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Arma 2 OA External Reference Guide
See also the Base-Game Config & Image Reference for full Arma 2 CO 1.63 base-game classnames, stats and imagery.
This page maps official Bohemia Interactive Arma 2 OA scripting references to the Wasp Warfare systems where those engine rules matter. Use it before applying Arma 3-era assumptions to networking, locality, event handlers, object variables, object scans or UI/performance code.
Rule: prefer Bohemia Interactive Community Wiki pages that explicitly list Arma 2: Operation Arrowhead support. When a BI page also describes newer Arma 3 behavior, treat that newer behavior as out-of-scope unless the page or source proves OA support.
Current docs scan: Arma 2 OA compatibility audit records the latest search for accidental Arma 3 references. The current result is that explicit Arma 3 terms are guardrails or contrast notes, not implementation advice.
Command support scan: Arma 2 OA command version reference records BIKI version-badge checks for command forms that are easy to import by Arma 3 reflex. Treat params, remoteExec, parseSimpleArray, apply, setGroupOwner, multi-index select forms and inline private _x = ... as A3-only unless that page or another BI OA source proves otherwise.
| Topic | Official reference | Wasp source hotspots | Development implication |
|---|---|---|---|
| Multiplayer locality and JIP | Multiplayer Scripting |
initJIPCompatible.sqf:53,64-65, Common/Init/Init_PublicVariables.sqf:45,50, Lifecycle wait-chain
|
Hosted, dedicated, client and JIP paths are not interchangeable. Validate producer/consumer timing before changing replicated flags or post-join waits. |
publicVariable persistence and bandwidth |
publicVariable |
Common/Functions/Common_StagnateSupplyIncomeNoPlayers.sqf:55-56, Public variable channel index, Networking/PV
|
Broadcast variables are JIP-replayed, but repeated or large broadcasts can hurt bandwidth. Keep direct-channel additions rare and documented. |
| Public-variable event handlers | addPublicVariableEventHandler |
Common/Init/Init_PublicVariables.sqf:45,50, PVF dispatch playbook
|
PVEHs trigger on receipt, not on ordinary local assignment. There is no removal path, so registration timing and duplicate init guards matter. |
| Object and namespace variables | setVariable |
Common/Init/Init_Town.sqf:63,87-88,119-120, Client/Module/supplyMission/supplyMissionStart.sqf:20,34, Client/Module/CoIn/coin_interface.sqf:715
|
The third setVariable argument controls network publication. Treat client-written public object vars as untrusted unless the server recomputes or validates them. |
| Event-handler stacking | addEventHandler |
Common/Init/Init_Unit.sqf:101-127,188,211, Common/Init/Init_Town.sqf:85,106, Current supply heli PR
|
addEventHandler stacks instead of replacing old handlers. Use guard object vars or stored handler IDs before re-registering effects on reusable vehicles/units. |
| Object scans | nearestObjects |
Server/Module/supplyMission/supplyMissionStarted.sqf:28,44, Server/FSM/cleaners/crater_cleaner.sqf:15,28, Server/FSM/cleaners/droppeditems_cleaner.sqf:15,22,29
|
Prefer narrow class filters and bounded cadence. Matching uses inheritance (isKindOf), and broad empty-type scans are review targets. |
| Compile/preprocess diagnostics | preprocessFileLineNumbers |
initJIPCompatible.sqf:37,56,62-63,121,123, Common/Init/Init_PublicVariables.sqf:44,49, SQF code atlas
|
Keep preprocessFileLineNumbers for compiled functions because line numbers improve RPT debugging. Missing files are build/runtime risks, not cosmetic docs nits. |
| Command-version traps | Arma 2 OA command version reference | Deep-review findings DR-1 Fix 2, PVF dispatch playbook, Compatibility audit | Do not use A3-only syntax such as apply, params, setGroupOwner, multi-index select or inline private assignment in OA snippets. Also do not remove OA-safe inverse-trap commands like diag_tickTime, uiSleep, setVehicleInit or processInitCommands just because A3 changed them. |
| Simulation vs render scope | Simulation vs Render Time Scope |
Common/Common_MarkerUpdate.sqf:78-88,103-218, Common/Common_AARadarMarkerUpdate.sqf:55-180, Client UI systems atlas
|
For visible HUD/marker work, distinguish smooth visual positions from lower-rate simulation state. Do not blindly replace position commands with Arma 3-only variants. |
| FPS/tick diagnostics | diag_fps, diag_tickTime |
Common/Functions/Common_GetSleepFPS.sqf:5-9, Server/GUI/serverFpsGUI.sqf, Common/Functions/Common_PerformanceAudit.sqf:84,154
|
Performance docs and patches should preserve existing diagnostic vocabulary: FPS, tick time, RPT logs and PerformanceAudit records. |
- Do not import Arma 3 networking patterns such as
remoteExecinto this mission. The live system is Arma 2 OA-era public variables, PVEHs and Wasp/WFBE wrapper functions. - For networked state, first classify it as missionNamespace global, object variable, group variable, UI namespace state, profile state or local script state.
- For JIP, distinguish replayed public variables from live event-handler side effects. A late joiner can receive variable values without having seen the original event sequence.
- For object variables with
true, ask who wrote the value. If the client wrote authority-bearing cargo, price, side or reward data, document it as a trust boundary. - For event handlers, assume repeated initialization can stack handlers unless source shows a guard, a removed handler ID or a one-shot object lifecycle.
- For command syntax, check the command-version reference before using modern forms such as
apply,params,setGroupOwner, multi-indexselector inlineprivate _x = ...; do not use them without OA support proof. - For object scans, avoid changing class filters or scan radii without checking inheritance behavior and runtime cadence.
- For performance code, preserve source-backed RPT/PerformanceAudit evidence instead of replacing it with unsupported profiling assumptions.
| Change area | Read these first | Why |
|---|---|---|
| PVF dispatcher hardening | PVF dispatch playbook, Networking/PV, Public variable channel index | PVEH behavior, JIP replay and direct-channel exceptions define the safe migration path. |
| Supply mission or PR #1 supply heli work | Supply mission authority cleanup, Supply mission architecture, Current supply heli PR | This area combines client-written object vars, server completion, reusable vehicles, event handlers and broad object scans. |
| Town/camp state | Gameplay systems atlas, Economy/towns/supply | Town variables use both local and public object vars; capture, SV and marker state are JIP-sensitive. |
| UI/marker/performance work | Client UI systems atlas, AI/headless/performance, Testing workflow | Visible state, client loops and performance audit records need OA-compatible timing and position assumptions. |
| Generated mission propagation | Tools/build, Content/maps | Engine-correct source changes still need Chernarus-first edits and LoadoutManager propagation. |
| Question | Why it remains open | Suggested owner |
|---|---|---|
Exact Arma 2 OA behavior for removing vehicle Killed EHs in PR #1 supply-heli reuse |
The BI addEventHandler page confirms stacking and removal by ID, but the PR branch needs an in-game smoke test for reusable supply vehicles. |
Future supply code owner |
| Exact best class filter for command-center scans |
nearestObjects supports class arrays and isKindOf matching, but the mission currently filters terminal type in script after broad scans. |
Future supply/performance owner |
| Whether any visual-position command is worth adopting for map/HUD work | OA 1.60 introduced render/simulation split, but any command substitution must be verified for OA 1.64 and existing UI behavior. | UI/performance owner |
Previous: Testing workflow | Next: Arma 2 OA compatibility audit
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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
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- Economy system reference
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- Victory conditions reference
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- 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
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- Takistan airfield FPV drone design
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- Upgrades and research atlas
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- 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
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- 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
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- 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
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- Audit findings queue (2026-06-03)
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- Self-host testing field notes
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- 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
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- Tooling / release / integrations
- Tools and build workflow
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- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
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- 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