Skip to content

Core Systems Index

rayswaynl edited this page Jun 5, 2026 · 7 revisions

Core Systems Index

This page is a route map, not an implementation atlas. Use it to choose the right owner page before changing gameplay behavior.

The detailed source evidence lives in the linked pages. Avoid treating the summaries below as proof of current runtime behavior without opening the owner page and source anchors.

First Stops

System Open first Why
Towns, camps and capture Towns, camps and capture atlas Town logic initialization, camp loops, capture modes, side/SV state and town-defense lifecycle.
Economy and supply Economy, towns and supply, Economy authority first cut Funds, side supply, income loops, supply missions, AntiStack interaction and economy authority risks.
Commander and HQ Commander/HQ lifecycle atlas, Commander vote/reassignment Commander state, voting, reassignment, HQ deploy/mobilize/repair and known vote/call-shape hazards.
Construction and base Construction and CoIn systems atlas CoIn preview, request handlers, construction workers, base-area logic, repairs, sale and structure authority.
Factories and purchases Factory and purchase systems atlas Buy menus, spawn pads, queue state, player-local production, latent AIBuyUnit and purchase authority.
Upgrades Upgrades and research atlas Upgrade indices, request/process flow, artillery refresh, UI/debit risks and research dependencies.
Respawn Respawn and death lifecycle Camp, leader, MASH and mobile respawn behavior, penalties and safe radius.
Supports Support specials and tactical modules Artillery, tactical requests, ICBM, para drops, UAV, HALO, EASA and service systems.
AI and headless clients AI runtime/HC loop map, AI headless and performance Town AI activation, delegation, AI commander context, HC failover and performance-sensitive loops.
Operations and integrations Server ops runbook, External integrations AntiStack, AFK/BattlEye filters, server FPS, DiscordBot and extension boundaries.

Representative Source Anchors

These anchors are a starting breadcrumb only. Prefer the owner page for current caveats and adjacent files.

System Source anchors
Towns/capture initJIPCompatible.sqf:215; Server/Init/Init_Server.sqf:510,514,519; Server/FSM/server_town.sqf:222,227,235,240,265; Server/FSM/server_town_ai.sqf:211-216,247
Economy and resources Common/Init/Init_Common.sqf:19-20,42,53,61-63; Server/Init/Init_Server.sqf:531; Server/FSM/updateresources.sqf
Factories/purchases Rsc/Dialogs.hpp:1448; Client/Init/Init_Client.sqf:52; Server/Init/Init_Server.sqf:10; Server/Functions/Server_BuyUnit.sqf:19
Upgrades Common/Init/Init_CommonConstants.sqf:37,58; Server/Init/Init_Server.sqf:57; Common/Init/Init_Common.sqf:323
Support/admin ops Server/Init/Init_Server.sqf:39-42,298,578; Client/FSM/updateclient.sqf:153-160; Common/Functions/Common_PerformanceAudit.sqf:4
Discord integration boundary Mission text mentions Discord at briefing.sqf:17,19, Client/Init/Init_Client.sqf:958 and stringtable.xml:416; status publishing code lives in DiscordBot/src/ProgramRuntime.cs:69-70, DiscordBot/src/GameStatusUpdater.cs:14,52 and DiscordBot/src/ExtensionData/GameData/GameData.cs:36,159.

Gateway Rules

  • If a claim involves authority, money, ownership, locality or a broken feature, open the owner page and Deep-review findings before editing.
  • Do not assume "server-owned" or "client-owned" from this index alone. Several systems are split flows with client-side UI/debit and server-side creation or notification.
  • Treat Server_BuyUnit.sqf / AIBuyUnit as latent on stable master unless a branch or source search proves a live caller.
  • Route new findings to the owner page first, then update this index only if the navigation target changes.

Continue Reading

Previous: Server runtime atlas | Next: Gameplay systems atlas

Main map: Home | Fast path: Quickstart | Agent file: agent-context.json

Sidebar

Clone this wiki locally