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Development Lessons Learned
This page captures implementation lessons that future developers and agents should apply before editing the Arma 2 OA Warfare mission. It is source-backed and intentionally narrow: use it as a checklist, not a replacement for the owning atlas pages.
Source root: Missions/[55-2hc]warfarev2_073v48co.chernarus.
| Area | Current coverage state | Why it still deserves attention |
|---|---|---|
| Config data model | The assets/config page covers parameters, media and high-level assets, but Common/Config is much deeper than media/config shell coverage. |
Content changes propagate through root faction files, unit arrays, gear registries, squad derivation, loadouts, upgrades, factory timers and generated missions. |
| AI respawn/orders | Respawn atlas maps AI respawn; AI pages map HC/town AI. | Vanilla/non-vanilla respawn branches and commander-order team variables need a single maintainer checklist before AI feature work. |
| Cleanup/garbage/empty vehicles | Marker/cleanup atlas is strong, but patch handoffs are scattered. | Cleanup code has short polling loops, global replicated queues, inconsistent flags and nested-pair array traps. |
| Non-EASA modules | Modules atlas maps many modules. | Feature changes still need a "where to smoke" rule because modules are split across Common/Client/Server and often attach at unit creation. |
Init_Server.sqf compiles different AI respawn implementations depending on WF_A2_Vanilla: vanilla uses AISquadRespawn, non-vanilla uses AIAdvancedRespawn (Server/Init/Init_Server.sqf:10-12). The advanced path is an MPRespawn handler entrypoint (Server/AI/AI_AddMultiplayerRespawnEH.sqf:1), while the vanilla path is a long-running leader watch loop (Server/AI/AI_SquadRespawn.sqf:14-21).
Both paths share key semantics: wait by WFBE_C_RESPAWN_DELAY, equip from WFBE_%SIDE_AI_Loadout_%level, choose camp/mobile/base fallback, and reset movement mode after non-autonomous respawn (Server/AI/AI_AdvancedRespawn.sqf:55-76, :80-125; Server/AI/AI_SquadRespawn.sqf:53-64, :68-110). Any AI respawn change needs a source check and smoke plan for both branches, or the untested branch should be explicitly called out.
Concrete follow-up: Server/AI/AI_SquadRespawn.sqf:1 has a private-list typo-like entry _rcm'. It does not stop _rcm assignment at line 10, but it is a low-risk cleanup candidate when vanilla AI respawn is next touched.
The commander UI writes orders directly through shared setters: move mode/position (Client/GUI/GUI_Menu_Command.sqf:295-306), force respawn (:348-360), autonomy toggles (:364-389) and AI respawn target (:431-443). Those setters publish group variables globally: wfbe_autonomous, wfbe_respawn, wfbe_teammode, and wfbe_teamgoto (Common/Functions/Common_SetTeamAutonomous.sqf:8; Common/Functions/Common_SetTeamRespawn.sqf:8; Common/Functions/Common_SetTeamMoveMode.sqf:8; Common/Functions/Common_SetTeamMovePos.sqf:8).
Static source search found server-side reads mainly in respawn reset logic and support-spawn waypoint helpers, not a clearly owned general "server command queue." AI order helpers update group behavior and waypoints (Server/AI/Orders/AI_MoveTo.sqf:6-21; AI_Patrol.sqf:7-37; AI_WPAdd.sqf:19-39), while CanUpdateTeam suppresses automatic updates when a human commander exists (Server/Functions/Server_CanUpdateTeam.sqf:13-17).
Development rule: before hardening or extending commander AI orders, prove the live executor path for wfbe_teammode and wfbe_teamgoto in the target scenario. Do not assume these variables imply server-authoritative validation.
The server starts the garbage collector, empty-vehicle collector, dropped-item cleaner, crater cleaner, ruins cleaner, building restorer and mine cleaner after init (Server/Init/Init_Server.sqf:521-560). Several loops run frequently or over broad areas:
- Garbage scans
allDeadevery 0.5 seconds, skips HQ objects and objects carryingwfbe_trashable, then spawnsTrashObject(Server/FSM/server_collector_garbage.sqf:4-23,:32). - Empty-vehicle collection reads replicated
WF_Logic getVariable "emptyVehicles"every 0.5 seconds and drains handled objects (Server/FSM/emptyvehiclescollector.sqf:4-21,:30). - Client vehicle creation appends new vehicles into that replicated empty-vehicle list (
Client/Functions/Client_BuildUnit.sqf:249-253).
Development rule: queue-processing fixes must be idempotent under repeated client publications and hosted/dedicated locality. Do not treat a server loop as fully server-owned just because it runs on the server.
The garbage collector skips wfbe_trashable, but kill handling marks wfbe_trashed before spawning TrashObject (Server/FSM/server_collector_garbage.sqf:17; Server/PVFunctions/RequestOnUnitKilled.sqf:50-54). That is a flag-contract mismatch and a good example of why cleanup patches need source shape checks.
The mine cleaner initializes mines = [], expects [mine, time] pairs, and deletes expired mines, but removes with mines = mines - _x (Server/FSM/cleaners/mines_cleaner.sqf:3-17). Producers append nested pairs from RPG dropping and stationary defense (WASP/rpg_dropping/DropRPG.sqf:65-68; Server/Construction/Construction_StationaryDefense.sqf:31-55). For nested pairs, removal should preserve array shape, for example mines = mines - [_x], or be rewritten as a filtered live-pair list.
Development rule: before changing cleanup arrays, cite both producer and consumer shapes.
Common/Config/readme.txt describes a modular core system: gear registers weapons/magazines/backpacks, group config defines town groups, loadout files define gear-menu templates, model/root files define side support assets and defaults (Common/Config/readme.txt:7-26, :28-42, :50-65). Runtime init then chooses faction roots from parameters and loads root, defense and group files (Common/Init/Init_Common.sqf:263-308).
The config layer is not static data only. Init_Common mutates derived values: it doubles some unit prices under WFBE_C_UNITS_PRICING, records longest build time per factory type, multiplies structure costs for money-only economy and builds aggregate repair-truck lists (Common/Init/Init_Common.sqf:325-367). Gear helpers validate engine config classes and set missionNamespace records (Common/Config/Config_Weapons.sqf:12-44; Config_Magazines.sqf:11-34; Config_Backpack.sqf:11-65), while templates compute price/upgrade from registered items (Common/Config/Config_SetTemplates.sqf:33-123).
Development rule: content changes are not complete when the class appears in one list. Verify the side root, factory list, gear registry, loadout template, AI loadout or squad data, upgrade level, pricing, and generated mission propagation.
Client init compiles supply/MASH/AntiStack/PV helpers and module gates near the main function registry (Client/Init/Init_Client.sqf:127-135), then later applies skill, WASP actions, AutoFlip, artillery UI, EASA and CM gates (Client/Init/Init_Client.sqf:570-589). Common init wires ICBM, IRS and CIPHER after config loading (Common/Init/Init_Common.sqf:319-323).
Some module effects attach when units or vehicles are built rather than when the module file is loaded. That means a module patch can require factory/purchase smoke even if the module file itself is small.
Development rule: for module edits, identify whether the runtime edge is "boot init", "player respawn reapply", "unit creation attach", "PV/PVF event", or "server loop". Smoke the edge, not just the edited file.
| Priority | Patch | Owner page target | Validation |
|---|---|---|---|
| P1 | Add this page and agent-development-lessons.jsonl to navigation/agent context after orchestrator review. |
Home, _Sidebar, Agent-Context, agent-context.json
|
Link check and JSON parse. |
| P1 | Add a config data-model checklist to the assets/config or a dedicated config atlas page. |
Assets-Config-Localization-And-Parameters-Atlas or new Config-Data-Model-Atlas
|
Source-only plus one content-change smoke scenario. |
| P2 | Add AI respawn branch smoke to testing workflow. | Testing-Debugging-And-Release-Workflow |
Vanilla and non-vanilla AI leader death/respawn smoke. |
| P2 | Promote cleanup flag/nested-pair shape rules into the marker/cleanup atlas patch-ready section if not already accepted. | Marker-Cleanup-Restoration-Systems-Atlas |
Mine expiry and unit-kill garbage smoke. |
| P3 | Source-check whether commander wfbe_teammode/wfbe_teamgoto has a live general executor or is mostly UI/respawn/support state. |
AI/order owner page | Dedicated commander AI order smoke. |
This page is safe to integrate because it adds a new, source-cited lesson artifact and does not alter the DR-44-owned networking/server atlas/instructions pages. The matching machine-readable records live in agent-development-lessons.jsonl.
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