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Auxiliary And Special Forces Unit Catalog
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
See also the Base-Game Config & Image Reference for full Arma 2 CO 1.63 base-game classnames, stats and imagery.
The Faction Unit and Vehicle Roster Catalog covers the 11 primary faction rosters (Core_US/USMC/RU/GUE/INS/CDF/PMC/BAF*/TKA/TKGUE). It deliberately excludes a second group of Common/Config/Core/Core_*.sqf files that register auxiliary special-forces, premium-armour and civilian unit sets. This page catalogs those nine files: Core_DeltaForce, Core_Spetsnaz, Core_KSK, Core_MVD, Core_FR, Core_ACR, Core_TKSF, Core_CIV, Core_TKCIV.
Each file uses the same builder pattern and 10-field metadata tuple as the primary roster files: it appends class names to _c and metadata arrays to _i, then a for '_z' … loop calls missionNamespace setVariable [_c select _z, _i select _z] for every valid class. The tuple layout (per Faction-Unit-And-Vehicle-Roster-Catalog) is:
[displayName, picture, cost, buildTime, crewSlots, upgradeLevel, factory, isInfantry, factionTag, extraSlots]
- cost (index 2) — purchase price.
- buildTime (index 3) — seconds for vehicles; skill tier (4–7) for infantry.
-
crewSlots (index 4) —
-1for infantry,-2triggers a config crew-slot lookup, or an explicit[…]seat array. -
upgradeLevel (index 5) — research level gate (
0= none). See Upgrades-And-Research-Atlas. -
factory (index 6) — pool selector:
0Barracks,1Light,2Heavy,3Air; string tags ('Fortification','Strategic','Defense') for structures. -
isInfantry (index 7) —
1forManclass,0for vehicles/structures; civilians use the fractional weight0.4. - factionTag (index 8) — UI grouping / side string.
The Core block is not loaded unconditionally. It sits inside a switch (true) whose only case is WF_A2_CombinedOps (Common/Init/Init_Common.sqf:225-226). The whole class-Core list runs only on the Combined-Operations branch (Common/Init/Init_Common.sqf:244-263):
switch (true) do {
case WF_A2_CombinedOps: {
...
/* Class Core */
Call Compile preprocessFileLineNumbers 'Common\Config\Core\Core_ACR.sqf'; // :245
...
};
};
Within that branch the load list is an alphabetised set of explicit Call Compile preprocessFileLineNumbers lines. All nine of this page's files appear in it:
| File | Loaded? | Load line | Notes |
|---|---|---|---|
Core_ACR.sqf |
yes | Common/Init/Init_Common.sqf:245 |
|
Core_CIV.sqf |
yes | Common/Init/Init_Common.sqf:250 |
|
Core_FR.sqf |
yes | Common/Init/Init_Common.sqf:251 |
|
Core_MVD.sqf |
yes | Common/Init/Init_Common.sqf:254 |
|
Core_Spetsnaz.sqf |
yes | Common/Init/Init_Common.sqf:257 |
|
Core_TKCIV.sqf |
yes | Common/Init/Init_Common.sqf:259 |
|
Core_TKSF.sqf |
yes | Common/Init/Init_Common.sqf:261 |
|
Core_DeltaForce.sqf |
YES | Init_Common.sqf:239 |
Loaded inside the WF_A2_CombinedOps branch: Call Compile preprocessFileLineNumbers 'Common\Config\Core\Core_DeltaForce.sqf'
|
Core_KSK.sqf |
NO | — | Not loaded in Chernarus/Vanilla; only in Modded_Missions (eden/Napf/lingor) |
There is no factionTag-keyed or Format[...] dynamic load for these — the seven loaded files are literal hard-coded paths. (Contrast the per-side Root_%1/Defenses_%1/Groups_%1 loads at Common/Init/Init_Common.sqf:300-317, which are tag-driven.) A whole-tree grep for Core_KSK in the Chernarus mission returns only its own internal diag_log strings — no loader references it. Core_DeltaForce is now loaded at Init_Common.sqf:251 (added B755, 2026-06-25).
Note: Core_DeltaForce.sqf executes on CombinedOps loads (loaded at Init_Common.sqf:251, added B755 2026-06-25), so its missionNamespace setVariable registrations ARE active. Core_KSK.sqf is NOT loaded in the Chernarus or Vanilla missions; its registrations are dead data. The units resolve against the WFBE pricing table, not engine defaults. Their class names are not registered with WFBE pricing/metadata even though the classes exist:
- The Delta-Force class names ARE still consumed elsewhere — the US factory pool (
Common/Config/Core_Units/Units_CO_US.sqf:96-106,Units_OA_US.sqf:31-…), the level-3 paratrooper drop (Common/Config/Core_Root/Root_US.sqf:41), and the skill module (Client/Module/Skill/Skill_Init.sqf:14-17). BecauseCore_DeltaForce.sqfnever registers them, those references resolve against engineCfgVehiclesdefaults rather than the cost/level table below. - The KSK class names (
GER_Soldier_*_EP1) appear only inSkill_Init.sqf:15,17(GER_Soldier_Scout_EP1,GER_Soldier_Medic_EP1); the rest of theCore_KSKtable is effectively dead data.
File: Common/Config/Core/Core_DeltaForce.sqf (64 lines; register loop at :41-63). All entries are infantry, factionTag 'US Delta Force', factory 0, upgradeLevel 3, skill 6.
Header mislabel: line 1 is
/* Spetsnaz Configuration */— a copy-paste leftover; this file configures Delta Force, not Spetsnaz (Common/Config/Core/Core_DeltaForce.sqf:1).
| Class | Cost | Skill | Upgrade req | factionTag | Source |
|---|---|---|---|---|---|
US_Delta_Force_EP1 |
300 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:8-9 |
US_Delta_Force_TL_EP1 |
360 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:11-12 |
US_Delta_Force_Medic_EP1 |
320 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:14-15 |
US_Delta_Force_Assault_EP1 |
335 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:17-18 |
US_Delta_Force_SD_EP1 |
345 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:20-21 |
US_Delta_Force_MG_EP1 |
340 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:23-24 |
US_Delta_Force_AR_EP1 |
330 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:26-27 |
US_Delta_Force_Night_EP1 |
315 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:29-30 |
US_Delta_Force_Marksman_EP1 |
320 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:32-33 |
US_Delta_Force_M14_EP1 |
310 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:35-36 |
US_Delta_Force_Air_Controller_EP1 |
350 | 6 | 3 | US Delta Force | Core_DeltaForce.sqf:38-39 |
File: Common/Config/Core/Core_Spetsnaz.sqf (52 lines; register loop at :29-…). Loaded at Common/Init/Init_Common.sqf:257. All entries infantry, factionTag 'Russians Spetsnaz', factory 0, skill 6.
| Class | Cost | Skill | Upgrade req | factionTag | Source |
|---|---|---|---|---|---|
RUS_Soldier1 |
250 | 6 | 2 | Russians Spetsnaz | Core_Spetsnaz.sqf:8-9 |
RUS_Soldier2 |
260 | 6 | 3 | Russians Spetsnaz | Core_Spetsnaz.sqf:11-12 |
RUS_Soldier_GL |
270 | 6 | 3 | Russians Spetsnaz | Core_Spetsnaz.sqf:14-15 |
RUS_Soldier_Marksman |
290 | 6 | 2 | Russians Spetsnaz | Core_Spetsnaz.sqf:17-18 |
RUS_Soldier3 |
295 | 6 | 3 | Russians Spetsnaz | Core_Spetsnaz.sqf:20-21 |
RUS_Soldier_TL |
300 | 6 | 3 | Russians Spetsnaz | Core_Spetsnaz.sqf:23-24 |
RUS_Soldier_Medic |
300 | 6 | 3 | Russians Spetsnaz | Core_Spetsnaz.sqf:26-27 |
File: Common/Config/Core/Core_KSK.sqf (46 lines; register loop at :23-…). Header correctly reads /* KSK Configuration */ (Core_KSK.sqf:1). Not loaded anywhere — table is dead data except GER_Soldier_Scout_EP1 / GER_Soldier_Medic_EP1, referenced by the skill module (Client/Module/Skill/Skill_Init.sqf:15,17). All entries infantry, factionTag 'KSK', factory 0, upgradeLevel 2, skill 6.
| Class | Cost | Skill | Upgrade req | factionTag | Source |
|---|---|---|---|---|---|
GER_Soldier_MG_EP1 |
340 | 6 | 2 | KSK | Core_KSK.sqf:8-9 |
GER_Soldier_Medic_EP1 |
325 | 6 | 2 | KSK | Core_KSK.sqf:11-12 |
GER_Soldier_EP1 |
310 | 6 | 2 | KSK | Core_KSK.sqf:14-15 |
GER_Soldier_Scout_EP1 |
345 | 6 | 2 | KSK | Core_KSK.sqf:17-18 |
GER_Soldier_TL_EP1 |
355 | 6 | 2 | KSK | Core_KSK.sqf:20-21 |
File: Common/Config/Core/Core_MVD.sqf (50 lines; register loop at :27-…). Loaded at Common/Init/Init_Common.sqf:254. All entries infantry, factionTag 'MVD', factory 0.
| Class | Cost | Skill | Upgrade req | Display name | factionTag | Source |
|---|---|---|---|---|---|---|
MVD_Soldier_GL |
310 | 7 | 3 | (auto) | MVD | Core_MVD.sqf:8-9 |
MVD_Soldier_MG |
320 | 7 | 3 | (auto) | MVD | Core_MVD.sqf:11-12 |
MVD_Soldier_Marksman |
330 | 7 | 2 | (auto) | MVD | Core_MVD.sqf:14-15 |
MVD_Soldier_AT |
350 | 5 | 2 | Rifleman (RPG-7 VR) |
MVD | Core_MVD.sqf:18-19 |
MVD_Soldier_Sniper |
350 | 7 | 3 | (auto) | MVD | Core_MVD.sqf:21-22 |
MVD_Soldier_TL |
360 | 7 | 3 | (auto) | MVD | Core_MVD.sqf:24-25 |
File: Common/Config/Core/Core_FR.sqf (80 lines; register loop at :57-…). Loaded at Common/Init/Init_Common.sqf:251. All entries infantry, factionTag 'USMC Force Recon', factory 0, skill 6. The block at :42-55 is tagged /* Infantry - Special Characters */ (named campaign characters, upgradeLevel 3).
| Class | Cost | Skill | Upgrade req | factionTag | Source |
|---|---|---|---|---|---|
FR_GL |
260 | 6 | 2 | USMC Force Recon | Core_FR.sqf:8-9 |
FR_Corpsman |
270 | 6 | 2 | USMC Force Recon | Core_FR.sqf:11-12 |
FR_Commander |
295 | 6 | 2 | USMC Force Recon | Core_FR.sqf:14-15 |
FR_TL |
285 | 6 | 2 | USMC Force Recon | Core_FR.sqf:17-18 |
FR_Assault_R |
280 | 6 | 2 | USMC Force Recon | Core_FR.sqf:20-21 |
FR_Assault_GL |
285 | 6 | 2 | USMC Force Recon | Core_FR.sqf:23-24 |
FR_AR |
290 | 6 | 2 | USMC Force Recon | Core_FR.sqf:26-27 |
FR_R |
300 | 6 | 2 | USMC Force Recon | Core_FR.sqf:29-30 |
FR_Sapper |
310 | 6 | 2 | USMC Force Recon | Core_FR.sqf:32-33 |
FR_AC |
320 | 6 | 2 | USMC Force Recon | Core_FR.sqf:35-36 |
FR_Marksman |
340 | 6 | 2 | USMC Force Recon | Core_FR.sqf:38-39 |
FR_Cooper (special) |
400 | 6 | 3 | USMC Force Recon | Core_FR.sqf:42-43 |
FR_Miles (special) |
300 | 6 | 3 | USMC Force Recon | Core_FR.sqf:45-46 |
FR_OHara (special) |
400 | 6 | 3 | USMC Force Recon | Core_FR.sqf:48-49 |
FR_Rodriguez (special) |
400 | 6 | 3 | USMC Force Recon | Core_FR.sqf:51-52 |
FR_Sykes (special) |
400 | 6 | 3 | USMC Force Recon | Core_FR.sqf:54-55 |
File: Common/Config/Core/Core_ACR.sqf (135 lines; register loop at :112-…). Loaded at Common/Init/Init_Common.sqf:245. The largest of these files — it spans infantry, light vehicles, support trucks, premium capture-unlock armour, and aircraft. factionTag 'Czech' throughout.
| Class | Cost | Skill | Upgrade req | Source |
|---|---|---|---|---|
CZ_Soldier_Light_DES_EP1 |
125 | 4 | 0 | Core_ACR.sqf:8-9 |
CZ_Soldier_DES_EP1 |
150 | 4 | 0 | Core_ACR.sqf:11-12 |
CZ_Soldier_B_DES_EP1 |
150 | 4 | 0 | Core_ACR.sqf:14-15 |
CZ_Soldier_AT_DES_EP1 |
310 | 5 | 0 | Core_ACR.sqf:17-18 |
CZ_Soldier_AMG_DES_EP1 |
210 | 5 | 1 | Core_ACR.sqf:20-21 |
CZ_Soldier_MG_DES_EP1 |
220 | 5 | 0 | Core_ACR.sqf:23-24 |
CZ_Soldier_Sniper_EP1 |
280 | 5 | 1 | Core_ACR.sqf:26-27 |
CZ_Special_Forces_GL_DES_EP1 |
290 | 5 | 3 | Core_ACR.sqf:29-30 |
CZ_Special_Forces_MG_DES_EP1 |
310 | 5 | 3 | Core_ACR.sqf:32-33 |
CZ_Special_Forces_DES_EP1 |
285 | 5 | 3 | Core_ACR.sqf:35-36 |
CZ_Special_Forces_Scout_DES_EP1 |
305 | 5 | 3 | Core_ACR.sqf:38-39 |
CZ_Special_Forces_TL_DES_EP1 |
310 | 5 | 3 | Core_ACR.sqf:41-42 |
CZ_Soldier_Pilot_EP1 |
120 | 4 | 0 | Core_ACR.sqf:44-45 |
CZ_Soldier_Office_DES_EP1 |
240 | 5 | 1 | Core_ACR.sqf:47-48 |
CZ_Soldier_SL_DES_EP1 |
220 | 5 | 2 | Core_ACR.sqf:50-51 |
| Class | Cost | Build (s) | Upgrade req | crewSlots | Source |
|---|---|---|---|---|---|
ATV_CZ_EP1 |
175 | 15 | 0 | -2 (auto) | Core_ACR.sqf:54-55 |
HMMWV_M1151_M2_CZ_DES_EP1 |
850 | 20 | 1 | -2 (auto) | Core_ACR.sqf:57-58 |
LandRover_CZ_EP1 |
275 | 18 | 1 | -2 (auto) | Core_ACR.sqf:60-61 |
LandRover_Special_CZ_EP1 |
700 | 20 | 2 | -2 (auto) | Core_ACR.sqf:63-64 |
Dingo_WDL_ACR |
870 | 20 | 2 | -2 (auto) | Core_ACR.sqf:66-67 |
Dingo_GL_Wdl_ACR |
1050 | 21 | 2 | -2 (auto) | Core_ACR.sqf:69-70 |
Dingo_DST_ACR |
870 | 20 | 2 | -2 (auto) | Core_ACR.sqf:72-73 |
Dingo_GL_DST_ACR |
1050 | 21 | 2 | -2 (auto) | Core_ACR.sqf:75-76 |
Pandur2_ACR |
2650 | 25 | 3 | explicit [true,false,2,0]
|
Core_ACR.sqf:78-79 |
T810_CZ_EP1 |
500 | 20 | 1 | -2 (auto) | Core_ACR.sqf:82-83 |
T810_Repair_CZ_EP1 |
2500 | 22 | 2 | -2 (auto) | Core_ACR.sqf:85-86 |
T810_Refuel_CZ_EP1 |
500 | 22 | 1 | -2 (auto) | Core_ACR.sqf:88-89 |
T810_Ammo_CZ_EP1 |
1750 | 22 | 1 | -2 (auto) | Core_ACR.sqf:91-92 |
| Class | Cost | Build (s) | Upgrade req | Factory | Source |
|---|---|---|---|---|---|
T72M4CZ |
7000 | 45 | 4 | 2 (Heavy) | Core_ACR.sqf:95-96 |
RM70_ACR |
6800 | 25 | 4 | 1 (Light) | Core_ACR.sqf:99-100 |
These two are the ACR premium "capture-unlock" classes referenced from the per-faction Root_* files; the source tags them ACR premium (capture-unlock) at Core_ACR.sqf:94,98.
| Class | Cost | Build (s) | Upgrade req | Source |
|---|---|---|---|---|
Mi171Sh_CZ_EP1 |
7600 | 35 | 1 | Core_ACR.sqf:103-104 |
Mi24_D_CZ_ACR |
39620 | 45 | 4 | Core_ACR.sqf:106-107 |
Mi171Sh_rockets_CZ_EP1 |
24000 | 40 | 3 | airfield-exclusive gunship Core_ACR.sqf:109-110
|
File: Common/Config/Core/Core_TKSF.sqf (40 lines; register loop at :17-…). Loaded at Common/Init/Init_Common.sqf:261. All entries infantry, factionTag 'Takistani Special Forces', factory 0, upgradeLevel 2, skill 6.
| Class | Cost | Skill | Upgrade req | factionTag | Source |
|---|---|---|---|---|---|
TK_Special_Forces_EP1 |
280 | 6 | 2 | Takistani Special Forces | Core_TKSF.sqf:8-9 |
TK_Special_Forces_TL_EP1 |
300 | 6 | 2 | Takistani Special Forces | Core_TKSF.sqf:11-12 |
TK_Special_Forces_MG_EP1 |
305 | 6 | 2 | Takistani Special Forces | Core_TKSF.sqf:14-15 |
File: Common/Config/Core/Core_CIV.sqf (233 lines; register loop at :210-…). Loaded at Common/Init/Init_Common.sqf:250. factionTag 'Civilians' throughout (one structure entry slips back to 'Civilians' after a 'Takistani Civilians' copy in TKCIV — see TKCIV note). This file is large because it also supplies the base-build / fortification / AI-defense-position menu entries (factory string tags). Worker infantry use isInfantry weight 0.4.
| Class | Cost | Skill | Upgrade req | factionTag | Source |
|---|---|---|---|---|---|
Worker1 |
375 | 4 | 0 | Civilians | Core_CIV.sqf:8-9 |
Worker2 |
375 | 4 | 0 | Civilians | Core_CIV.sqf:11-12 |
Worker3 |
375 | 4 | 0 | Civilians | Core_CIV.sqf:14-15 |
Worker4 |
375 | 4 | 0 | Civilians | Core_CIV.sqf:17-18 |
| Class | Cost | Build (s) | Source |
|---|---|---|---|
MMT_Civ |
50 | 8 | Core_CIV.sqf:21-22 |
TT650_Civ |
100 | 12 | Core_CIV.sqf:24-25 |
Tractor |
150 | 15 | Core_CIV.sqf:27-28 |
Lada1 |
175 | 18 | Core_CIV.sqf:30-31 |
Lada2 |
175 | 18 | Core_CIV.sqf:33-34 |
LadaLM |
180 | 20 | Core_CIV.sqf:36-37 |
SkodaBlue |
190 | 17 | Core_CIV.sqf:39-40 |
SkodaRed |
190 | 17 | Core_CIV.sqf:42-43 |
car_sedan |
200 | 20 | Core_CIV.sqf:45-46 |
car_hatchback |
220 | 20 | Core_CIV.sqf:48-49 |
datsun1_civil_1_open |
250 | 22 | Core_CIV.sqf:51-52 |
datsun1_civil_2_covered |
250 | 22 | Core_CIV.sqf:54-55 |
datsun1_civil_3_open |
250 | 22 | Core_CIV.sqf:57-58 |
VWGolf |
270 | 23 | Core_CIV.sqf:60-61 |
hilux1_civil_1_open |
340 | 25 | Core_CIV.sqf:63-64 |
hilux1_civil_2_covered |
340 | 25 | Core_CIV.sqf:66-67 |
V3S_Civ |
380 | 22 | Core_CIV.sqf:69-70 |
UralCivil |
390 | 25 | Core_CIV.sqf:72-73 |
Ikarus |
420 | 25 | Core_CIV.sqf:75-76 |
Smallboat_1 |
350 | 30 | Core_CIV.sqf:78-79 |
Smallboat_2 |
350 | 30 | Core_CIV.sqf:81-82 |
Fishing_Boat |
800 | 30 | Core_CIV.sqf:84-85 |
Mi17_Civilian (factory 3, Air) |
9000 | 35 | Core_CIV.sqf:88-89 |
These supply the civilian base-build menu — fortifications, spawn-point markers, and the AI-manned defensive positions (the display names encode the AI count). Selected entries (full list at Core_CIV.sqf:91-202):
| Class | Display name | Cost | Factory tag | Source |
|---|---|---|---|---|
Land_HBarrier3 |
(auto) | 30 | Fortification | Core_CIV.sqf:91-92 |
Sr_border |
B SPAWNPOINT |
15 | Strategic | Core_CIV.sqf:117-118 |
HeliH |
LF SPAWNPOINT |
15 | Strategic | Core_CIV.sqf:120-121 |
HeliHRescue |
HF SPAWNPOINT |
15 | Strategic | Core_CIV.sqf:123-124 |
HeliHCivil |
AF SPAWNPOINT |
15 | Strategic | Core_CIV.sqf:126-127 |
Sign_Danger |
STR_WF_Minefield (localized) |
1200 | Strategic | Core_CIV.sqf:165-166 |
Land_Ind_BoardsPack1 |
AA Position (Light, 2 AI) |
2500 | Defense | Core_CIV.sqf:177-178 |
Land_CncBlock_Stripes |
AA Position (Heavy, 4 AI) |
4500 | Defense | Core_CIV.sqf:180-181 |
Land_Barrel_sand |
Artillery (Light, 1 AI) |
2500 | Defense | Core_CIV.sqf:183-184 |
Land_Ind_BoardsPack2 |
Artillery (Heavy, 4 AI) |
5000 | Defense | Core_CIV.sqf:186-187 |
Land_WoodenRamp |
Mixed Position (Light, 2 AI) |
2500 | Defense | Core_CIV.sqf:189-190 |
RoadCone |
Mixed Position (Heavy, 4 AI) |
5000 | Defense | Core_CIV.sqf:192-193 |
Paleta1 |
Base Wall - Straight |
250 | Fortification | Core_CIV.sqf:195-196 |
Land_Pneu |
Site Clearance (10/tree) |
0 | Strategic | Core_CIV.sqf:206-207 |
The Land_Pneu site-clearance entry at :206-207 is appended inside a conditional block (:205+), not at top level.
File: Common/Config/Core/Core_TKCIV.sqf (148 lines; register loop at :125-…). Loaded at Common/Init/Init_Common.sqf:259. Header comment reads /* CIV Configuration */ (Core_TKCIV.sqf:1), i.e. it shares the CIV header text. factionTag 'Takistani Civilians' for almost all entries; the Land_Campfire structure is mis-tagged 'Civilians' (Core_TKCIV.sqf:92-93).
| Class | Cost | Skill | Upgrade req | Source |
|---|---|---|---|---|
TK_CIV_Worker01_EP1 |
375 | 4 | 0 | Core_TKCIV.sqf:8-9 |
TK_CIV_Worker02_EP1 |
375 | 4 | 0 | Core_TKCIV.sqf:11-12 |
| Class | Cost | Build (s) | Source |
|---|---|---|---|
Old_bike_TK_CIV_EP1 |
50 | 8 | Core_TKCIV.sqf:15-16 |
Old_moto_TK_Civ_EP1 |
100 | 12 | Core_TKCIV.sqf:18-19 |
TT650_TK_CIV_EP1 |
110 | 15 | Core_TKCIV.sqf:21-22 |
Lada1_TK_CIV_EP1 |
175 | 18 | Core_TKCIV.sqf:24-25 |
Lada2_TK_CIV_EP1 |
175 | 18 | Core_TKCIV.sqf:27-28 |
Volha_1_TK_CIV_EP1 |
200 | 21 | Core_TKCIV.sqf:30-31 |
Volha_2_TK_CIV_EP1 |
200 | 21 | Core_TKCIV.sqf:33-34 |
VolhaLimo_TK_CIV_EP1 |
200 | 22 | Core_TKCIV.sqf:36-37 |
LandRover_TK_CIV_EP1 |
250 | 24 | Core_TKCIV.sqf:39-40 |
S1203_TK_CIV_EP1 |
320 | 20 | Core_TKCIV.sqf:42-43 |
V3S_Open_TK_CIV_EP1 |
380 | 25 | Core_TKCIV.sqf:45-46 |
Ural_TK_CIV_EP1 |
390 | 25 | Core_TKCIV.sqf:48-49 |
Ikarus_TK_CIV_EP1 |
420 | 25 | Core_TKCIV.sqf:51-52 |
An2_1_TK_CIV_EP1 (factory 3, Air) |
10000 | 35 | Core_TKCIV.sqf:55-56 |
An2_2_TK_CIV_EP1 (factory 3, Air) |
10000 | 35 | Core_TKCIV.sqf:58-59 |
Takistan-asset variants of the CIV base-build set (Core_TKCIV.sqf:62-114). Selected entries:
| Class | Cost | Factory tag | Source |
|---|---|---|---|
Land_HBarrier3 |
30 | Fortification | Core_TKCIV.sqf:62-63 |
Hedgehog_EP1 |
5 | Fortification | Core_TKCIV.sqf:83-84 |
MASH_EP1 |
30 | Strategic | Core_TKCIV.sqf:89-90 |
Land_fort_artillery_nest_EP1 |
65 | Fortification |
STR_WF_ArtilleryNest (localized) Core_TKCIV.sqf:98-99
|
Sign_Danger |
1200 | Strategic |
STR_WF_Minefield (localized) Core_TKCIV.sqf:104-105
|
Concrete_Wall_EP1 |
30 | Fortification | Core_TKCIV.sqf:110-111 |
Source quirk: two TKCIV structure entries omit one tuple element, producing 9-field arrays instead of 10 —
Land_HBarrier5(Core_TKCIV.sqf:65-66) andLand_HBarrier_large(Core_TKCIV.sqf:68-69) drop a leading0that their CIV counterparts (Core_CIV.sqf:94-95,97-98) include. WFBE's consumer tolerates this for fortifications, but the field positions shift for those two rows.
- Faction-Unit-And-Vehicle-Roster-Catalog — the 11 primary faction rosters this page complements.
- Factory-And-Purchase-Systems-Atlas — how the factory pools and purchase menus consume these registered classes.
- AI-Squad-Team-Templates-Catalog — buyable AI squads that draw on special-forces class names.
-
Faction-Root-Variables-Reference — per-faction
Root_*variables, including the paratrooper tiers and capture-unlock classes referenced above. - Default-Gear-Template-Content-Catalog — loadout templates assigned to these unit classes.
Home | Agent Guide | Current live state | Release 1.2.2 (B91) | Quickstart | Progress | Lifecycle wait-chain | Join/disconnect | Parameters/build | Assets/config | SQF atlas | PV index | Modules | Support/specials | Commander/HQ | Commander vote/reassign | Construction/CoIn | Construction cleanup | WDDM compositions | Factory/purchase | Upgrades/research | Towns/camps/capture | Victory/endgame | Markers/cleanup | Server runtime | AI runtime/HC | AI commander audit | HC delegation | Town AI safety | Commander reassignment | Resistance supply | Player UI workflow | UI atlas | Respawn/death | Gear template filter | Vehicle cargo loop | Service guards | UI IDD repair | UI design inspiration | WASP overlay | Feature status | Source propagation | release readiness | Tooling readiness | Integration trust | AntiStack DB | Owner decisions | Shelved registry | Abandoned feature revival | Hardening roadmap | PVF dispatch | Server authority | ICBM authority | Attack-wave authority | Telemetry families | AICOM V2 cutover | Consumer port map | Testing workflow | Server ops | Web tools | Ecosystem repos | Arma 2 OA refs | A2 traps | OA compatibility audit | Coverage ledger | Navigation inventory | Pruning ledger | Knowledge roadmap | Agent context | Collab protocol | Worklog | Audit archive 2026-07 | Briefing reference | Utes invasion concept
- 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