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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. |
| Asset/reference scanner | docs/analysis/dead-code-asset-reference-scan.ps1 |
Repeatable scanner for mission path references, missing bootstrap files, local assets, include targets and OA addon paths. Latest scan: 5860 path records across 9 mission roots, 21 missing bootstrap files all under Modded_Missions. |
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, Common/Init/Init_CommonConstants.sqf:212, Client/Init/Init_Client.sqf:218
|
only value 0; forced 0 twice |
Comment says clouds are globally disabled for FPS/stutter. Treat the lobby entry as a locked/off switch until both constants and client init stop forcing 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. |
WFBE_C_GAMEPLAY_BOMBS_ALTITUDE |
Rsc/Parameters.hpp:284-288 |
altitude list, default 2000 | Config-present, but current Common_HandleShootBombs.sqf:32-44 comments out the altitude enforcement block. Do not document this as active gameplay behavior until the handler is revived and smoke-tested. |
WFBE_C_MODULE_WFBE_IRS / WFBE_C_MODULE_WFBE_IRSMOKE
|
Rsc/Parameters.hpp:393-397; Init_CommonConstants.sqf:238; Init_Common.sqf:320; Upgrades_CO_US.sqf:24-25
|
parameter name and runtime name differ | The lobby parameter is WFBE_C_MODULE_WFBE_IRS, but the runtime init and upgrade gates read WFBE_C_MODULE_WFBE_IRSMOKE. Unless another generation step aliases these names, the lobby toggle does not control the live IR-smoke module gate. |
WFBE_C_GAMEPLAY_UPGRADES_CLEARANCE |
Rsc/Parameters.hpp:351-356, Init_CommonConstants.sqf:225, Server/Init/Init_Server.sqf:333-349, initJIPCompatible.sqf:148,152
|
hidden/commented parameter, live variable | The lobby class is commented out, but server upgrade initialization still consumes the variable and boot/headless fallback can set it to 7. Treat it as an internal boot/runtime switch, not an operator-visible lobby setting. |
WFBE_C_MODULE_BIS_HC |
Rsc/Parameters.hpp:381-385; initJIPCompatible.sqf:151-170; Server/Init/Init_Server.sqf:109; Server/FSM/server_town_ai.sqf:17
|
visible parameter, no current consumer found | Runtime headless-client delegation uses WFBE_C_AI_DELEGATION; no static consumer for WFBE_C_MODULE_BIS_HC was found in the Chernarus source pass. Do not confuse this with headless-client enablement. |
Common/Config/readme.txt:7-65 is still the best map of the intended data model: gear files register weapons, magazines and backpacks; group files feed town groups; loadout files build gear-menu templates; model/root files select side assets, support vehicles, AI loadouts and faction defaults. Runtime init then chooses faction roots from mission parameters and imports root, defense and group files (Common/Init/Init_Common.sqf:263-308).
The config layer is mostly positional data. Many families are not keyed objects; they are parallel arrays that must stay aligned with shared index constants or sibling arrays. The high-risk families are:
| Family | Why it is brittle |
|---|---|
class Params / paramsArray
|
Lobby parameter order is the runtime API; Init_Parameters.sqf:5-9 exports by class name after reading paramsArray in config order. |
WFBE_C_UPGRADES_<side>_* |
Enabled, cost, max-level, link, time and AI-order arrays must stay aligned to the WFBE_UP_* constants from Init_CommonConstants.sqf. |
WFBE_%SIDE%_ARTILLERY_* |
Artillery UI, ammunition choices and behavior index across the same per-artillery slots. |
WFBE_%SIDE%STRUCTURES* |
Structure names, classnames, descriptions, costs, times, distances, directions and scripts are positional siblings. WFBE_C_STRUCTURES_ANTIAIRRADAR also conditionally adds radar entries in Common/Config/Core_Structures/Structures_*.sqf:86. |
WFBE_%SIDE%LIGHTUNITS / HEAVYUNITS / AIRCRAFTUNITS / AIRPORTUNITS / DEPOTUNITS
|
Buy UI, factory queues and build-time/price derivations consume these lists directly. WFBE_C_UNITS_TOWN_PURCHASE and map/faction gates can change what is visible. |
WFBE_%SIDE%AITEAM* |
Squad templates, requirements, type labels, upgrade requirements and AI-team roles must remain in lockstep. |
There is also a post-load mutation layer. Init_Common.sqf:325-367 derives longest build times, doubles selected unit prices under WFBE_C_UNITS_PRICING, multiplies structure costs when WFBE_C_ECONOMY_CURRENCY_SYSTEM == 1, and builds aggregate repair-truck lists. Config_SetTemplates.sqf:33-123 is a schema builder, not just a helper: it consumes nested weapon/magazine/backpack rows and outputs [picture, label, price, upgrade, weapons, magazines, backpack].
Load-order landmarks for config work:
-
initJIPCompatible.sqf:121-123loads mission parameters and common constants, then:214-215starts common config and town initialization. -
Common/Init/Init_Common.sqf:217-253loads model/class core records such asCore_US.sqf, while:222-230loads gear registries. -
Init_Common.sqf:290-300loads faction root and defense files;Server/Init/Init_Server.sqf:142loadsServer/Init/Init_Defenses.sqffor server-side defense templates. - LoadoutManager-generated files are a separate layer:
Tools/LoadoutManager/SqfFileGenerators/SqfFileGenerator.cs:116-129andTools/LoadoutManager/Data/Terrains/BaseTerrain.cs:99-102write EASA, balance, aircraft-name andversion.sqfoutputs.
Use this checklist before claiming a content/config edit is complete:
| Change type | Source anchors | What to verify |
|---|---|---|
| New buyable unit or vehicle | Unit config records are loaded from Common/Config/Core/Core_*.sqf into mission variables; representative US records are stored at Core_US.sqf:302. Init_Common.sqf:325-348 later scans WFBE_%SIDE%STRUCTUREUNITS, records WFBE_LONGEST%STRUCTURE%BUILDTIME and may double light/heavy/air prices under WFBE_C_UNITS_PRICING. |
Confirm the class exists in the engine config, appears in the right factory list, has price/time/upgrade/faction fields, survives the post-load price mutation, and still appears in buy UI/factory smoke. |
| New gear, magazine or backpack | Gear helpers validate engine classes and publish missionNamespace records: weapons at Config_Weapons.sqf:12-44, magazines at Config_Magazines.sqf:11-34, backpacks at Config_Backpack.sqf:11-65,70-82. |
Confirm CfgWeapons, CfgMagazines or CfgVehicles class validity, side gear visibility, price/upgrade values, backpack cargo references and RPT errors from the helper logs. |
| New gear template | Loadout files sort magazines/weapons then call templates (Loadout_US.sqf:60,137,142). Templates derive display picture, label, total price and required upgrade from already registered gear (Config_SetTemplates.sqf:33-123) and append to WFBE_%SIDE_Template (:128-133). |
Do not edit a template in isolation: verify every referenced item is registered first, then smoke the gear menu price/upgrade gate and save/load behavior if profile templates are touched. |
| Side root or support asset change | Root files own ambulances, repair/supply trucks, patrols, AI loadouts, default faction and follow-on loadout/squad/artillery/unit/structure/upgrade imports; representative US anchors are Root_US.sqf:13-17,69-117,128-137. Init_Common.sqf:359-366 also aggregates WFBE_REPAIRTRUCKS across present sides. |
Smoke the live consumer, not only boot: mobile respawn for ambulances, service/repair for repair trucks, supply missions for supply trucks, AI respawn for WFBE_%SIDE_AI_Loadout_%level, and buy-menu default faction filtering. |
| Structure or command-center change | Structure files publish construction/HQ/factory arrays and scripts; representative CO US anchors are Structures_CO_US.sqf:10,20,103-113. Money-only economy multiplies structure costs in Init_Common.sqf:350-357. |
Verify structure arrays stay index-aligned, command-center class changes still match supply delivery scans, construction-site/HQ names are valid, and money-only cost mutation is expected. Smoke build, deploy and supply-return behavior. |
| Generated mission propagation | Source edits start in Chernarus, but maintained Vanilla Takistan is copied/generated by LoadoutManager. Tools-And-Build-Workflow owns the skip-list and command. |
Run dotnet run --project Tools\LoadoutManager\LoadoutManager.csproj with A2WASP_SKIP_ZIP=1 for propagation-only checks, then inspect Takistan diffs. Hand-mirror only files in the documented skip-list. |
Minimum smoke scenario for content changes: boot hosted or dedicated with the edited faction selected, open the affected buy/gear/build UI, buy or equip one changed item, trigger one runtime consumer (AI respawn, supply, service, construction or factory queue), then run LoadoutManager propagation or record why it is not required.
| 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. |
| Map-conditional vehicle texture leads |
Common/Functions/Common_AddVehicleTexture.sqf:8-223 contains both IS_chernarus_map_dependent and !IS_chernarus_map_dependent branches. Source Chernarus defines IS_CHERNARUS_MAP_DEPENDENT in version.sqf:3; Vanilla Takistan comments it out at version.sqf:3; initJIPCompatible.sqf:111-113 turns that define into the runtime boolean. |
Do not treat every static missing Textures/*.paa hit as broken. Many are opposite-terrain branches. Verify the target terrain profile and smoke the guarded branch before adding, deleting or copying texture files. |
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. - Verify the runtime variable name matches the
class Paramsname.Init_Parameters.sqfexports the class name directly; a near-miss such asWFBE_C_MODULE_WFBE_IRSversusWFBE_C_MODULE_WFBE_IRSMOKEis not automatically aliased. - Before trusting a lobby switch, grep for forced assignments after constants load. Volumetric weather is exposed in
Parameters.hppbut forced off in both common constants and client init. - 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. - For content/config edits, use the data-model checklist above before marking work complete. A class added in one file may still be absent from derived factory, gear-template, side-root, AI-loadout or generated-mission consumers.
- 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 map-conditional vehicle texture references before changing texture behavior; many static missing hits are opposite-terrain branches, while real livery leftovers still need Arma smoke.
- Rename or retitle
WFBE_C_GAMEPLAY_BOMBS_DISTANCE_RESTRICTIONUI text so it does not present as bomb altitude. - Decide whether
WFBE_C_GAMEPLAY_BOMBS_ALTITUDEshould be revived, hidden or marked historical in the host parameter UX. - Decide whether IR smoke should use the lobby-facing
WFBE_C_MODULE_WFBE_IRSname, the runtimeWFBE_C_MODULE_WFBE_IRSMOKEname, or an explicit alias during parameter import. - Either remove
WFBE_C_MODULE_BIS_HCfrom the visible parameter set or wire/document a live consumer separate from headless-clientWFBE_C_AI_DELEGATION. - Either remove the commented unit-caching include from docs/mental model or restore the folder as a real optimization feature.
Source-reviewed end-to-end load order and per-layer data shape (clears the Round 36 coverage gap "config data model as a coherent whole"). Entry point is initJIPCompatible.sqf (sets WF_A2_CombinedOps, WF_Debug, map/scenario flags), then Init_CommonConstants.sqf (all QUERYUNIT*/QUERYGEAR*/WFBE_UP_* index aliases + faction-list arrays). Init_Common.sqf is the main loader:
| Step | Source | What it does |
|---|---|---|
| Function compile |
Init_Common.sqf (compile block) |
Compiles all Common/Functions/*.sqf into named globals. |
| Core load switch | Init_Common.sqf:213-261 |
Version-gated (WF_A2_CombinedOps): loads Core_Models, then Gear/ client-only (if (local player)), then all Core/*.sqf faction unit files. |
| Faction selection | Init_Common.sqf:266-268 |
Picks faction strings from WFBE_C_UNITS_FACTIONS_* via WFBE_C_UNITS_FACTION_* indices. |
| Roots | Init_Common.sqf:292-294 |
Loads three Core_Root/Root_*.sqf (per side); each sub-delegates Squads, Artillery, Units, Structures, Upgrades. |
| Defenses / Groups | Init_Common.sqf:300-310 |
Defenses/*.sqf on all machines; Groups/*.sqf server-only (if (isServer)). |
| PV registration | Init_PublicVariables.sqf |
Registers all addPublicVariableEventHandlers after config load. |
| Pricing pass | Init_Common.sqf:328-358 |
Computes WFBE_LONGEST*BUILDTIME and applies currency-system cost multipliers. |
Per-layer data shape: Core/ = parallel _c[] (classnames) + _i[] 10-element property tuple (QUERYUNIT* indices 0-9: label, picture, price, time, crew, upgrade-level, factory-type, skill, faction, turrets) registered as one missionNamespace var per classname. Core_Root/ = side-keyed role classnames + sub-file delegates. Core_Units/ = WFBE_%1{BARRACKS,LIGHT,HEAVY,AIRCRAFT,AIRPORT,DEPOT}UNITS arrays. Core_Structures/ = nine index-aligned parallel arrays (names/costs/times/distances/directions/scripts + defense lists). Core_Upgrades/ = five 22-entry arrays (ENABLED/COSTS/LEVELS/LINKS/TIMES) aligned to WFBE_UP_* 0-21, plus AI_ORDER auto-completed by Check_Upgrades.sqf. Core_Artillery/ = per-side parallel weapon/range/velocity/dispersion/ammo arrays. Core_Squads/ = Squads_GetFactionGroups.sqf scrapes CfgGroups. Gear/ (client-only) = 7-element item tuples via Config_Magazines/Weapons/Backpack.sqf. Loadout/ (client-only) = buy-menu subsets. Defenses/ (server-only) → WFBE_%1_Defenses_%2. Groups/ (server-only) → WFBE_%1_GROUPS_%2. Labels_Upgrades.sqf (client-only, ExecVM from Init_Client.sqf:337) = three 22-entry label/description/image arrays.
Confirmed defects: see Deep-review findings DR-54 (Core_US.sqf:289 / Core_USMC.sqf:239 missing _get = → dedup guard always true; AH64D_EP1 faction mislabeled 'USMC' in Core_US.sqf:205-206). Startup cost note: each crew-slot -2 entry triggers Call Compile preprocessFile of Common_GetConfigVehicleCrewSlot.sqf (which recurses into two more preprocessFile helpers) — ~281 entries across 21 Core files ≈ 850-1000+ synchronous file reads at init; hoist the compile out of the loop if startup time matters.
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Main map: Home | Related: Tools/build workflow, Tooling release-readiness audit, Feature status register
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- 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