-
Notifications
You must be signed in to change notification settings - Fork 0
Client UI Systems Atlas
This page maps the client-facing UI layer from source: description.ext, Rsc/*.hpp, Client/GUI, client FSM loops, map marker scripts, HUD/title resources and WASP overlays. It complements Client UI, HUD and menus with implementation-level ownership and risk notes.
All paths are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/.
flowchart TD
Description["description.ext"] --> Rsc["Rsc/Header, Styles, Parameters, Ressources, Dialogs, Titles"]
Rsc --> Dialogs["Dialog classes in Rsc/Dialogs.hpp"]
Rsc --> Titles["Title/cutRsc classes in Rsc/Titles.hpp"]
Dialogs --> GUI["Client/GUI/*.sqf controller loops"]
Titles --> HUD["Client/Client_UpdateRHUD.sqf and Client/FSM/client_title_capture.sqf"]
GUI --> ClientFuncs["Client/Functions UI helpers"]
GUI --> PVF["WFBE_CO_FNC_SendToServer / SendToClient flows"]
ClientInit["Client/Init/Init_Client.sqf"] --> GUI
ClientInit --> HUD
ClientInit --> ActionFSM["Client/FSM/updateactions.fsm and updateavailableactions.fsm"]
ClientInit --> MarkerLoops["Client/FSM marker loops"]
ActionFSM --> Titles
MarkerLoops --> Map["Map markers and display 12 controls"]
description.ext includes the UI stack in this order:
| Include | Role | Evidence |
|---|---|---|
Rsc/Header.hpp |
Mission metadata and loading labels. |
description.ext:46, Header.hpp:9-10
|
Rsc/Styles.hpp |
UI constants such as ST_*, CT_* and style values. |
description.ext:49 |
Rsc/Parameters.hpp |
Mission parameter definitions. Several parameters directly gate UI loops such as map icon blinking, artillery UI, AFK time and EASA. |
description.ext:52, Parameters.hpp:86, :333, :375, :547
|
Rsc/Ressources.hpp |
Base control classes: buttons, listboxes, structured text, maps, controls groups, sliders and combos. |
description.ext:54, Ressources.hpp:46-563
|
Rsc/Dialogs.hpp |
Interactive dialog classes and onLoad hooks into Client/GUI. |
description.ext:56 |
Rsc/Titles.hpp |
cutRsc / title resources: overlay icons, RHUD/FPS HUD, capture bar, end stats and CoIn construction interface. |
description.ext:58, Titles.hpp:23-25
|
Rsc/Identities.hpp |
Non-vanilla identities. | description.ext:62 |
Rsc/Dialogs.hpp defines the mission's modal UI classes. Most large menus are polling loops driven by global action variables (MenuAction or WFBE_MenuAction) set by control actions in the resource file.
| Class | IDD | Controller | Primary purpose |
|---|---|---|---|
WFBE_UpgradeMenu |
504000 | Client/GUI/GUI_UpgradeMenu.sqf |
Newer upgrade list/detail view; sends RequestUpgrade. |
WFBE_VoteMenu |
500000 | Client/GUI/GUI_VoteMenu.sqf |
Commander vote UI. |
WFBE_Commander_VoteMenu |
500999 | Client/GUI/GUI_Commander_VoteMenu.sqf |
Commander-side vote handling. |
WFBE_RespawnMenu |
511000 | Client/GUI/GUI_RespawnMenu.sqf |
Death/respawn map and spawn selector. |
WFBE_TransferMenu |
505000 | Client/GUI/GUI_TransferMenu.sqf |
Funds transfer from team menu. |
WFBE_BuyGearMenu |
503000 | Client/GUI/GUI_BuyGearMenu.sqf |
Gear, vehicle cargo, backpacks and profile templates. |
WF_Menu |
11000 | Client/GUI/GUI_Menu.sqf |
Main Warfare menu/router. |
RscMenu_Team |
13000 | Client/GUI/GUI_Menu_Team.sqf |
Team management and transfer entry. |
RscMenu_BuyUnits |
12000 | Client/GUI/GUI_Menu_BuyUnits.sqf |
Unit/vehicle purchase from structures, depots and hangars. |
RscMenu_Command |
14000 | Client/GUI/GUI_Menu_Command.sqf |
Commander/team orders, task assignment and squad behavior. |
RscMenu_Tactical |
17000 | Client/GUI/GUI_Menu_Tactical.sqf |
Fast travel, artillery, support requests, UAV and unit camera entry. |
RscMenu_Upgrade |
18000 | Client/GUI/GUI_Menu_Upgrade.sqf |
Stale legacy upgrade class; controller file is missing. |
RscMenu_Service |
20000 | Client/GUI/GUI_Menu_Service.sqf |
Rearm/repair/refuel/heal and EASA entry. |
RscMenu_UnitCamera |
21000 | Client/GUI/GUI_Menu_UnitCamera.sqf |
Unit camera selection. |
RscDisplay_Parameters |
22000 | Client/GUI/GUI_Display_Parameters.sqf |
Runtime mission parameter display. |
RscMenu_EASA |
23000 | Client/GUI/GUI_Menu_EASA.sqf |
Aircraft loadout selection. |
RscMenu_Economy |
23000 | Client/GUI/GUI_Menu_Economy.sqf |
Commander income/sell/respawn-supply-truck controls. |
RscMenu_Help |
508000 | Client/GUI/GUI_Menu_Help.sqf |
Online/help text panel and WASP branding. |
-
RscMenu_Upgradeis stale: it points to missingClient/GUI/GUI_Menu_Upgrade.sqf(Dialogs.hpp:2425-2428). The live main menu opensWFBE_UpgradeMenu/Client/GUI/GUI_UpgradeMenu.sqfinstead (GUI_Menu.sqf:165). -
RscMenu_EASAandRscMenu_Economyboth useidd = 23000(Dialogs.hpp:3209-3212,:3287-3290). They are not opened together in normal flow, but IDD reuse is a maintenance trap forfindDisplay, debugging and future scripted interactions. - The main menu and most submenus are not event-driven state machines. They are
while {alive player && dialog}polling loops withsleepdelays. Keep new work small inside those loops and reuse existing update flags. - Several menu files return to
WF_MenubycloseDialog 0; createDialog "WF_Menu"rather than maintaining a stack. Adding nested dialogs must preserve those return paths.
Rsc/Titles.hpp defines long-lived non-modal resources.
| Resource | IDD/channel | Runtime owner | Purpose |
|---|---|---|---|
RscOverlay |
idd=10200, channel 1365 |
Spawned from Init_Client.sqf:147-150
|
Older GPS/option overlay; sets uiNamespace['GUI']. |
CaptureBar |
idd=600100, channel 600200 |
Client/FSM/client_title_capture.sqf |
Town/camp capture progress bar using controls 601000-601002. |
OptionsAvailable |
idd=10200, channel 12450 and default CutRsc
|
Client/Client_UpdateRHUD.sqf, updateavailableactions.fsm
|
Shared action icons plus RHUD/FPS HUD controls. |
EndOfGameStats |
idd=90000 |
Client/GUI/GUI_EndOfGameStats.sqf |
End-of-game stat bars and faction imagery. |
WFBE_ConstructionInterface |
idd=112200, channel 112200 |
Client/Module/CoIn/coin_interface.sqf |
CoIn building placement cursor, hints, controls and cash panel. |
OptionsAvailable uses onLoad = "_this ExecVM ""Client\GUI\GUI_SetCurrentCutDisplay.sqf""" and onUnload = "_this ExecVM ""Client\GUI\GUI_ClearCurrentCutDisplay.sqf""" (Titles.hpp:170-171). Those one-line scripts maintain uiNamespace["currentCutDisplay"], which is then used by:
-
Client/Client_UpdateRHUD.sqf:87-95to recover/recreate the display. -
Client/FSM/updateavailableactions.fsm:225-233to write action icons into controls3500 + index.
RscOverlay and OptionsAvailable both use idd=10200 (Titles.hpp:44-51, :164-176). Treat them as separate cutRsc resources with overlapping IDD values; code should key off the stored display (currentCutDisplay or GUI) rather than assume IDD lookup is unique.
Client/Init/Init_Client.sqf wires the UI layer in several waves:
| Lines | Behavior |
|---|---|
49-80 |
Compiles old-style UI helpers (BuildUnit, UIChangeComboBuyUnits, UIFillListBuyUnits, UIFillListTeamOrders, UIFindLBValue). |
83-85 |
Defines BIS_FNC_GUIset / BIS_FNC_GUIget wrappers over uiNamespace. |
116-127 |
Compiles gear UI helper functions and respawn selector. |
147-150 |
Keeps RscOverlay alive while no map/camera display is active. |
161-162 |
Clears stale title displays before waiting for common init. |
330-339 |
Initializes RUBHUD, RUBFPSHUD, RUBGPS, RUBOSD, then starts Client/Client_UpdateRHUD.sqf. |
356-387 |
Starts client marker/action/resource/update loops after init. |
570-575 |
Applies skill module, starts WASP base repair and WASP action overlay. |
592-593 |
Loads keybind initialization. |
730-736 |
Re-runs Client/Init/Init_Markers.sqf after a short JIP delay. |
779-782 |
Starts blinking marker bookkeeping only when WFBE_C_MAP_ICON_BLINKING_ENABLED is enabled. |
785 |
Plays Videos/intro720p.ogv. |
790 |
Opens WFBE_VoteMenu if a vote is already running. |
959 |
Shows the long new-player hint with Discord and map guidance. |
The player opens the main menu through the scroll action wired by Client/Functions/Client_AddWFMenuAction.sqf:17 and Client/Action/Action_Menu.sqf:1.
Client/GUI/GUI_Menu.sqf polls MenuAction every 0.1 seconds and routes to submenus:
MenuAction |
Result |
|---|---|
| 1 | RscMenu_BuyUnits |
| 2 | WFBE_BuyGearMenu |
| 3 | RscMenu_Team |
| 4 | Vote menu or commander vote flow |
| 5 | RscMenu_Command |
| 6 | RscMenu_Tactical |
| 7 | WFBE_UpgradeMenu |
| 8 | RscMenu_Economy |
| 9 | RscMenu_Service |
| 10 | Unflip nearby/current vehicle |
| 11 | Headbug fix via temporary vehicle move |
| 12 | RscDisplay_Parameters |
| 13 | RscMenu_Help |
| 16 | Toggle full RUBHUD
|
| 17/18 | GPS zoom out/in |
| 19 | Toggle FPS-only HUD |
Range booleans such as barracksInRange, gearInRange, commandInRange and serviceInRange are maintained by Client/FSM/updateavailableactions.fsm, not by the main menu itself.
GUI_Menu_BuyUnits.sqf:
- Selects nearest active factory/depot/hangar context (
:48,:214-237). - Refreshes unit lists through
UIChangeComboBuyUnitsandUIFillListBuyUnits(:197-198). - Enforces AI capacity based on
WFBE_C_PLAYERS_AI_MAX, barracks upgrade level and commander bonus (:117-124). - Sends the final purchase to
BuildUnit(:155), which later handles spawn details and salvage FSM entry. - Displays ambulance and supply-truck hints for important support vehicles (
:443-449).
GUI_BuyGearMenu.sqf uses WFBE_MenuAction, not MenuAction, and works across three views:
-
gear: player/AI equipment. -
backpack: OA backpack content where available. -
vehicle: cargo inventory.
The helper functions compiled in Init_Client.sqf:116-126 own list filling, template parsing, sanitizing, inventory display, price calculation and target selection. Profile template saving is compiled only when the OA version gate passes (Init_Client.sqf:169-172).
GUI_Menu_Command.sqf owns team selection, AI team templates, behavior/combat/formation/speed combos, move/task orders and respawn factory choice. It calls team/order helpers such as SetTeamMoveMode, UIFillListTeamOrders and command PVF paths.
GUI_Menu_Tactical.sqf is the support hub. It builds the support list from fast travel, ICBM, paratroopers, ammo/vehicle paradrops, UAV actions and unit camera (:56-64). Availability is recomputed from current upgrades, funds, cooldowns and selected support (:144-290), then requests are sent through RequestSpecial where needed (:373 and later request branches).
GUI_UpgradeMenu.sqf reads side upgrade arrays, costs, descriptions, images, labels, levels, links and times from missionNamespace (:9-18). Commander-only purchase sends RequestUpgrade (:158-161) and starts local progress feedback for pure clients (:168-174).
GUI_Menu_Economy.sqf handles commander income percentage, structure selling and supply-truck respawn. The respawn supply-truck action sends ["RequestSpecial", ["RespawnST", sideJoined]] (:90-96), which ties this UI directly to the partially broken AI/supply-truck feature described in Feature status register.
Respawn flow starts in Client/Functions/Client_OnKilled.sqf:156 with createDialog "WFBE_RespawnMenu".
GUI_RespawnMenu.sqf:
- Stores the display in
uiNamespace["wfbe_display_respawn"]. - Centers the map on
WFBE_DeathLocation. - Starts a countdown from
WFBE_C_RESPAWN_DELAY, shortened in debug. - Spawns
WFBE_CL_FNC_UI_Respawn_Selector, which animates markerwfbe_respawn_selectorevery 0.03 seconds whileWFBE_MarkerTrackingexists. - Rebuilds local respawn markers and calls
OnRespawnHandlerafter selection/time expiry.
Client/Client_UpdateRHUD.sqf is the optimized HUD loop:
- Starts hidden by default:
RUBHUD = false,RUBFPSHUD = false(:3-7). - Uses
OptionsAvailableas the shared display and repairs it if missing (:87-95). - Caches controls, last texts, last colors and last visibility state (
:22-56). - Has three modes: hidden, FPS-only and full RHUD (
:205-239). - Refreshes expensive town/economy aggregates every 3 seconds instead of every loop (
:338-350). - Records local performance audit samples under
client_rhud(:366-370).
Full RHUD displays health, uptime, commander, AI count, money, income, side supply, supply income/minimum, towns held and client/server FPS. FPS-only mode repositions four controls into a small upper-right overlay.
Map UI is split across one-shot initialization, long-running refresh loops and event handlers:
| Script | Role | Performance posture |
|---|---|---|
Client/Init/Init_Markers.sqf |
Creates local town/camp markers. Re-run after JIP delay. | One-shot plus JIP refresh. |
Client/FSM/updatetownmarkers.sqf |
Updates town marker text/status while map is visible. | Sleeps longer when map is closed; records updatetownmarkers. |
Client/FSM/updateteamsmarkers.sqf |
Tracks team/player/AI markers, AFK suffix and alpha/color changes. | Skips most work when no map/GPS/Warfare dialog consumer is visible; records updateteamsmarkers. |
Client/FSM/updateavailableactions.fsm |
Computes range booleans and writes action availability icons. | Tracks nearEntities count and records updateavailableactions. |
Client/Functions/Client_BookkeepBlinkingIcons.sqf |
Optional combat marker blinking bookkeeping. | Fully gated by WFBE_C_MAP_ICON_BLINKING_ENABLED. |
WASP/global_marking_monitor.sqf |
Adds a display-12 map double-click handler that prefixes marker text with the player's name. | Waits for map display then attaches mouseButtonDblClick. |
The scroll-action surface is part UI, part gameplay:
-
Client_AddWFMenuAction.sqfstores/removes the WF menu action ID on the current player object so respawn does not leave stale actions. -
updateactions.fsmattaches the blueSTR_WF_Optionsaction to the player's current vehicle and removes it from the previous vehicle. -
Client_AddPlayerAIActions.sqfattaches AI diagnose/recover actions and removes stale IDs first. -
Client_PreRespawnHandler.sqfreapplies WF menu and player AI actions after respawn, then also runs WASPOnKilled/RPG-drop hooks. -
WASP/baserep/viem.sqfattaches a commander-only base-repair action near damaged base structures and removes it when conditions change.
Client/Images contains 45 .paa files plus fps_hud.jpg. Resource users include:
- Gear tabs:
gearicontemplate,geariconall,geariconprimary,geariconsecondary,geariconsidearm,geariconmisc. - Buy-unit controls: factory/category images and crew toggles (
i_driver,i_gunner,i_commander,i_extra,i_lock). See Factory and purchase systems atlas for the full buy/spawn flow. - Action availability icons:
icon_wf_building_*andicon_wf_support_*. - Upgrade category icons:
wf_b,wf_lvf,wf_hvf,wf_air,wf_par,wf_uav,wf_sup,wf_*. - Help branding:
Textures/logo1.paa.
The intro video is Videos/intro720p.ogv, started from Init_Client.sqf:785.
| Area | Evidence | Risk |
|---|---|---|
| Duplicate dialog IDD |
RscMenu_EASA and RscMenu_Economy both use idd = 23000. |
Avoid findDisplay 23000 assumptions; assign a new IDD before adding scripted cross-dialog control work. |
| Stale old upgrade dialog |
RscMenu_Upgrade references missing Client/GUI/GUI_Menu_Upgrade.sqf; live flow uses WFBE_UpgradeMenu. |
Treat RscMenu_Upgrade as dead/stale unless a later pass proves a dynamic opener. |
| Shared title IDD |
RscOverlay and OptionsAvailable both use 10200. |
Use uiNamespace display variables rather than IDD uniqueness. |
| Suspect base control config |
RscClickableText.soundPush[] = {, 0.2, 1}; in Rsc/Ressources.hpp. |
Verify parser behavior before deriving new clickable controls from this class. |
| Polling loops |
GUI_Menu.sqf, buy/command/tactical/service/upgrade/respawn menus all run scheduled loops. |
Keep work incremental and cache expensive state. |
| Map marker loops | Marker loops are live-server sensitive and now include performance-audit records. | Preserve map-closed skip behavior and WFBE_C_MAP_ICON_BLINKING_ENABLED gates. |
| Respawn selector loop |
Client_UI_Respawn_Selector.sqf sleeps 0.03. |
Do not add expensive marker or object scans inside it. |
| Economy supply-truck UI |
GUI_Menu_Economy.sqf can send RespawnST. |
This touches the config-gated broken autonomous supply-truck path. |
| Buy-unit authority |
RscMenu_BuyUnits drives local GUI_Menu_BuyUnits.sqf and Client_BuildUnit.sqf; no RequestBuyUnit PVF exists. |
UI purchase checks are not server authority. See Factory and purchase systems atlas. |
| Buy-gear partials |
GUI_BuyGearMenu.sqf includes TODOs for target refresh, vehicle target content and template scope. |
Avoid expanding templates until gear, cargo, vehicle and backpack behavior is deliberately mapped. |
| CoIn title registration |
WFBE_ConstructionInterface is cut from coin_interface.sqf and stores wfbe_title_coin, but it is not listed in RscTitles.titles[]. |
Construction appears intentionally wired; verify in-game before refactoring title registration. |
| Disabled task UI |
TaskSystem compile and town task spawn are commented in Init_Client.sqf:75 and :744-745. |
Task UI behavior is partial/disabled; revive only with JIP and spam review. |
- For a new modal workflow, add a distinct class in
Rsc/Dialogs.hpp, a controller underClient/GUI, and a main-menu or action entry. Use a unique IDD. - For status HUD data, extend
OptionsAvailablecontrols and updateClient/Client_UpdateRHUD.sqfwith cached text/color/show writes. - For range/action indicators, extend
_iconsand_usabletogether inupdateavailableactions.fsm, then verify the matchingOptionsIconexists inRsc/Titles.hpp. - For map marker behavior, prefer local markers and preserve map-closed sleep/backoff logic.
- For respawn UI, keep marker selection and actual respawn execution separated: marker loop in
Client_UI_Respawn_Selector.sqf, action inGUI_RespawnMenu.sqf, post-respawn state inClient_OnRespawnHandler.sqf. - For WASP UI additions, check WASP overlay first because some old action chains are commented or missing.
Previous: Client UI/HUD/menus | Next: Tools/build
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
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