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Flag System Quick Reference
Source-verified 2026-07-03 against
origin/claude/build84-cmdcon36@573023228807a83121579126555f3206c76ebb72. Scope: current maintained Chernarus source root, especiallyMissions/[55-2hc]warfarev2_073v48co.chernarus/Common/Init/Init_CommonConstants.sqf,Rsc/Parameters.hpp,description.ext,initJIPCompatible.sqf, andCommon/Init/Init_Parameters.sqf.
This is a route map for mission tuning flags, not a replacement for the deep catalogs. In this page, "flag" means the WFBE_C_* mission constants and gates that steer systems such as AICOM, economy, towns, modules, structures, cleanup, telemetry and player-facing options. For physical map flags, bags and visual objects, use Base Game Flags And Bags Visual Catalog.
- To know whether the lobby controls a value, check
Rsc/Parameters.hppor Mission Start Parameters Index. - To know the fallback/default assignment shape, check
Common/Init/Init_CommonConstants.sqf. - To know the live value on dedicated multiplayer, check for writes after
Init_CommonConstants.sqfininitJIPCompatible.sqfand subsystem init scripts. - To know runtime consumers, search the exact token, then search dynamic families such as
WFBE_C_AICOM_orWFBE_C_BASE_HQ_REPAIR_. - Route subsystem-specific questions to the owner pages in Continue Reading.
The load order is the trap. description.ext includes Rsc\Parameters.hpp. During multiplayer init, initJIPCompatible.sqf calls Common\Init\Init_Parameters.sqf before Common\Init\Init_CommonConstants.sqf. Init_Parameters.sqf loops over every missionConfigFile >> "Params" class and writes the class name into missionNamespace.
| Source shape | Meaning | Agent wording |
|---|---|---|
class WFBE_C_X in Rsc/Parameters.hpp
|
Lobby/mission parameter. In MP, Init_Parameters.sqf writes it before common constants load. |
"Lobby-exposed value." Check the parameter default and selected server value. |
if (isNil "WFBE_C_X") then {WFBE_C_X = V}; |
Fallback only. A lobby parameter or earlier missionNamespace write wins. | "Fallback default", not "live dedicated MP default". |
WFBE_C_X = V; |
Hard assignment in constants. It overwrites an earlier lobby/preseeded value unless later code writes it again. | "Forced by common constants." Still check later runtime overrides. |
missionNamespace setVariable ["WFBE_C_X", V] after constants |
Runtime override. initJIPCompatible.sqf uses this shape for dedicated-MP economy and GUER cases. |
"Post-constants override." This can supersede both lobby and fallback values. |
Compile/version/map branches such as WF_Debug, IS_chernarus_map_dependent, WF_A2_Vanilla
|
Environment-specific branch. The same name can resolve differently by build config or terrain. | Name the exact root, branch/SHA and build mode before claiming a value is universal. |
Arma 2 OA note: missionNamespace getVariable ["name", default] is an accepted pattern in this codebase. The banned trap is group/object getVariable with the Arma 3 default-argument form where A2 OA does not support it.
A quick exact-token scan of the current Build84 target found:
| Surface | Count | Notes |
|---|---|---|
Init_CommonConstants.sqf length |
1,946 lines | Current target file, Chernarus root. |
Unique WFBE_C_* assignment names |
972 | Exact assignment scan; dynamic string-built names can sit outside this count. |
isNil assignment rows |
747 | Fallback rows. Row count includes repeated/reassignment shapes. |
Hard WFBE_C_* = assignment rows |
235 | Forced rows. Row count includes repeated/reassignment shapes. |
Rsc/Parameters.hpp WFBE_C_* classes |
103 | Lobby/mission parameter classes. |
| Exact parameter/assignment overlap | 85 | These are the classic "lobby parameter sets before fallback" names. |
| Parameter-only exact names | 18 | Usually valid direct-consumer parameters, not automatically missing constants. |
Top families by unique assignment-name prefix in the same scan:
| Family | Count | Route |
|---|---|---|
WFBE_C_AICOM_* |
351 | AI Commander Tunable Constants Reference plus current source search. |
WFBE_C_GUER_* |
59 | GUER faction, playable side, economy, scavenging and air-defense pages. |
WFBE_C_TOWNS_* |
51 | Town Runtime Tuning Constants. |
WFBE_C_UNITS_* |
41 | Unit cleanup, service, pricing and purchase systems. |
WFBE_C_OILFIELD_* |
38 | Takistan oilfield objective surfaces. |
WFBE_C_STRUCTURES_* |
33 | Construction, structure gates and base limits. |
WFBE_C_BASE_* |
31 | HQ/start/base-area and repair behavior. |
WFBE_C_AI_COMMANDER_* |
29 | High-level AI commander gates and lobby-facing toggles. |
WFBE_C_PLAYERS_* |
28 | Player AI cap, score, gear, markers, UAV and support limits. |
WFBE_C_ICBM* |
23 | ICBM/radiation/tactical module routing. |
Parameter-only exact names in the scan include cleanup/performance/client telemetry rows such as WFBE_C_AFK_TIME, WFBE_C_CLIENT_FPS_REPORT, WFBE_C_CLIENT_FPS_REPORT_INTERVAL, WFBE_C_DROPPEDITEMS_CLEANER_TIME_PERIOD, WFBE_C_GAMEPLAY_BOMBS_ALTITUDE, WFBE_C_MAP_ICON_BLINKING_ENABLED, WFBE_C_MODULE_BIS_HC, WFBE_C_PERFORMANCE_AUDIT_ENABLED, and WFBE_C_RUINS_CLEANER_TIME_PERIOD. Treat those as "check the consumer" cases, not as automatic dead constants.
| Family | What it usually controls | First route |
|---|---|---|
| AI and AICOM | AI commander enablement, team budgets, templates, assault scoring, recovery, target selection, artillery and telemetry. | AI Commander Tunable Constants Reference, AI Commander Execution Loop Reference. |
| Economy and supply | Starting funds/supply, income cadence, commander split, supply missions, heli supply, bank/reserve payouts. | Economy System Reference, Economy Towns And Supply, Supply Mission Architecture. |
| Towns and camps | Town amount, capture mode, defender/occupation difficulty, patrols, mortars, garrison timing and cleanup. | Town Runtime Tuning Constants, Towns Camps And Capture Atlas. |
| GUER | Playable resistance gate, bounties, scavenging, VBIED/FOB, tech/economy, air-defense and three-way edge behavior. | GUER Insurgents Faction Overview, GUER Air Defense Loop. |
| Modules and tactical systems | Artillery, ICBM, EASA, flares, PMC, HC, thermal/air restrictions and special support gates. | Support Specials And Tactical Modules Atlas, Mission Start Parameters Index. |
| Structures and base | HQ deploy range, CoIn spacing, structure enablement, max counts, ruins, construction mode and base-defense caps. | Construction And CoIn Systems Atlas. |
| Units and players | Recruit caps, unit bounties, body/vehicle cleanup, service costs, player scores, squad limits, marker behavior and UAV. | Factory And Purchase Systems Atlas, Client UI Systems Atlas. |
| Environment and gameplay | View distance, weather, fast travel, victory mode, boundaries, teamswap, missiles and UI-visible gameplay toggles. | Mission Start Parameters Index, Gameplay Systems Atlas. |
| Experimental and QoL gates | Feature flags, restart/dashboard announcers, player-stat emitters, skin/vehicle cosmetics, faction smoke and structure extras. | Experimental Feature Flag Constants Reference. |
| Cleanup and telemetry | AFK, cleaner periods, FPS report, performance audit, icon blinking and mod hooks. | Mission Start Parameters Index, then exact consumer search. |
- AICOM flags are numerous and easy to misread because several names are generated or grouped by prefix. Search both exact tokens and family prefixes.
- Starting economy defaults in
Init_CommonConstants.sqfare not enough on dedicated MP.initJIPCompatible.sqfexplicitly documents thatInit_Parameters.sqfhas already set those values, then applies the real dedicated-MP economy override. - GUER playable-side handling has a post-constants re-read path because stale/short cached
paramsArrayvalues can otherwise make the last lobby parameter unreliable. - Parameter-only names are not necessarily orphaned. Some are direct-consumer parameters whose fallback is in consumer code rather than
Init_CommonConstants.sqf. - A hard assignment can still be replaced later by script code. "Hard in constants" only means "not protected by
isNilat this assignment site." - Map/build branches matter. Chernarus, Takistan, Zargabad, vanilla/OA and debug/server-debug builds can resolve related constants differently.
- Name the exact source ref and root before quoting counts or defaults.
- Check
Rsc/Parameters.hppfirst when aWFBE_C_*name looks player/lobby-facing. - For
isNilrows, write "fallback default" unless you have proven no earlier parameter/preseed exists. - For hard rows, check later init and subsystem writes before saying the value is final.
- Search exact token first, then prefix families and
Format/string-built patterns. - For source changes, edit Chernarus first and propagate with
Tools/LoadoutManager; do not hand-edit generated mirrors. - Keep A2/OA compatibility rules in mind: no Arma 3-only commands, no group
getVariable [name, default], and avoid boolean equality operands.
-
Mission Start Parameters Index - lobby/mission parameters that can preseed
WFBE_C_*values. - Mission Tunable Constants Catalog - the broad constants catalog.
- AI Commander Tunable Constants Reference - AICOM and AI commander tuning.
- Town Runtime Tuning Constants - town and capture runtime knobs.
- Experimental Feature Flag Constants Reference - non-lobby feature gates and QoL flags.
- Variable And Naming Conventions - naming and variable-family conventions.
- Economy System Reference - economy/supply consumer behavior.
- PR #547 lane302 WFBE_C orphan constant census - adjacent source-doc census work; use as prior art, not as current source truth unless rebased.
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