owned AI FO mortar support.

    • Inputs: Blake AI FO target selection, RYD lead/dispersion ideas, current WASP artillery/economy pages.
    • Constraints: default-off or commander-gated, server-authoritative, explicit ammo/cost budget, no client-owned impact authority, no WP/special munition creep.
  2. Roadblock composition generator.

    • Inputs: MSO TUP_deployRoadblock.sqf, current server composition spawner.
    • Constraints: Chernarus source first, cleanup registry, group-cap awareness, no automatic IED layer, no raw _roadpos2 bug, faction palettes limited to existing WASP classes.
  3. Map-click transport LZ design.

    • Inputs: NORRN map-click/fast-rope flow, Domination taxi state machine, current NEURO AI-taxi docs.
    • Constraints: no setVehicleInit, no global ad-hoc public variables, use existing request/dispatch conventions, handle cancel/death/disconnect/JIP explicitly.
  4. Ballistic-table research.

    • Inputs: R3F solver, current artillery references.
    • Constraints: license review before code, or independent clean-room solver; verify OA 1.64 command availability and in-engine behavior before PR.

Skip Ledger

Skip Reason
NIAC / RUK content pack Addon/content dependency, not a script mechanic lane.
Raw Jones mortar UI Client-local UI/reload actions plus WP ammo direction; too much surface for the value.
Guided mortar homing Magic projectile steering and rejected-special-munition pressure.
Raw Random_Arty Hard-coded one-mission coordinate relocation only.
Raw SAM/SupportV2 packs Old global radio/support systems with brittle lifecycle and broad dependencies.
Default roadside IED layer Possible event/GUER design, but too grief-prone for roadblock generation by default.

Agent Index Facts

{
  "page": "Archive-Script-Mining-V2",
  "sourceType": "archive_script_mining_catalog",
  "lane": "fleet-lane-208-archive-script-mining-v2-2026-07-03",
  "cache": "E:\\arma2-cache",
  "status": "catalog_only_no_source_changes",
  "bestFollowUps": [
    "server_owned_ai_fo_mortar_support",
    "roadblock_composition_generator",
    "map_click_transport_lz_design",
    "ballistic_table_research"
  ]
}

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