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Assets Config Localization And Parameters Atlas
This page maps the mission-facing configuration and media layer: description.ext, Rsc/*.hpp, mission parameters, stringtable localization, sounds, music, textures and UI images. Check it before adding a mission parameter, sound, title resource, dialog image or localized string.
| Layer | Source | Runtime role |
|---|---|---|
| Mission root config | Missions/[55-2hc]warfarev2_073v48co.chernarus/description.ext:39-67 |
Includes version.sqf, sound/music configs and all Rsc UI/resource config files. |
| Loading screen |
description.ext:64, Rsc/Titles.hpp:36
|
Uses loadScreen.jpg; the file exists in the source mission. |
| Disabled legacy include | description.ext:37 |
scripts\unitCaching\description.ext is commented and the scripts/unitCaching folder is absent. |
| Mission parameters |
Rsc/Parameters.hpp:3, Common/Init/Init_Parameters.sqf:5-9
|
class Params entries are read in order and exported into missionNamespace under the class name. Multiplayer uses paramsArray; SP uses each class default. |
| Common constants fallback |
Common/Init/Init_CommonConstants.sqf:93-100, :212-234, :290
|
Provides fallback values if a parameter/global is missing. |
| Stringtable | stringtable.xml |
Real STR_WF_* localization package used by parameters, dialogs and messages. |
| Sound registry | Sounds/description.ext:2-159 |
Defines 26 CfgSounds classes and 26 tracked .ogg files in Sounds/. |
| Music registry | Music/description.ext:1-19 |
Defines wf_outro and cherna_intro, backed by two tracked .ogg files. |
| UI resources |
Rsc/Ressources.hpp, Rsc/Dialogs.hpp, Rsc/Titles.hpp
|
Shared controls, dialog classes and title resources. Current source has 18 top-level dialog classes and 99 title classes. |
| Local media folders |
Textures/, Client/Images/, Sounds/, Music/
|
Current source has 20 local texture .paa, 45 client image .paa, 26 sound .ogg and 2 music .ogg files. |
Init_Parameters.sqf is intentionally generic: it iterates missionConfigFile >> "Params" and sets each config class name as a mission variable. The parameter class name is the public API. Renaming a class is a gameplay compatibility change, not just UI cleanup.
| Parameter | Source | Current shape | Notes |
|---|---|---|---|
WFBE_C_AI_DELEGATION |
Rsc/Parameters.hpp:50-54 |
0/1/2, default 2
|
Hosted server path can force HC mode off in initJIPCompatible.sqf:168-169. Runtime consumers include client FPS delegation, town AI, static defense and disconnect cleanup. |
WFBE_C_AI_TEAMS_ENABLED |
Rsc/Parameters.hpp:74-78 |
0/1, default 0
|
AI teams are disabled by default in current mission parameters even though constants fallback defaults to enabled in Init_CommonConstants.sqf:94. |
WFBE_C_STRUCTURES_CONSTRUCTION_MODE |
Rsc/Parameters.hpp:122-126 |
only value 0
|
UI still has sold/instant affordances for mode 1 in GUI_Menu_Economy.sqf:149, but the parameter only exposes timed construction. |
WFBE_C_ENVIRONMENT_WEATHER_VOLUMETRIC |
Rsc/Parameters.hpp:210-214, Client/Init/Init_Client.sqf:218
|
only value 0
|
Comment says clouds are globally disabled for FPS/stutter; client init also forces the variable to 0. |
WFBE_C_MODULE_BIS_PMC |
Rsc/Parameters.hpp:222-227 |
hidden behind #ifndef VANILLA
|
Loadout/unit roots use it for PMC content gates, for example Common/Config/Core_Root/Root_TKGUE.sqf:99. |
WFBE_C_GAMEPLAY_BOMBS_DISTANCE_RESTRICTION |
Rsc/Parameters.hpp:290-294 |
distance list | Its title is the same string as bomb altitude ($STR_WF_PARAMETER_BombAltitude), but it drives distance restriction in Common/Functions/Common_HandleShootBombs.sqf:21. |
| Finding | Evidence | Impact |
|---|---|---|
Missing airRaid sound class |
Client/PVFunctions/NukeIncoming.sqf:7 plays airRaid, but Sounds/description.ext has no class airRaid. |
Nuke incoming may fail to play its intended warning sound even though ICBM/radiation sounds are registered. Banach also found this PVF path is likely stale, so fix should follow the support/nuke owner decision. |
| Unused registered message sounds |
Sounds/description.ext:24-39, :96-105; no source play/use found for ARTY_message_to_friendly_* or ICBM_message_to_*. |
Likely abandoned voice/message audio or unused support/ICBM notification variants. Keep files until support-agent findings confirm removal is safe. |
| Missing local tactical menu icons |
Rsc/Dialogs.hpp:2634-2821 references Client\Images\wf_*.paa; none of those local files exist. |
Tactical/support menu buttons may show blank/missing icons unless these paths were intended to be generated/restored. |
| Missing local vehicle textures |
Common/Functions/Common_AddVehicleTexture.sqf:19-72, :215-217; Server/Init/Init_Server.sqf:323-325. |
Several relative Textures/*.paa overlays are absent, including AAV/LAV/BMP3/BTR/Tunguska/T-90 desert paths. Engine-absolute \ca\... paths are not flagged. |
loadScreen.jpg is live and present |
description.ext:64, Rsc/Titles.hpp:36; loadScreen.jpg exists. |
Do not remove the file as "unused"; it is used by both config and title resources. |
| Commented unit caching include is stale |
description.ext:37; no scripts/unitCaching folder. |
Treat as abandoned scaffold, not an available optimization switch. |
- Add new server/admin-facing settings as
class Paramsentries only after choosing a stableWFBE_*variable name.Init_Parameters.sqf:5-9exports class names directly. - Keep
values[],texts[]anddefaultaligned. A single-value parameter is a deliberate locked switch and should be documented when left that way. - When adding sounds, update both the
.oggfile andSounds/description.ext, then grep forplaySound/sayto verify the class name matches exactly. - When adding UI images, verify every relative path exists in the source mission before propagation.
- Do not convert engine-absolute paths such as
\ca\ui\data\...into local files unless there is a clear portability reason. - Source mission edits must start in
Missions/[55-2hc]warfarev2_073v48co.chernarus; generated Vanilla/Takistan changes come through LoadoutManager.
- Add or replace the missing
airRaidCfgSounds class used byNukeIncoming.sqf, or retire the stale PVF path if support/nuke owners confirm it is dead. - Decide whether missing
Client\Images\wf_*.paatactical icons are intended absent art, stale dialog references or files lost during repo history. - Audit missing local vehicle texture references before changing texture behavior; many entries may be old livery leftovers.
- Rename or retitle
WFBE_C_GAMEPLAY_BOMBS_DISTANCE_RESTRICTIONUI text so it does not present as bomb altitude. - Either remove the commented unit-caching include from docs/mental model or restore the folder as a real optimization feature.
Previous: Mission parameters, localization and generated build inputs | Next: Client UI systems atlas
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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.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
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- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
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- Economy, towns and supply
- Economy system reference
- Balance asymmetries
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- 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