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Content Structure And Maps
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Missions/[55-2hc]warfarev2_073v48co.chernarus: authoritative Chernarus source mission. -
Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan: vanilla Takistan generated/copy target. - Branch-only
origin/feature/zargabad-map: addsMissions_Vanilla/[31-2hc]warfarev2_073v48co.zargabadas a low-pop Vanilla map candidate, but it is not stable-master content. -
Modded_Missions/*: modded terrain variants.
Source anchors: LoadoutManager chooses target roots in Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:139-145, copies Chernarus to Takistan at :194-201, copies modded terrain sources at :205-212, and computes modded source roots at :246-256.
Terrain classes include Chernarus, Takistan and modded maps such as Dingor, Eden, Lingor, SMD Sahrani, Tavi, Isla Duala and Napf. The operational generation rules, skip-list and modded-mission status table live in Tools and build workflow; this page only orients the folder layout.
Source anchors: terrain implementations live under Tools/LoadoutManager/Data/Terrains/Implementations/; generated version.sqf is written by Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:102, with helper comments at :168-183.
Branch-only Zargabad note: origin/feature/zargabad-map head e9294ede adds DiscordBot/src/ExtensionData/GameData/SharedWithLoadoutManager/Terrains/Implementations/VanillaMaps/ZARGABAD.cs, Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/ZARGABAD.cs:1-13, source hooks at initJIPCompatible.sqf:121-124, Zargabad-specific runtime setup under Server/Init/Init_Zargabad.sqf:1-125 and tuned low-pop defaults across constants/generated parameters. Treat that branch as a full terrain release candidate and low-pop balance profile; use Zargabad branch audit, Current source status snapshot and the branch-only feature smoke pack before calling Zargabad playable or maintained.
Mission assets include:
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.paaUI/building/support icons and textures; -
.oggmusic, warning and notification sounds; -
.ogvintro video; -
loadScreen.jpg; -
stringtable.xml; -
mission.sqm; -
Rscdialog/resource headers.
Source anchors: description.ext:39-58 includes version.sqf, Sounds, Music and Rsc headers; description.ext:64-67 points at loadScreen.jpg and mission-level channel/AI settings.
Common/Config contains the faction, core, defense, gear, group and root configuration loaded during common init. This is the primary data surface for unit availability, faction selection and side-specific content.
Source anchors: Common/Init/Init_Common.sqf:217-253 loads model/gear/core files, :290-300 loads root and defense config, :305-307 loads group config, and :323 initializes the CIPHER module.
Init_CommonConstants.sqf sets faction defaults based on IS_chernarus_map_dependent: Chernarus uses USMC/RU/GUE style defaults, while Takistan uses US/TKA/TKGUE style defaults. The west side remains American on both map families.
Source anchors: initJIPCompatible.sqf:115-117 sets IS_chernarus_map_dependent; Common/Init/Init_CommonConstants.sqf:1031-1033 lists west/east/guer faction arrays and sets Chernarus versus Takistan defaults.
Map-profile warning: this is a binary Chernarus/non-Chernarus branch, not a general terrain registry. If IS_CHERNARUS_MAP_DEPENDENT is absent from generated version.sqf, runtime code falls into non-Chernarus/Takistan-style defaults. IS_NAVAL_MAP is a separate live content flag: initJIPCompatible.sqf:16-20 sets IS_naval_map, and boat classes are added from unit configs such as Units_CO_US.sqf:307,335 (Zodiac) and Units_CO_RU.sqf:262,292 (PBX). See Mission config/version include graph.
Do not treat generated mission folders as independent source truth until Tools and build workflow has been checked. Deep-review findings DR-4 owns the Chernarus -> vanilla Takistan skip-list evidence, and DR-32 owns the full generated/modded drift analysis.
Generated-mission maintenance tiers:
| Folder | Tier | Meaning |
|---|---|---|
| Chernarus source mission | Authoritative source | Gameplay edits belong here first. |
| Vanilla Takistan | Faithful generated target | Logic drift is characterized and currently limited to documented map-config/skip-list differences. |
| Branch-only Zargabad | Candidate Vanilla low-pop target |
origin/feature/zargabad-map head e9294ede adds terrain/tooling support, a [31-2hc] mission folder and tuned low-pop defaults. Static branch validation passed locally at e9294ede; see Zargabad branch audit. Runtime evidence, class-load checks, screenshot/RPT packet validation, low-pop balance review and generated whitespace cleanup are still required. |
| Napf, Eden, Lingor | Divergent forks with syntax-integrity hazards | They need their own maintenance/audit decision before source hardening can be considered shipped there. A 2026-06-03 scan found unresolved conflict markers in 18 modded files across Napf, Eden and Lingor, including Napf/description.ext:43-46, Napf/Common/Module/IRS/IRS_OnIncomingMissile.sqf, Lingor/Client/Client_UpdateRHUD.sqf, Lingor/Common/Config/Core_Root/* and Eden/Client/Module/Skill/Skill_Apply.sqf. |
| Sahrani, Dingor, Tavi, Isla Duala | Abandoned stubs | They should not be treated as playable/supportable until completed or retired. |
version.sqf is required terrain metadata and is generated by LoadoutManager for terrain outputs. The current workspace has ignored generated Chernarus and Vanilla Takistan copies, but Git does not track them; generated Vanilla/modded/stub roots still need explicit verification before direct pack/test work; see Mission config/version include graph, Tools and build workflow and DR-43a.
All tracked modded folders lack tracked version.sqf. The current generator can describe modded roots, but SqfFileGenerator.cs:132-133 leaves modded writes commented and ZipManager.cs:16 packages only Missions plus Missions_Vanilla. Treat Napf, Eden and Lingor as boot-incomplete from the current checkout, not merely drifted: their manifest/includes and common-init compile paths reference files that are absent.
| Folder | Missing or blocking evidence from 2026-06-03 scout |
|---|---|
eden |
Boot-incomplete: description.ext:39-42 includes generated/sound dependencies, but tracked version.sqf, stringtable.xml, loadScreen.jpg, Sounds/description.ext and Music/description.ext are absent. Conflict markers also exist in Client/Action/Action_RepairMHQ.sqf, skill files and Structures_CO_RU.sqf. Common/Init/Init_Common.sqf:52-53,127-128 compiles Common_GetTotalCamps.sqf, but the tracked Common/Functions/Common_GetTotalCamps.sqf file is absent. |
lingor |
Hard boot blocker: tracked description.ext is absent entirely, so there is no manifest include chain. Also missing mission.sqm, initJIPCompatible.sqf, generated version.sqf, stringtable.xml, loadScreen.jpg, sound/music descriptions and textures; conflict markers exist in RHUD, Nuke, Init_Unit and multiple root/artillery config files. It also compiles missing Common/Functions/Common_GetTotalCamps.sqf from Common/Init/Init_Common.sqf:52-53,127-128. |
Napf |
Boot-incomplete: description.ext:39-47 includes generated/sound/music dependencies, but tracked version.sqf, stringtable.xml, loadScreen.jpg, mission.sqm, Sounds/description.ext and Music/description.ext are absent. description.ext and several SQF/config files contain conflict markers. It also compiles missing Common/Functions/Common_GetTotalCamps.sqf from Common/Init/Init_Common.sqf:52-53,127-128. |
smd_sahrani_a2 |
Stub: missing mission/bootstrap/server-init/generated/sound/music/texture essentials. |
tavi |
Stub: missing description/bootstrap/server-init/generated/sound/music/texture essentials. |
dingor |
Overlay/stub: description.ext exists and includes generated/sound files, but version.sqf, mission.sqm, initJIPCompatible.sqf, server init and Sounds are missing. |
isladuala |
Stub: missing mission/description/bootstrap/server-init/generated/sound/music/texture essentials. |
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- Shelved AICOM concepts - revivable someday ideas (owner-shelved 2026-07-03)
Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
- Agent context
- Agent collaboration protocol
- Agent worklog
- Agent worklog archive
- Progress dashboard
- PR cleanup and integration lab
- Shelved PR #169: gear price double-count
- Shelved PR #194: Chernarus no-trees
- Coordination board
- Codebase coverage ledger
- Bottleneck removal queue
- Current source status
- Wiki mirror reconciliation
- Navigation inventory
- Registers
- Agent orchestration
- Architecture
- Architecture overview
- Mission entrypoints and lifecycle
- Lifecycle wait chain
- Player join/disconnect and AntiStack lifecycle
- Mission parameters/localization/build inputs
- Stringtable localization key-family catalog
- Source inventory
- Content structure and maps
- Assets/config/localization/parameters
- Mission start parameters index
- Code and networking
- Gameplay systems
- Core systems index
- Gameplay systems atlas
- Commander/HQ lifecycle atlas
- Economy, towns and supply
- Economy system reference
- Balance asymmetries
- Anti-stack skill-balance mechanic
- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER 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