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Commanders Handbook
Source-verified 2026-06-21 against then-current master cf2a6d6a4; HQ deploy cost + starting supply re-verified 2026-07-06 against current master Parameters.hpp and Init_CommonConstants.sqf. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Audience: player-facing. This page surfaces the content of Guides/CommanderGuide/commanderGuide.md (repo root) with costs and limits cross-verified against source. The upstream guide document was originally LLM-drafted and carries several WIP markers; sections with confirmed source values are noted here with citations. Sections that remain unverified in the guide text are marked [guide-draft].
| Abbreviation | Meaning |
|---|---|
| B | Barracks |
| LF | Light Factory |
| HF | Heavy Factory |
| AF | Aircraft Factory |
| CC | Command Center |
| AAR | Anti Air Radar |
| SP | Service Point |
| MHQ | Mobile Headquarters |
| SV | Supply Value (town income output) |
Source: Guides/CommanderGuide/commanderGuide.md:3-11
- The commander controls team strategy, moves and deploys the MHQ, builds and sells bases, and manages upgrades.
- When no human player is elected commander, the AI Commander automatically takes control of the side — it builds bases, researches upgrades, fields teams, and executes tactical events. Electing a player commander overrides the AI. The vote menu shows "No Commander" as the option to leave the AI in charge.
Common/Init/Init_CommonConstants.sqf:103(WFBE_C_AI_COMMANDER_ENABLED = 1);Server/Init/Init_Server.sqf:846-847. - Commander income is based on a configurable percentage (
wfbe_commander_percent, default 70%) of total town income, split via the income system (default system 3 — Commander System). The remainder is divided among team players. The commander-percent slider is capped atWFBE_C_ECONOMY_INCOME_PERCENT_MAX = 30from above (the percent the commander claims is stored separately as a percentage of total; verify in-game).
Source: Client/Init/Init_Client.sqf:365 (default 70); Common/Init/Init_CommonConstants.sqf:160,167-168 (income system 3, divided factor 1.2, max slider 30)
| Side | Vehicle class |
|---|---|
| BLUFOR (USMC/West) |
LAV25_HQ (mobile) / LAV25_HQ_unfolded (deployed) |
| OPFOR (RU/East) |
BTR90_HQ (mobile) / BTR90_HQ_unfolded (deployed) |
Source: Common/Config/Core_Structures/Structures_USMC.sqf:6-7 (BLUFOR); Common/Config/Core_Structures/Structures_RU.sqf:6-7 (OPFOR)
- Cost to deploy or mobilize:
WFBE_C_STRUCTURES_HQ_COST_DEPLOY(MP lobby default 500 supply; script fallback for local/listen: 100).Rsc/Parameters.hpp:121-123(lobby default 500);Common/Init/Init_CommonConstants.sqf:1531(fallback 100 if param absent) - Cannot deploy within 200 m of an enemy or neutral (unowned) town:
WFBE_C_STRUCTURES_HQ_RANGE_DEPLOYED = 200.Common/Init/Init_CommonConstants.sqf:308 - HQ build exclusion radius around the nearest existing base area:
WFBE_C_BASE_AREA_RANGE = 250 m+WFBE_C_BASE_HQ_BUILD_RANGE = 120 m.Common/Init/Init_CommonConstants.sqf:129-130 - Do not deploy inside a building (server rules); walls can be placed around and a camo net placed on top.
- Rotate factories with Ctrl during CoIn placement (
coin_interface.sqf:438,786). - Auto-wall construction toggle: User14 keybind in CoIn.
Client/Module/CoIn/coin_interface.sqf:180
Source: Guides/CommanderGuide/commanderGuide.md:72-86
| Repair method | Cost | Notes |
|---|---|---|
| Supply repair (supply + repair truck) | 25,000 supply (1st repair) |
WFBE_C_BASE_HQ_REPAIR_PRICE_1ST = 25000. Escalates: 2nd = 40,000, 3rd = 50,000. |
| Cash repair at town depot | 200,000$ | One-time only per session (cashrepaired gate). All towns' SV reset to 10 afterward. |
Source: Common/Init/Init_CommonConstants.sqf:133-142; WASP/actions/Action_RepairMHQDepot.sqf:6-28
- A map marker for the lost HQ wreck is created automatically. [guide-draft] — marker creation path not traced here.
- Losing the HQ in the early game (before supply income is established) is typically fatal.
- Town activation radius: 600 m (hardcoded in
Common/Init/Init_Town.sqf:10). Drive to within 600 m to activate a town for capture. - Towns provide extra AI defenses and natural cover for base structures, but offer no stealth — the enemy can discover a base while capturing nearby towns.
Source: Common/Init/Init_Town.sqf:10,32; Guides/CommanderGuide/commanderGuide.md:127-132
All limits derive from WFBE_C_STRUCTURES_MAX = 3 unless overridden per-type.
| Structure type | Max per side | Source |
|---|---|---|
| HQ (deployed base) | 1 (unique per side) | Each side has exactly one MHQ that deploys/mobilizes via Construction_HQSite.sqf. HQ is the first entry in the structures array and is explicitly excluded from the per-type build-limit system: coin_interface.sqf:93-96 strips element 0 from both _buildingsNames and _buildingsType before the limit loop, so _find is always -1 for HQ and no WFBE_C_STRUCTURES_MAX_* lookup ever runs for it. WFBE_C_STRUCTURES_MAX = 3 (Init_CommonConstants.sqf:462) does not apply to HQ. |
| Barracks (B) | 3 |
WFBE_C_STRUCTURES_MAX_BARRACKS = WFBE_C_STRUCTURES_MAX. Line 447 |
| Light Factory (LF) | 3 |
WFBE_C_STRUCTURES_MAX_LIGHT = WFBE_C_STRUCTURES_MAX. Line 448 |
| Command Center (CC) | 3 |
WFBE_C_STRUCTURES_MAX_COMMANDCENTER = WFBE_C_STRUCTURES_MAX. Line 449 |
| Heavy Factory (HF) | 3 |
WFBE_C_STRUCTURES_MAX_HEAVY = WFBE_C_STRUCTURES_MAX. Line 450 |
| Aircraft Factory (AF) | 3 |
WFBE_C_STRUCTURES_MAX_AIRCRAFT = WFBE_C_STRUCTURES_MAX. Line 451 |
| Service Point (SP) | 6 |
WFBE_C_STRUCTURES_MAX_SERVICEPOINT = WFBE_C_STRUCTURES_MAX * 2. Line 452 |
| Tents | 3 |
WFBE_C_STRUCTURES_MAX_TENTS = 3. Line 453 |
| AARadar (AAR) | 1 |
WFBE_C_STRUCTURES_MAX_AARadar = 1. Common/Init/Init_CommonConstants.sqf:675
|
Source: Common/Init/Init_CommonConstants.sqf:447-453; Server/Functions/Server_HandleBuildingRepair.sqf:39-40
Note: The source guide states "2 production factories" and "4 SP/AAR" limits. The code shows the production-factory limits all default to 3 (the global
WFBE_C_STRUCTURES_MAX), and SP is 6 (3 × 2). The "2 factory" and "4 SP" figures from the guide text are LLM-draft guesses and do not match the verified source values above. Server operators can override any per-type limit by setting the relevantWFBE_C_STRUCTURES_MAX_*variable before the constants block runs.
Costs are in supply and verified against Common/Config/Core_Structures/Structures_USMC.sqf (BLUFOR) and Structures_RU.sqf (OPFOR). Both sides use identical supply costs.
| Structure | Supply cost | Build time (live) | Source line |
|---|---|---|---|
| HQ Deploy/Mobilize | 500 (MP lobby default) | 30 s |
Rsc/Parameters.hpp:121-123 (lobby default 500); Init_CommonConstants.sqf:1531 (fallback 100 for local/listen) |
| Barracks (B) | 200 | 60 s | Structures_USMC.sqf:35,36 |
| Light Factory (LF) | 600 | 60 s | Structures_USMC.sqf:44,45 |
| Command Center (CC) | 1,200 | 60 s | Structures_USMC.sqf:53,54 |
| Heavy Factory (HF) | 2,800 | 60 s | Structures_USMC.sqf:62,63 |
| Aircraft Factory (AF) | 4,400 | 60 s | Structures_USMC.sqf:71,72 |
| Service Point (SP) | 700 | 60 s | Structures_USMC.sqf:80,81 |
| Anti Air Radar (AAR) | 3,200 | 60 s |
Structures_USMC.sqf:90,91 (gated by WFBE_C_STRUCTURES_ANTIAIRRADAR > 0) |
SP can also be purchased for 5,500$ (cash) from the Strategic buy menu. Common/Config/Core/Core_US.sqf:284-285
Build times halve to 1 second in WF_Debug mode (Structures_USMC.sqf:27,36,45,54,63,72,81,91).
Structure sale refund: 50% of supply cost. WFBE_C_STRUCTURES_SALE_PERCENT = 50. Common/Init/Init_CommonConstants.sqf:316
- CC provides a 5,500 m radius purchase zone (the guide stated 4,800 m — that value is incorrect).
- Verified value:
WFBE_C_STRUCTURES_COMMANDCENTER_RANGE = 5500.Common/Init/Init_CommonConstants.sqf:312 - Place a CC near a road if you want AI supply trucks to access it.
Guides/CommanderGuide/commanderGuide.md:143
- MP lobby default: 9,600 supply per side (
Rsc/Parameters.hpp:173-183,default = 9600). Script fallback for local/listen sessions (no lobby params): 12,800 (Common/Init/Init_CommonConstants.sqf:1326-1327, applied whenWFBE_C_ECONOMY_SUPPLY_START_WEST/EASTis nil). - Server operators can select a different lobby value; 9,600 is the shipped default that applies in every hosted MP match.
Source: Rsc/Parameters.hpp:173-183 (lobby defaults 9600); Common/Init/Init_CommonConstants.sqf:1326-1327 (script fallback 12800)
Verified recommendation from Guides/CommanderGuide/commanderGuide.md:141-156:
- Build CC first — it starts the upgrade clock immediately.
- Choose one production factory: LF or HF (not both initially).
- LF path: upgrade to LF3 as fast as possible (unlocks LAV-25 / Pandur without launcher).
- HF path: upgrade to HF1 as fast as possible (unlocks BVP-1 / Bradley with gun).
- Buy a vehicle with gunner only, fill queue with driver+gunner bots, start capturing towns.
- Next priority: Gear 2 + Barracks 1 (if on LF path, supplies should be available post-LF3).
Both BLUFOR (Upgrades_USMC.sqf) and OPFOR (Upgrades_RU.sqf) use identical costs, levels, and times. Source: comparison of both files confirms character-for-character parity on the COSTS/LEVELS/TIMES arrays.
| Upgrade | WFBE_UP_* |
Levels | Costs (supply per level) | Times (s per level) | Key Prereqs |
|---|---|---|---|---|---|
| Barracks | WFBE_UP_BARRACKS = 0 |
3 | 540 / 1,350 / 2,070 | 30 / 60 / 90 | Gear 2, 3, 5 |
| Light Factory | WFBE_UP_LIGHT = 1 |
4 | 250 / 950 / 1,900 / 3,500 | 40 / 60 / 80 / 100 | — |
| Heavy Factory | WFBE_UP_HEAVY = 2 |
4 | 1,200 / 4,400 / 9,500 / 10,500 | 50 / 70 / 90 / 110 | — |
| Aircraft Factory | WFBE_UP_AIR = 3 |
5 | 1,200 / 4,000 / 9,200 / 10,500 / 17,600 | 60 / 75 / 90 / 105 / 120 | — |
| Paratroopers | WFBE_UP_PARATROOPERS = 4 |
3 | 1,500 / 2,500 / 3,500 | 35 / 55 / 75 | Barracks+Air+Gear (per level) |
| UAV | WFBE_UP_UAV = 5 |
1 | 2,000 | 60 | Air 2 |
| Supply Rate | WFBE_UP_SUPPLYRATE = 6 |
3 | 2,700 / 4,800 / 6,000 | 60 / 80 / 120 | — |
| Respawn Range | WFBE_UP_RESPAWNRANGE = 7 |
2 | 500 / 1,500 | 30 / 60 | Light 1 (lvl 1 only) |
| Airlift | WFBE_UP_AIRLIFT = 8 |
1 | 1,000 | 30 | Air 1 |
| Custom Flares | WFBE_UP_FLARESCM = 9 |
1 | 4,500 | 100 | Air 2; module gate: WFBE_C_MODULE_WFBE_FLARES
|
| Artillery Reload | WFBE_UP_ARTYTIMEOUT = 10 |
6 | 800 / 1,400 / 2,200 / 3,700 / 6,100 / 10,000 | 40 / 70 / 100 / 130 / 160 / 190 | — |
| ICBM | WFBE_UP_ICBM = 11 |
1 | 49,500 + 80,000 cash | 300 | Air 3; module gate: WFBE_C_MODULE_WFBE_ICBM > 0
|
| Fast Travel | WFBE_UP_FASTTRAVEL = 12 |
1 | 1,500 | 60 | Light 1 + Supply 1; module gate: WFBE_C_GAMEPLAY_FAST_TRAVEL > 0
|
| Gear | WFBE_UP_GEAR = 13 |
5 | 250 / 650 / 1,200 / 2,100 / 2,400 | 25 / 50 / 75 / 100 / 125 | — |
| Build Ammo | WFBE_UP_AMMOCOIN = 14 |
1 | 750 | 40 | Gear 2 |
| EASA | WFBE_UP_EASA = 15 |
1 | 4,000 | 90 | Air 1; module gate: WFBE_C_MODULE_WFBE_EASA > 0
|
| Supply Paradrop | WFBE_UP_SUPPLYPARADROP = 16 |
1 | 2,000 | 50 | Airlift 1 |
| Artillery Ammo | WFBE_UP_ARTYAMMO = 17 |
1 | 2,500 | 60 | Gear 1 + Heavy 1 |
| IR Smoke | WFBE_UP_IRSMOKE = 18 |
2 | 3,000 / 9,000 | 120 / 180 | Heavy 3 (lvl 1); module gate: WFBE_C_MODULE_WFBE_IRSMOKE > 0
|
| Aircraft AA Missiles | WFBE_UP_AIRAAM = 19 |
1 | 7,500 | 120 | Air 3 |
| Anti Air Radar | WFBE_UP_AAR = 20 |
2 | 5,000 / 12,500 (supply) | 50 / 125 s | — |
| Patrols | WFBE_UP_PATROLS = 23 |
4 | 300 / 1,600 / 2,400 / 3,200 (supply) | 90 / 150 / 240 / 240 s | See Upgrades-And-Research-Atlas. |
Source: Common/Config/Core_Upgrades/Upgrades_USMC.sqf:31-145; Common/Config/Core_Upgrades/Upgrades_RU.sqf:31-145
Module-gated upgrades (Flares, ICBM, Fast Travel, EASA, IR Smoke) only appear in the upgrade menu when the corresponding
WFBE_C_MODULE_*mission parameter is set.Upgrades_USMC.sqf:5-28
| Upgrade | What it adds (verified level-by-level in guide) |
|---|---|
| Gear 0 | Basic rifles, M136/RPG-18 |
| Gear 1 | Better rifles, GPS, rockets with V warhead; [guide-draft] NLAW status unverified |
| Gear 2 | M14/FN FAL, RPG with VL rockets, rangefinder |
| Gear 3 | Snipers with scopes, MAAWS, VR rockets |
| Gear 4 | Long-range snipers, laser designator (pairs with AF4) |
| Gear 5 | Thermal sights, Javelin (BLUFOR) / Metis (OPFOR) |
| Barracks | More infantry slots per factory; each level adds higher-tier infantry. Commander role flat bonus of +10 units. [guide-draft] |
| Light 0 | Cars, unarmed vehicles |
| Light 1 | Light armed vehicles |
| Light 2 | Ambulance, Repair Truck |
| Light 3 | LAV-25 (BLUFOR) / BTR-90 without launcher (OPFOR); Pandur without launcher |
| Light 4 | Pandur with launcher (BLUFOR); BTR-90 with launcher (OPFOR) |
| Heavy 0 | AV7 / M113 (not recommended) |
| Heavy 1 | Bradley without launcher (BLUFOR); BVP-1 (OPFOR, good AI) |
| Heavy 2 | Bradley with TOW (BLUFOR); BMP-2 with Konkurs (OPFOR) |
| Heavy 3 | M1 Abrams / T-72; Warrior (BLUFOR, good AI); BMP-3 (OPFOR) |
| Heavy 4 | M1A2 TUSK; T-90; M6 Linebacker / Tunguska AA |
| Air 1 | UH-60 / Mi-8 (transport); MV-22 (BLUFOR) [guide-draft] |
| Air 2 | Ambulance helicopters; AH-6J / UH-1H light attack |
| Air 3 | A-10A / Su-25A (limited guided without EASA) |
| Air 4 | A-10C / Su-25T with guided weapons |
| Air 5 | F-35 / Su-34 (best jets); AH-1Z / Ka-52 (best attack helicopters) |
Source: Guides/CommanderGuide/commanderGuide.md:200-395 (guide-draft text); costs verified in Upgrades_USMC.sqf
| Action | Binding |
|---|---|
| Rotate object | Ctrl (key 29 / 157) |
| Toggle auto-wall construction | User14 |
| Re-place last built defense | User15 |
| Toggle auto-manning defense | User16 |
| Sell targeted defense (commander only) | User17 |
| Confirm placement | Default Action (LMB) |
| Exit CoIn | Menu Back (Escape or equivalent) |
Source: Client/Module/CoIn/coin_interface.sqf:180,221,232,240,438,786
- Income system default: System 3 (Commander System) — commander takes
wfbe_commander_percent% (default 70%) of total town income, divided by 1.2 to prevent runaway income, plus their player share; remaining players split the non-commander portion equally.Common/Init/Init_CommonConstants.sqf:160,167 - Commander can adjust the slider in the Economy menu up to
WFBE_C_ECONOMY_INCOME_PERCENT_MAX = 30[Note: the relationship between the 70% default and the 30% slider cap requires in-game verification - these may represent different things in the UI]. - Supply cap:
WFBE_C_MAX_ECONOMY_SUPPLY_LIMIT = 40,000supply maximum per side.Common/Init/Init_CommonConstants.sqf:164 - Supply team limit:
WFBE_C_ECONOMY_SUPPLY_MAX_TEAM_LIMIT = 50,000. Line 170. - Engineer slot commanders can salvage wrecks from the scroll menu — useful when the base is under attack and vehicles are being destroyed.
Guides/CommanderGuide/commanderGuide.md:436-441 - Money can be sent to teammates from the advanced money transfer menu.
- High ground — improved sight lines and defensive advantage.
- Central map — maximizes CC coverage radius (5,500 m) and supply truck accessibility.
- Stealthy hide — sell the base before enemies spot it; a hidden CC provides coverage from the center indefinitely if undiscovered.
- Towns are naturally defensible but are discoverable because enemies pass through them during capture cycles.
Source: Guides/CommanderGuide/commanderGuide.md:480-496
- Redeploy MHQ behind enemy lines to force a 2-front war.
- Three bases are allowed, so a purpose-built counterbase is a valid late-game escalation path.
Source: Guides/CommanderGuide/commanderGuide.md:499-501
- Up to 3 bases permitted; not all need an AF. A late-game third base with AF + SP dedicated to air operations is viable.
- AF need not be placed on an actual runway — any open area large enough for takeoff works.
Source: Guides/CommanderGuide/commanderGuide.md:506-511
- Defend tightly, draw out the enemy, and capitalize on their mistakes.
- Be aware: a defending team is a prime ICBM target. Lift the MHQ to high ground if ICBM threat is real.
- Supply upgrade unlocks are especially valuable after losing towns — get Supply 1 fast if you are capturing large-SV towns or recovering from a new-HQ cash purchase (all towns reset to SV 10 on cash-HQ purchase;
WASP/actions/Action_RepairMHQDepot.sqf:28).
Source: Guides/CommanderGuide/commanderGuide.md:475-478,522-525
- AF1 + Airlift upgrade (1,000 supply, 30 s) enables MH-60S / Mi-17 to lift the MHQ across the map.
- Airlift upgrade time is 30 seconds — you can queue the vehicle purchase first, then start the upgrade; if the vehicle is ready when the upgrade completes you gain airlift capability immediately.
Source: Guides/CommanderGuide/commanderGuide.md:224-228; Upgrades_USMC.sqf:40 (1,000 supply cost); Upgrades_USMC.sqf:129 (30 s)
- Commander-HQ-Lifecycle-Atlas — full technical lifecycle of MHQ deploy, mobilize, kill, and repair events with SQF call chains.
- Upgrades-And-Research-Atlas — developer-level upgrade system internals (unlock checks, PV dispatch, AI order lists).
- Economy-Towns-And-Supply — town SV mechanics, supply accumulation rates, and income pipeline.
- Factory-And-Purchase-Systems-Atlas — buy-menu structure, unit queue, and factory unlock gating.
- Construction-And-CoIn-Systems-Atlas — CoIn placement engine, defense templates, base area system, and build limit enforcement.
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- 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