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Artillery Firing Function Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page is the function-contract reference for the artillery firing pipeline compiled from Common/Functions/: the fire-mission entry point FireArtillery, its Fired event-handler companion HandleArtillery, the gun discovery/identification helpers (IsArtillery, GetTeamArtillery), the ammunition selection/loading helpers (GetArtilleryAmmoOptions, LoadArtilleryAmmo, EquipArtillery), and the reload tweaks (HandleArty, HandleCommanderReload). It documents parameters, the WFBE_<side>_ARTILLERY_* config arrays each function reads by type index, return shapes, guards, and live callers. This is distinct from Artillery-Reference-Per-Faction (which tabulates the per-faction config DATA those arrays hold) and from Counter-Battery-Radar-System (the detection hook). All function names below are the Compile preprocessFileLineNumbers aliases registered in Common/Init/Init_Common.sqf.
| Registered name | Source file | Compiled at |
|---|---|---|
FireArtillery / WFBE_CO_FNC_FireArtillery
|
Common/Functions/Common_FireArtillery.sqf |
Common/Init/Init_Common.sqf:23,122 |
WFBE_CO_FNC_HandleArtillery |
Common/Functions/Common_HandleArtillery.sqf |
Common/Init/Init_Common.sqf:151 |
IsArtillery |
Common/Functions/Common_IsArtillery.sqf |
Common/Init/Init_Common.sqf:71 |
GetTeamArtillery |
Common/Functions/Common_GetTeamArtillery.sqf |
Common/Init/Init_Common.sqf:48 |
EquipArtillery |
Common/Functions/Common_EquipArtillery.sqf |
Common/Init/Init_Common.sqf:21 |
WFBE_CO_FNC_GetArtilleryAmmoOptions |
Common/Functions/Common_GetArtilleryAmmoOptions.sqf |
Common/Init/Init_Common.sqf:50 |
WFBE_CO_FNC_LoadArtilleryAmmo |
Common/Functions/Common_LoadArtilleryAmmo.sqf |
Common/Init/Init_Common.sqf:51 |
HandleArty |
Common/Functions/Common_HandleArty.sqf |
Common/Init/Init_Common.sqf:15 |
HandleCommanderReload |
Common/Functions/Common_HandleCommanderReload.sqf |
Common/Init/Init_Common.sqf:7 |
Note that FireArtillery is registered under both the bare alias and the prefixed WFBE_CO_FNC_FireArtillery (Common/Init/Init_Common.sqf:23,122); the live callers all use the prefixed form (Server/AI/Commander/AI_Commander_Strategy.sqf:273, Client/Functions/Client_RequestFireMission.sqf:15).
Every function below indexes per-side, per-artillery-type arrays via the integer returned by IsArtillery. The arrays are read with missionNamespace getVariable Format ["WFBE_%1_ARTILLERY_<NAME>", _side], where _side is the side TEXT ("WEST"/"EAST"/"GUER").
Array (WFBE_<side>_ARTILLERY_…) |
Read by | Read at |
|---|---|---|
_CLASSNAMES (list of classname-lists, one per type) |
IsArtillery, GetTeamArtillery
|
Common_IsArtillery.sqf:6, Common_GetTeamArtillery.sqf:21
|
_RANGES_MIN / _RANGES_MAX
|
FireArtillery |
Common_FireArtillery.sqf:16-17 |
_WEAPONS |
FireArtillery, GetTeamArtillery, ammo helpers |
Common_FireArtillery.sqf:18, Common_GetTeamArtillery.sqf:22
|
_AMMOS |
FireArtillery, GetArtilleryAmmoOptions
|
Common_FireArtillery.sqf:19, Common_GetArtilleryAmmoOptions.sqf:23
|
_VELOCITIES |
FireArtillery (passed into HandleArtillery) |
Common_FireArtillery.sqf:20 |
_DISPERSIONS |
FireArtillery (passed into HandleArtillery) |
Common_FireArtillery.sqf:21 |
_TIME_RELOAD |
FireArtillery (burst pacing) |
Common_FireArtillery.sqf:22 |
_BURST |
FireArtillery (shell count) |
Common_FireArtillery.sqf:23 |
_EXTENDED_MAGS / _EXTENDED_MAGS_UPGRADE
|
EquipArtillery, GetArtilleryAmmoOptions
|
Common_EquipArtillery.sqf:20,23, Common_GetArtilleryAmmoOptions.sqf:41-42
|
_AMMO_SADARM / _AMMO_ILLUMN / _AMMO_LASER / _DEPLOY_SMOKE
|
HandleArtillery (round-effect routing) |
Common_HandleArtillery.sqf:32,38,46,68 |
The faction-specific contents of these arrays are tabulated in Artillery-Reference-Per-Faction; this page documents only how the firing functions consume them.
| Function | Params (_this select …) |
Returns | Source |
|---|---|---|---|
IsArtillery |
0=unit/classname, 1=side text |
Type INDEX (0-based) into the _CLASSNAMES array, or -1 sentinel if the classname is in no type-list |
Common_IsArtillery.sqf:2-12 |
GetTeamArtillery |
0=_team (group), 1=_ignoreAmmo, 2=_index (type), 3=_side
|
ARRAY of vehicle objects of the given type owned by the team (AI-gunner, non-player, with ammo unless _ignoreAmmo) |
Common_GetTeamArtillery.sqf:2-81 |
IsArtillery walks WFBE_<side>_ARTILLERY_CLASSNAMES (itself a list of classname-lists, one entry per artillery type) and returns the index _i of the first sub-list containing the classname (Common_IsArtillery.sqf:8-10). It initialises _retVal = -1 (Common_IsArtillery.sqf:5); the -1 is the canonical "not artillery" sentinel that every caller checks before continuing.
GetTeamArtillery filters units _team to vehicles whose typeOf is in the selected type's classname list, requiring a non-null, non-player gunner, and (unless _ignoreAmmo) _vehicle ammo _weapon > 0 (Common_GetTeamArtillery.sqf:29-39). It additionally extends the search to commander-built guns: when _team is the side's commander team, it scans all vehicles tagged with a matching WFBE_CommanderArtillerySide getVariable and located within WFBE_C_BASE_AREA_RANGE + WFBE_C_BASE_HQ_BUILD_RANGE of the side HQ or any registered base area (Common_GetTeamArtillery.sqf:46-78).
GetTeamArtillery, EquipArtillery, GetArtilleryAmmoOptions, and LoadArtilleryAmmo each accept either a side VALUE (west/east/resistance) or side TEXT ("WEST"/"EAST"/"GUER"/"RESISTANCE") and normalize both ways: config getVariables need the text form, while WFBE_CO_FNC_GetSideUpgrades needs the value form (Common_EquipArtillery.sqf:6-17, Common_GetArtilleryAmmoOptions.sqf:11-20, Common_GetTeamArtillery.sqf:7-16, Common_LoadArtilleryAmmo.sqf:11). The normalization switch defaults unknown text to west (Common_EquipArtillery.sqf:15). By contrast IsArtillery and FireArtillery take the side as-passed and do NOT normalize, so callers must pass a value the config-variable name interpolation accepts.
The fire-mission entry point (Common_FireArtillery.sqf:3-6). Spawned, not called, by both live callers (Server/AI/Commander/AI_Commander_Strategy.sqf:273, Client/Functions/Client_RequestFireMission.sqf:15).
| Step | Behavior | Source |
|---|---|---|
| Lock | Sets restricted = true on the gun and force-ejects any player in the crew (getOut action) |
Common_FireArtillery.sqf:7-8 |
| Identify | _index = [typeOf _artillery, _side] Call IsArtillery |
Common_FireArtillery.sqf:9 |
| Guard: no type |
exitWith + log warning if _index == -1
|
Common_FireArtillery.sqf:12 |
| Guard: null gunner |
exitWith + log warning if isNull _gunner
|
Common_FireArtillery.sqf:13 |
| Guard: player gunner |
exitWith + log warning if isPlayer _gunner
|
Common_FireArtillery.sqf:14 |
| Read config | Pulls _minRange/_maxRange/_weapon/_ammo/_velocity/_dispersion/_reloadTime/_burst by _index
|
Common_FireArtillery.sqf:16-23 |
| Prep |
[_artillery] Call ARTY_Prep (engine off, wait speed < 1, 3s settle) |
Common_FireArtillery.sqf:26 |
| Solve | Computes direction from atan2, _distance (range minus _minRange), firing _angle capped at 70 |
Common_FireArtillery.sqf:29-36 |
| Guard: out of range |
exitWith (no shot) if _distance < 0 OR _distance + _minRange > _maxRange
|
Common_FireArtillery.sqf:37 |
| Attach Fired EH | Compiles a Fired EH that spawns HandleArtillery with the 11-element payload |
Common_FireArtillery.sqf:39 |
| CBR hook (conditional) | If WFBE_C_STRUCTURES_COUNTERBATTERY > 0, attaches a second Fired EH routing the firer position to WFBE_SE_FNC_CounterBatteryCheck (server) or SendToServer "CounterBatteryFired" (client) |
Common_FireArtillery.sqf:45-56 |
| Aim | Disables gunner MOVE/TARGET/AUTOTARGET, doWatch a position elevated by distance/tan(90-_angle)
|
Common_FireArtillery.sqf:58-61 |
| Settle |
sleep (10 + random 4) before firing |
Common_FireArtillery.sqf:63 |
| Fire burst |
for _i from 1 to _burst: sleep (_reloadTime + random 3) then _artillery fire _weapon (aborts if gunner/gun dead) |
Common_FireArtillery.sqf:75-80 |
| Cleanup | Removes the Fired EH(s), sleep (_reloadTime + 20), re-enables gunner AI, ARTY_Finish, then restricted = false
|
Common_FireArtillery.sqf:84-96 |
_maxRange is divided by the global WFBE_C_ARTILLERY (the artillery enable/range tier: 0 disabled, 1 short, 2 medium, 3 long — Common/Init/Init_CommonConstants.sqf:224) at Common_FireArtillery.sqf:17, so a higher tier shrinks the effective max range divisor. The same /WFBE_C_ARTILLERY divisor appears in the AI commander's own pre-flight range check (Server/AI/Commander/AI_Commander_Strategy.sqf:271). The firing _radius parameter is forwarded verbatim into the HandleArtillery payload and governs impact scatter (see below); the AI commander passes a fixed 60 (AI_Commander_Strategy.sqf:273) while the player path passes the client-side artyRange (Client_RequestFireMission.sqf:15).
The Fired-EH compile at Common_FireArtillery.sqf:39 bakes the per-type config values into the handler at attach time, then forwards _this select 4 (the ammo classname) and _this select 6 (the projectile object) from the engine's Fired payload. The two-EH cleanup at lines 84-86 guards against restricted-stuck guns by removing both the main and the conditional CBR handler.
Spawned by the compiled Fired EH, NOT called directly (Common_FireArtillery.sqf:39). Parameters in payload order:
| Index | Name | Meaning | Source |
|---|---|---|---|
0 |
_ammo |
Fired ammo classname (from _this select 4 of the Fired EH) |
Common_HandleArtillery.sqf:4 |
1 |
_projectile |
The shell object (from _this select 6) |
Common_HandleArtillery.sqf:11 |
2 |
_ammoList |
The per-type _AMMOS allow-list |
Common_HandleArtillery.sqf:5 |
3 |
_destination |
Target position | Common_HandleArtillery.sqf:12 |
4 |
_velocity |
Muzzle velocity for the relaunch | Common_HandleArtillery.sqf:13 |
5 |
_dispersion |
Per-axis random spread | Common_HandleArtillery.sqf:14 |
6 |
_cannon |
Firing gun position | Common_HandleArtillery.sqf:15 |
7 |
_distance |
Solved range to target | Common_HandleArtillery.sqf:16 |
8 |
_radius |
Fire-mission spread radius | Common_HandleArtillery.sqf:17 |
9 |
_maxRange |
Max range for scatter scaling | Common_HandleArtillery.sqf:18 |
10 |
_side |
Side text (for ammo-class lookups) | Common_HandleArtillery.sqf:19 |
The handler returns nothing; its job is to relocate and relaunch each shell so the round lands inside the requested radius, and to route special-ammo behaviors:
| Behavior | Condition | Source |
|---|---|---|
| Ammo allow-list gate | Whole body runs only if _ammo in _ammoList
|
Common_HandleArtillery.sqf:8 |
| Land-area randomization |
_distance = random (_distance/_maxRange*100) + random _radius; random 360 bearing; per-axis ± random _dispersion jitter |
Common_HandleArtillery.sqf:24-28 |
| SADARM | If _ammo in WFBE_<side>_ARTILLERY_AMMO_SADARM: spawn ARTY_HandleSADARM, destroy original shell |
Common_HandleArtillery.sqf:32-35 |
| ILLUM | If _ammo in WFBE_<side>_ARTILLERY_AMMO_ILLUMN: spawn ARTY_HandleILLUM, destroy original shell |
Common_HandleArtillery.sqf:38-41 |
| LASER | If _ammo in WFBE_<side>_ARTILLERY_AMMO_LASER: snap to nearest LaserTarget within WFBE_C_ARTILLERY_AMMO_RANGE_LASER (175m) and quarter the dispersion |
Common_HandleArtillery.sqf:46-52; range Common/Init/Init_CommonConstants.sqf:606
|
| Standard relaunch |
setPos shell to a 1000m-high spawn line toward target, setVelocity with z = velocity*2.03*-1
|
Common_HandleArtillery.sqf:55-73 |
| Vanilla MLRS fix | If WF_A2_Vanilla and _ammo is "R_MLRS"/"ARTY_R_227mm_HE_Rocket": hard setPos to land destination |
Common_HandleArtillery.sqf:75-80 |
| Smoke-on-impact | If _ammo in WFBE_<side>_ARTILLERY_DEPLOY_SMOKE: poll shell position to last-known, spawn ARTY_SmokeShellWhite at impact |
Common_HandleArtillery.sqf:68,85-100 |
The setVelocity z-component multiplier of 2.03 (Common_HandleArtillery.sqf:73) is the descent-steepness constant that turns the relaunched round into a near-vertical plunge; the SADARM/ILLUM paths set _keepShellAlive = false (lines 34,40) so the standard relaunch block, guarded by if (_keepShellAlive) at line 44, is skipped (Common_HandleArtillery.sqf:34,40,44).
Attached as a GetIn event handler when an artillery vehicle is built (Client/Functions/Client_BuildUnit.sqf:388). Reads _unit = _this select 2, _vehicle = _this select 0 (Common_HandleArty.sqf:3-4), then waituntil the gun's restricted flag is set AND a player is in the crew, at which point it ejects the player with a getOut action and hintSilent "ARTILLERY MISSION RUNNING" (Common_HandleArty.sqf:7-8). This is the player-side counterpart to the restricted lock that FireArtillery sets at line 7 — it prevents a player climbing into a gun mid-fire-mission.
Returns the selectable ammo choices for one side and one artillery type (Common_GetArtilleryAmmoOptions.sqf:8-9). Each entry is a 4-element array [displayName, projectileClass, magazineClass, ammoIndex] (Common_GetArtilleryAmmoOptions.sqf:1-5,71).
| Step | Behavior | Source |
|---|---|---|
| Index guard | Returns [] if _artilleryIndex < 0 or >= count _AMMOS
|
Common_GetArtilleryAmmoOptions.sqf:24-25 |
| Weapon magazines | Collects magazines from every muzzle of the type's _WEAPONS entry (defaults muzzle list to ["this"]) |
Common_GetArtilleryAmmoOptions.sqf:28-39 |
| Candidate mags | Concatenates weapon mags with _EXTENDED_MAGS for the type |
Common_GetArtilleryAmmoOptions.sqf:41-49 |
| Upgrade read | _currentUpgrade = (GetSideUpgrades) select WFBE_UP_ARTYAMMO |
Common_GetArtilleryAmmoOptions.sqf:50 |
| Match + gate | For each projectile in _AMMOS, find the magazine whose CfgMagazines ammo equals it; include only if _currentUpgrade >= _extendedUpgrade (extended-mag upgrade level, else 0) |
Common_GetArtilleryAmmoOptions.sqf:52-73 |
WFBE_UP_ARTYAMMO is upgrade index 17 (Common/Init/Init_CommonConstants.sqf:54). Base (non-extended) magazines carry an implicit upgrade level of 0 and are always offered; extended mags are gated by their per-index _EXTENDED_MAGS_UPGRADE value (Common_GetArtilleryAmmoOptions.sqf:64-68). The display name falls back to the projectile class when CfgMagazines has no displayName (Common_GetArtilleryAmmoOptions.sqf:70).
Loads one selected magazine onto a player-owned gun (Common_LoadArtilleryAmmo.sqf:7-10). Returns true on success, false on any guard failure.
| Guard / step | Behavior | Source |
|---|---|---|
| Null / dead |
exitWith false if gun is null or not alive |
Common_LoadArtilleryAmmo.sqf:13-14 |
| Gunner |
exitWith false if gunner is null OR a player |
Common_LoadArtilleryAmmo.sqf:15-16 |
| Resolve option | Looks up the matching option from GetArtilleryAmmoOptions by _ammoIndex; exitWith false if not found |
Common_LoadArtilleryAmmo.sqf:18-27 |
| Find turret | Locates the turret path whose gear contains the type _WEAPONS entry via WFBE_CO_FNC_GetVehicleTurretsGear; exitWith false if absent |
Common_LoadArtilleryAmmo.sqf:31-45 |
| Load |
addMagazineTurret (if not already present) then loadMagazine [turretPath, weapon, magazine]
|
Common_LoadArtilleryAmmo.sqf:47-51 |
| Persist selection |
setVariable ["WFBE_A_ArtilleryAmmoSelection", [_artilleryIndex, _ammoIndex], true] (public) |
Common_LoadArtilleryAmmo.sqf:52 |
The public WFBE_A_ArtilleryAmmoSelection variable set at line 52 is read back by the fire-mission request to label the team warning with the chosen round (Client/Functions/Client_RequestFireMission.sqf:40).
Adds the special/extended magazines (WP, SADARM, …) that the side's current artillery-ammo upgrade has unlocked (Common_EquipArtillery.sqf:2-4). It reads WFBE_<side>_ARTILLERY_EXTENDED_MAGS for the type (early-exitWith if empty), the parallel _EXTENDED_MAGS_UPGRADE thresholds, and the side's WFBE_UP_ARTYAMMO level, then addMagazine for each extended mag whose threshold is met (Common_EquipArtillery.sqf:19-32). Unlike the selection helpers it does NOT pick a turret — it adds to the unit's general magazine pool, so it is called at build/upgrade/rearm time rather than per-shot.
Callers (all pass the type index from IsArtillery):
| Caller | Context | Source |
|---|---|---|
Construction_StationaryDefense.sqf:164 |
Base gun built by the construction worker | server |
Server_ProcessUpgrade.sqf:73 |
Artillery-ammo upgrade researched | server |
Client_BuildUnit.sqf:376 |
Mobile gun built by a player | client |
Client_FNC_Special.sqf:262 |
Special-action top-up of newly unlocked mags | client |
Common_RearmVehicle.sqf:47 / Common_RearmVehicleOA.sqf:34
|
Rearm restocks extended mags | common |
Attached as a Fired EH on commander-built guns (Server/Functions/Server_BuyUnit.sqf:117, Client/Functions/Client_BuildUnit.sqf:410). It reads the commander's current muzzle and, only for the affected weapons M242BC/M242, drops the reload time to 0.5s via setWeaponReloadingTime; any other weapon exitWith no-op (Common_HandleCommanderReload.sqf:4-15). This is a per-weapon rate-of-fire correction, independent of the _TIME_RELOAD config array that FireArtillery uses for burst pacing.
FireArtillery brackets the fire mission with two Common/Module/Arty/ helpers compiled in Common/Init/Init_Common.sqf:93-94:
| Helper | Contract | Source |
|---|---|---|
ARTY_Prep |
Engine off, re-enable driver AI, waitUntil {speed _vehicle < 1}, 3s settle |
Common/Module/Arty/ARTY_mobileMissionPrep.sqf (called Common_FireArtillery.sqf:26) |
ARTY_Finish |
Re-enable driver AI, point gunner lookAt a depressed forward position (lowers the barrel) |
Common/Module/Arty/ARTY_mobileMissionFinish.sqf (called Common_FireArtillery.sqf:93) |
The special-round handlers ARTY_HandleSADARM and ARTY_HandleILLUM invoked from HandleArtillery (Common_HandleArtillery.sqf:33,39) are documented under Arty-Module-Special-Munitions.
| Caller | Function | Notes | Source |
|---|---|---|---|
| AI commander | WFBE_CO_FNC_FireArtillery |
[_p, _artyTgt, _side, 60] after friendly-fire and range guards |
Server/AI/Commander/AI_Commander_Strategy.sqf:273 |
| Player fire mission | WFBE_CO_FNC_FireArtillery |
per-gun forEach _units from GetTeamArtillery
|
Client/Functions/Client_RequestFireMission.sqf:9,15 |
| Player fire mission |
GetTeamArtillery, GetArtilleryAmmoOptions
|
discovers guns; labels the team warning with the selected round | Client/Functions/Client_RequestFireMission.sqf:9,39 |
| AI commander | IsArtillery |
pre-flight type + range check before firing | Server/AI/Commander/AI_Commander_Strategy.sqf:269 |
- Artillery-Reference-Per-Faction — the per-faction config DATA (ranges, weapons, ammo, dispersion) that these functions index.
-
Arty-Module-Special-Munitions — the SADARM/ILLUM/LASER/smoke round handlers spawned from
HandleArtillery. -
Counter-Battery-Radar-System — the conditional
Fired-EH detection hook attached insideFireArtillery. - Side-Team-State-Function-Reference — the side/team helpers and side-text/side-value pattern reused across the artillery family.
- Config-Lookup-Helper-Reference — the config-array lookup helpers neighbouring this firing pipeline.
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- 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