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Audit Findings Queue 2026 06 03
Source: a multi-agent code-audit sweep (Claude) over the WASP Warfare mission on branch
release/2026-06-feature-bundle (PR #8), mission folder
Missions/[55-2hc]warfarev2_073v48co.chernarus/. All file:line refs are against that branch.
Purpose for wiki maintainers (codex / claude): cross-reference these against the codebase and existing wiki pages (Deep Review Findings, Client UI And Server Loop Perf Findings, Bottleneck Removal Queue, Abandoned Feature Revival Review). Confirm whether each is real, dedupe, and correct/close false positives. ~1 in 4 deep-dived items needed correction, so treat UNVERIFIED rows as claims to check, not facts.
Verification legend: ✅ verified real · ❌ false positive ·
Earlier sweeps already triaged/partly shipped to PR #8 (logged in the owner's notes, not repeated here): bug pack BQ1-15, perf PF1-16, scrap S1-9 (S1/S5/S9 removed), recycle R1-7 (Tasks→Objective-Ping shipped).
Read this page as a historical audit queue, not as a current master bug register. The source scope is origin/release/2026-06-feature-bundle / PR #8 unless a row explicitly says otherwise. For current release decisions, promote only source-checked rows into Feature status, Deep-review findings, a subsystem owner page, or agent-hardening-backlog.jsonl.
| Area | Current status | Route |
|---|---|---|
| PR #8 shipped branch fixes |
97370acb fixes SG5, AI7, AI11 and removes the dead AI2 town-mortar chain on origin/release/2026-06-feature-bundle; 0bb16513 fixes V2, AI1 and AI8 on that same branch. Do not claim these are on current master without checking the branch head. |
PR #8 / release branch evidence; mirror into owner pages only if the branch is merged or selected for release. |
| Corrections and non-issues | V2 is real but low-impact/idempotent; AI8 is branch-fixed but later scout notes classify Server_BuyUnit.sqf as latent/dead AIBuyUnit code rather than the player-buy path; NJ11 is real but lower risk because of in-tick/client gating; AI15 is a non-issue; AI17 is a false positive. |
Keep as false-positive/nuance guardrails here. |
| Formerly-high unverified items (now source-checked 2026-06-07) | SG1 (✅ confirms DR-11/DR-13 winner inversion), SG2 (✅ → DR-50 HQ double-score), SG3 (✅ → DR-49 supply underflow), NJ8 ( |
Victory/endgame, Economy authority, Commander/HQ lifecycle, Deep-review findings, Hardening roadmap. |
| Later worklog-only audit batches | Agent worklog entries mention later SK/CN/FC/SP and SM/TR/XR labels. This compact queue does not re-expand them; use those worklog entries as leads only, then source-check and route to owner pages. | Agent worklog, Subagent discovery swarm, owner pages. |
| Label | File:line | Claim | Verdict | Note |
|---|---|---|---|---|
| SG4 | Server/PVFunctions/RequestOnUnitKilled.sqf:95-96 |
kill-assist bounty broken (_objectType undefined) |
✅+ |
Double bug: also alive _killed guard is false at kill-time → block never runs. Fix var→_killed_type AND guard→alive (vehicle _killed). |
| AI11 |
Server/AI/Orders/AI_Patrol.sqf:26-30; AI_TownPatrol.sqf:~50
|
water-avoidance while no cap → hang |
✅ | Scheduler-starvation (Spawn context) on water-centred towns; cap + fallback-to-centre. |
| NJ11 | Server/Functions/Server_ProcessUpgrade.sqf:20 |
upgrade double-deduct race | ✅ | ProcessUpgrade only sets wfbe_upgrading, never checks. Make it the atomic gate. |
| NJ3 | Client/Init/Init_Markers.sqf:16 |
JIP enemy towns show "unknown" | Real vs current design: TownCaptured.sqf:21 colours enemy-captured towns → live reveals ownership; init doesn't. If fog-of-war is wanted, fix the opposite direction. OWNER DECISION. |
|
| AI2 | Server/Functions/Server_SpawnTownMortars.sqf:20 |
mortars never spawn (_positions undefined) |
✅+ |
Also never invoked: nothing sets wfbe_town_mortars, so Server_ManageTownDefenses.sqf:32 guard is always false. Recommend REMOVE the whole mortar chain (dead). |
| AI3 | Server/Functions/Server_OperateTownDefensesUnits.sqf:24 |
captured-town statics never manned (GUER guard) | Real: guard blocks WEST/EAST. Call site server_town_ai.sqf:190 passes current side. Relaxing = man captured statics (balance). VERIFY captured towns retain wfbe_town_defenses + occupied gunner type first. |
|
| V2 | Client/Functions/Client_BuildUnit.sqf:332,334 |
duplicate HandleReload Fired-EH on IFVs | ✅ | Lines byte-identical → 2 reload threads/shot. Delete :334. |
| SG5 | Server/FSM/server_town_camp.sqf:135 |
captured camp shows old flag (_side vs _newSide) |
✅ | Both sides in scope (old needed for LostAt msg); flag line grabbed old. Fix str _newSide. |
| AI1 |
Server/FSM/server_town_patrol.sqf:18; server_patrols.sqf:26
|
zombie loop (|| vs &&) |
✅ | Exits only when game-over AND team-dead → dead teams loop forever (30s perf-audit). Fix ||→&&. |
| AI5 | Server/FSM/server_town_ai.sqf:223 |
wfbe_town_teams not written back on despawn |
Real but marginal; nothing reads it while inactive. SKIP unless already editing. | |
| AI7 | Server/Functions/Server_AI_SetTownAttackPath.sqf:41 |
30% exitWith discards approach path |
✅ | First WP built (:39) then block bailed; _wp_sel reset (:76) → 30% of long-range attacks beeline depot. Submit partial path before exit. |
| AI8 | Server/Functions/Server_BuyUnit.sqf:117 |
sideJoined on server → AI vehicles miss IR smoke (dedi) |
Real if server-side; change sideJoined→_side (verify param). Concrete: AI Tank/Car get IR-smoke flares on dedicated. |
|
| AI15 |
Server/AI/Orders/AI_MoveTo.sqf:6-9; AI_Patrol.sqf:7-10
|
COMBAT on all orders → AI crawls |
Overstated: SpeedMode is NORMAL (not LIMITED) → cautious, not crawling; town-attack AI uses AWARE path anyway. Tuning preference; likely SKIP. Dev TODO at Server_AI_SetTownAttackPath.sqf:74. |
|
| AI17 |
Server_AI_SetTownAttackPath.sqf 7-elem WPs |
attack-formation system dead (7th elem ignored) | ❌ |
FALSE POSITIVE. Attack path uses Common_WaypointsAdd.sqf (not AI_WPAdd.sqf), which DOES read _x select 6 and apply behaviour/formation (:24,33). System is live. Close. |
| # | Current path:line | Claim | Verdict | Evidence / route |
|---|---|---|---|---|
| AI4 | Server/Functions/Server_AttackWave.sqf:19,34 |
shared global ATTACK_WAVE_PRICE_MODIFIER → two-side wave interference |
✅ REAL | Bare global (no side suffix) set at :19, reset to 1 at :34; a second side's wave spawn can reset the first side's discount mid-sleep. Route: attack-wave/economy owner. |
| AI6 | Server/Functions/Server_GetTownPatrol.sqf:16-19 |
SV==60 falls through switch → no patrol | ✅ REAL |
case (_sv > 30 && _sv < 60) and case (_sv > 60) leave exactly 60 uncovered with no default; patrol-type lookup ends nil at SV 60. |
| AI9 | Server/FSM/server_town_ai.sqf:199-207 |
delegation doesn't persist wfbe_town_teams
|
✅ REAL (label fix) | The client-delegation case grows local _town_teams but never writes _town setVariable ['wfbe_town_teams',…]; the headless case (:213) and server path (:229) do. Claim mislabeled it "headless." |
| AI10 | Server/Functions/Server_UpdateTeam.sqf:5 |
round(random N) biased formation pick |
✅ REAL |
_formations select round(random(count _formations -1)) half-weights index 0; with 4 entries random 3 is [0,3) so the last formation ("WEDGE") is statistically unreachable. |
| AI12 | Server/FSM/server_town_ai.sqf:100 |
ArrayPush in hottest detection loop |
WFBE_CO_FNC_ArrayPush inside forEach _detectedRaw inside the per-town loop; O(entities×towns)/cycle. Measurement-first perf, not a correctness bug. |
|
| AI13 | Server/FSM/server_town_ai.sqf:172-179 |
pre-created groups leak on invalid template (144-cap) | ❌ GONE |
_team = createGroup _side; if (isNull _team) then {log; skip} guard already present; no orphan leak. Close. |
| AI14 |
Server/AI/AI_SquadRespawn.sqf:56, Server/AI/AI_AdvancedRespawn.sqf:68
|
literal gear index + no loadout bounds/empty-array guard | Literal-13 part is ❌ FALSE (WFBE_UP_GEAR = 13, Init_CommonConstants.sqf); the empty-array part is ✅ REAL — _loadout select floor(random count _loadout) with only an isNil guard crashes if the loadout array is empty (floor(random 0) → select 0). |
|
| AI16 | Server/Functions/Server_HandleDefense.sqf:7-42 |
no side-change check → ghost defenders re-man captured towns | ✅ REAL |
_side captured at spawn; while {alive _defense} never re-checks town ownership, so the old side keeps dispatching gunners to a flipped town. |
| # | Current path:line | Claim | Verdict | Evidence / route |
|---|---|---|---|---|
| V1 | Client/FSM/updatesalvage.sqf:10 |
||→&& dead-truck loop spins |
✅ REAL |
while {!gameOver || !(alive _vehicle)} only exits when game-over AND vehicle alive; loop spins after the truck dies. |
| V3 | Client/Module/Engines/Stopengine.sqf:7 |
stealth "stopped" flag local-only → cross-player refuel bypass | ✅ REAL |
setVariable ["stopped",true] (no broadcast); Startengine.sqf:7 same; Client_SupportRefuel.sqf:8 reads the local copy. |
| V4 | Client/Module/Engines/Engine.sqf:8 |
stealth fuel save not broadcast → fuel loss on locality change | ✅ REAL |
setVariable ["Fuel",fuel _vehicle] no broadcast; the new owner reads its own stale value. |
| V5 | Client/Functions/Client_SupportRepair.sqf:77 |
paid repair setDammage 0 doesn't fix hitpoints/wheels |
✅ REAL |
_veh setDammage 0 resets only the global scalar; component setHit damage (wheels/engine) persists. |
| V6 | Client/GUI/GUI_Menu_Service.sqf |
no "Refuel All" batch button | Not a bug; QoL enhancement. Route: service-UI owner. | |
| V7 | WASP/actions/car_wheel_new.sqf:28 |
wheel repair one-shot per vehicle lifetime | ✅ REAL |
setVariable ["wheel_change",1,true] never reset; the isNil guard blocks the action permanently after first use. |
| V8 | WASP/actions/Action_RepairMHQDepot.sqf:26 |
repositions wrong wreck + misleading "parachuted" hint | ❌ FALSE |
:8 exits if alive _hq, so :26 only lifts the dead HQ to altitude for the parachute drop — intended; the hint matches the design. |
| V9 | WASP/actions/Action_RepairMHQDepot.sqf:28 |
town SV penalty client-side → server overwrites | ❌ FALSE |
{_x setVariable ["supplyvalue",10,true]} forEach _towns — third arg true broadcasts globally; no client-only write. |
| V10 | Client/Functions/Client_SupportHeal.sqf:48-51 |
infantry heal time flat (ignores Man damage) | ✅ REAL | Heal time scaled only inside Air/StaticWeapon/Tank/Car/Motorcycle branches; Man matches none → flat time. |
| V11 | Client_SupportRepair/Heal/Refuel/Rearm.sqf |
no Ship class case → boats ignore service coefficients |
✅ REAL | All four service scripts branch Air/StaticWeapon/Tank/Car/Motorcycle; a boat falls through → base coefficient (1). |
| V12 |
Server/FSM/emptyvehiclescollector.sqf:18 / Server_HandleEmptyVehicle.sqf:33
|
emptyQueu never pruned of objNull |
❌ FALSE |
Server_HandleEmptyVehicle.sqf:33 does emptyQueu = emptyQueu - [_vehicle]; collector strips objNull at :18. |
| V14 | WASP/actions/Action_RepairMHQDepot.sqf:6,24 |
cashrepaired never reset → cash-repair locked for game |
✅ REAL | Set true at :24; only other ref is the read-and-exit guard at :6-9; no reset anywhere → locked for the session. |
| V16 | Common/Functions/Common_CreateVehicle.sqf:35 |
setVelocity[0,0,-1] can clip vehicles through slopes |
Real line; intentional settle-onto-terrain nudge; slope clipping possible but a known vanilla spawn pattern. Low severity. | |
| V17 | Client/GUI/GUI_Menu_Service.sqf:219-233 |
service list can include enemy vehicles | ✅ REAL | The repair-truck fallback nearEntities[[…],100] at :222 has no side filter; enemy vehicles within 100m can appear in the list. |
| V18 |
Client/Module/Skill/Skill_Salvage.sqf, Client/FSM/updatesalvage.sqf
|
no side check → self-destruct-and-salvage loop | ✅ REAL | Neither path checks side _x vs the player's side before converting a wreck to cash. |
| # | Current path:line | Claim | Verdict | Evidence / route |
|---|---|---|---|---|
| SG1 |
Server/FSM/server_victory_threeway.sqf:35-40 + Server_LogGameEnd.sqf:14
|
win/loss tracking INVERTED | ✅ REAL — confirms DR-11/DR-13 |
WF_Winner is set to _x (correct), but _side is flipped to the opposite side and [_side] call LogGameEnd logs the loser as _winnerTeam. Concrete persisted-stats inversion site complementing DR-36's mechanism note. Route: Deep-review findings DR-11. |
| SG2 | Server/Functions/Server_OnHQKilled.sqf:23,47,74-81 |
HQ-kill double score (1800 vs 900) + teamkill award | ✅ REAL → DR-50 | Unconditional award _points = 30000/100 * WFBE_C_BUILDINGS_SCORE_COEF at :47 fires on every kill incl. teamkills; a second _score = 900 at :81 is non-teamkill-guarded → 1800 on a clean kill, 900 on a teamkill. |
| SG3 |
Common/Functions/Common_ChangeSideSupply.sqf:25, Server/Functions/Server_ChangeSideSupply.sqf:12,36
|
underflow guard ADDS supply (exploit) | ✅ REAL → DR-49 |
if (_change < 0) then {_change = _currentSupply - _amount} — for a negative _amount this is _currentSupply + |amount|, adding supply on underflow instead of clamping to 0. |
| SG6 | Server/Module/supplyMission/playerObjectsList.sqf:18 |
_i always 0 → PLAYERLIST bloats |
✅ REAL |
_i reset to 0 inside the forEach body each pass; the match index is always 0 so non-first players are never deduped → duplicate appends. |
| SG7 | Server/Module/AntiStack/updateScoreInternal.sqf:13 |
while {true} runs through game-over |
✅ REAL |
while {true} do { with no gameOver/WFBE_GameOver exit; sibling loops use while {!gameOver}. |
| SG8 | Server/FSM/server_town.sqf:192-207 |
wfbe_attacker_sideIDs never cleared → stuck "under attack" marker |
The variable leak is real, but the client marker is also gated on supplyValue < startingSupplyValue (updatetownmarkers.sqf), so it self-clears as supply recovers — a bounded SV-visibility leak, not a permanently stuck marker. |
|
| SG9 | Common/Functions/Common_ChangeSideSupply.sqf:12 |
_reason dropped at 3 args → false "malicious update" log |
Reason-dropped is ✅ REAL (count _this > 3 should be > 2 to read index 2). The "false malicious log" part is ❌ FALSE — the non-empty default reason bypasses the server's _reason != "" malicious warning. |
|
| SG10 | Server/Functions/Server_LogGameEnd.sqf:14 |
no resistance-winner case (3-way) | ✅ REAL (defensive) |
if (_winnerTeam == west) … else {_loserTeam = west} has no GUER branch. Resistance is currently excluded from winning by server_victory_threeway.sqf (- [WFBE_DEFENDER]) so it can't reach here today, but the function is non-defensive if ever passed GUER. |
| SG11 | Server/Functions/Server_BuildingKilled.sqf:57 |
empty reason → false security warning | ✅ REAL |
[_side_killer,_supplies,"",false] Call ChangeSideSupply passes ""; the server handler's _reason == "" branch fires the "malicious supply update" warning on every guerrilla-barracks supply award. |
| SG12 | Server/Module/AntiStack/skillDiffCompensation.sqf:82 |
anti-stack accumulator reset → detection dead-zone | After compensation the TEAM_SKILL_TICKS_* accumulators reset to 0, forcing re-accumulation before re-trigger. Intended cadence vs dead-zone is an owner/tuning decision. |
|
| SG13 | Server/MonitorPlayerCount.sqf:5-16 |
samples once at 120s, never re-checks | ✅ REAL | 17-line file: sleep 120, count once, set WFBE_Server_LogMatchWin if threshold met, exit. No loop. |
| SG14 |
Client/Module/AFKkick/monitorAFK.sqf:49 + Server/Module/afkKick/initAFKkickHandler.sqf
|
AFK kick client-authoritative | ✅ REAL — see DR-30 | Client failMission "END1" / publicVariableServer self-kick; server handler only logs. Matches DR-30 (AFK-kick stub, no server enforcement). |
| SG15 | Server/Functions/Server_DelegateAITownHeadless.sqf:27 |
HC delegation pure-random, not load-balanced | ✅ REAL |
_clients select floor(random count _clients) — uniform random, no load metric. Matches the HC-balance lead. |
| # | Current path:line | Claim | Verdict | Evidence / route |
|---|---|---|---|---|
| NJ1 | server_town_camp.sqf:135 |
= SG5 (camp flag) | ✅ (dupe of SG5) | Duplicate of the verified SG5 camp-flag finding. |
| NJ2 |
Client/Module/CoIn/coin_interface.sqf:713-715, Server/Functions/Server_BuildingKilled.sqf:85-87
|
wfbe_structures_live client/server increment race |
Both write wfbe_structures_live with broadcast true; non-atomic read-modify-write race exists but the window is narrow (same-frame place+destroy). Client should request; server should own the count. |
|
| NJ3 | Client/Init/Init_Markers.sqf:14-18 |
JIP enemy towns show "unknown" | Intentional fog-of-war: only friendly towns get the side colour, others WFBE_C_UNKNOWN_COLOR; init and the live FSM both key off sideID, consistent. Not a bug. |
|
| NJ4 | Client/Init/Init_Markers.sqf:38-41 |
JIP camp marker uses town sideID not camp sideID | ✅ REAL | The camp colour guard tests _townSide == WFBE_Client_SideID; _campSide (read at :35) is never used → camp shown in the town's colour. Cosmetic. |
| NJ5 | Client/Functions/Client_PreRespawnHandler.sqf:13 |
blink-EH + OriginalMarkerColor not re-added on respawn |
✅ REAL (conditional) | PreRespawn re-adds only HandleAT; the blink Fired-EH and OriginalMarkerColor (set at Init_Client.sqf:21-27) are not, so blink restore reads nil after respawn. Only when WFBE_C_MAP_ICON_BLINKING_ENABLED == 1. |
| NJ6 | Client/Init/Init_Client.sqf:383 |
wfbe_supply alias cached once → stale UI for JIP |
❌ FALSE | The live UI reads the per-side wfbe_supply_%1 kept current by the server's publicVariable on each change + REQUEST_SUPPLY_VALUE; the :383 alias is a one-shot init guard, not the live source. |
| NJ7 | Client/Init/Init_Client.sqf:18,278 |
HandleAT added twice; HandleRocketTracer not re-added on respawn | ✅ REAL |
:18 adds HandleAT (+HandleRocketTraccer); :278 adds HandleAT again unguarded → double; HandleRocketTraccer is absent from PreRespawnHandler → lost after respawn. |
| NJ8 | Server/Construction/Construction_HQSite.sqf:14-15 |
HQ deploy mutex non-atomic → HQ duplication |
waitUntil {!getVariable "wfbe_hqinuse"}; setVariable [...,true] is a non-atomic check-then-set; two same-frame deploy requests could both pass. Exposure reduced by sequential server PV handling; worth an atomic guard. Recurring pattern with NJ11/NJ2. |
|
| NJ9 | Server/Init/Init_Server.sqf:368-369 |
wfbe_aicom_funds/running not broadcast → HC reads nil |
✅ REAL |
setVariable ["wfbe_aicom_running",false] and ["wfbe_aicom_funds",…] lack the broadcast true; sibling wfbe_hq_deployed (:362) uses ,true]. Non-server readers get nil. |
| NJ10 | Client/Init/Init_Client.sqf:512 |
JIP HQ killed-EH not added when deployed → victory may not fire | The client EH at :515 is a redundant relay; the authoritative HQ-killed processing is server-local (Init_Server.sqf:323, Construction_HQSite.sqf:89 "Killed EH fires localy, this is the server", Server_MHQRepair.sqf:37). The !_isDeployed gate means post-deploy JIP clients skip the redundant relay, but victory is not blocked. The original "high / victory never fires" claim is overstated. |
Typos (all-language, visible): UX2 "TeamBance"/"Autonalance" (autobalance), UX3 "allready"×3, UX4 "the the"×3, UX5 "ennemy", UX22 French typos (Accépter/plannifie/séléctionnée). Missing feedback/audio: UX27 AttackModeEnd no sound, UX26 engineer repair no success/fail hint. Hardcoded-English (no key): UX1 attack-mode msgs, UX7 AFK warnings, UX8 camp-captured, UX9 group-system (~12), UX10 map-disband (9), UX11 BuyUnits tooltips (6), UX12 HQ-depot, UX13-19/24 action labels, UX20 builder hints, UX21 supply-mission. Untranslated FR/DE/IT: UX6 HeadHunter, UX23 9 upgrade descriptions, UX29 teamswap-lock, UX30 ReinforcedBuildings. Accessibility: UX28 camp-hint contrast, UX25 RHUD labels.
Verification (2026-06-07): every typo and hardcoded-English claim spot-checked is ✅ REAL in current master:
-
UX2 ✅
stringtable.xml:4867[TeamBance]: [Autonalance] You have joined …([TeamBance]repeats across:4868-4885). -
UX3 ✅ "allready" ×13 in
stringtable.xml(e.g.:2195"Vehicle is allready being repaired",:2475,:2538) — more than the claimed ~3. -
UX4 ✅ "the the" ×6:
stringtable.xml:4189-4190"join the the other team",Client/Functions/Client_FNC_Groups.sqf:12,19(visible);Common/Init/Init_Common.sqf:265,Init_CommonConstants.sqf:387(comments). -
UX5 ✅ "ennemy" ×2 hardcoded in
Client/Module/ZetaCargo/Zeta_Hook.sqf:21,22. -
UX22 ✅
stringtable.xml: "Accépter":4805, "plannifie":1321, "séléctionnée":3228. -
UX1 ✅ hardcoded EN in
Client/PVFunctions/LocalizeMessage.sqf:12-14(all three AttackMode cases, nolocalize). -
UX7 ✅ hardcoded EN AFK hints
Client/FSM/updateclient.sqf:124,127,Client/Module/AFKkick/monitorAFK.sqf:46. -
UX8 ✅ hardcoded EN
Client/PVFunctions/CampCaptured.sqf:37. -
UX21 ✅ hardcoded EN
Client/Module/supplyMission/supplyMissionStart.sqf:13,36,43,supplyMissionCompletedMessage.sqf:14.
Remaining UX rows (UX6/9-20/23-30) are the same string/locale class and were not individually spot-checked this pass; treat them as high-confidence leads of the same kind. Route: a single localization-cleanup lane (stringtable typos + add STR_ keys for the hardcoded-English messages).
-
2026-06-07 verification sweep (Claude): the previously-UNVERIFIED AI/V/SG/NJ/UX queue is now fully source-checked against current
master— no⬜rows remain. Tally: REAL AI4, AI6, AI9, AI10, AI16, V1, V3, V4, V5, V7, V10, V11, V14, V17, V18, SG1, SG2, SG3, SG6, SG7, SG10, SG11, SG13, SG14, SG15, NJ4, NJ5, NJ7, NJ9 + all spot-checked UX; NUANCED/design/perf AI12, V16, SG8, SG12, NJ2, NJ3, NJ8, NJ10; split (real+false sub-claim) AI14, SG9; FALSE V8, V9, V12, NJ6; GONE/fixed AI13. -
Corrections to earlier "high" framing: NJ10 is NOT a victory-blocker — the authoritative HQ-killed EH is server-local (
Init_Server.sqf:323,Construction_HQSite.sqf:89,Server_MHQRepair.sqf:37); the client EH is a redundant relay. SG1 confirms the existing DR-11/DR-13 winner-inversion. SG14 is the existing DR-30 AFK-stub. The genuinely new economy/scoring exploits promoted to DRs are SG3 → DR-49 (supply underflow guard adds supply) and SG2 → DR-50 (HQ double-score + teamkill award). - Recurring patterns worth a wiki note: (1) non-atomic check-and-set on networked vars (NJ8, NJ11, NJ2); (2) EHs not re-added on respawn (NJ5, NJ7); (3)
||vs&&loop-exit slips (AI1, V1, SG7); (4) clientsideJoinedused server-side (AI8); (5) old-vs-new side variable mix-ups on capture (SG5); (6) missing-broadcastsetVariablefor JIP/HC reads (NJ9, V3, V4); (7) client-sidesetDammage 0vs component hitpoints (V5). - AI17 confirmed FALSE POSITIVE — note in any AI-waypoint wiki page that
Common_WaypointsAdd.sqf(7-element) ≠AI_WPAdd.sqf(6-element).
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- 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