-
Notifications
You must be signed in to change notification settings - Fork 0
Function And Module Index
This page names the major function groups and what they are for. It is intentionally behavior-oriented so a developer or AI assistant can find the right file family quickly.
Unless a row names another ref, line refs below are from the Chernarus source mission root Missions/[55-2hc]warfarev2_073v48co.chernarus/. Source refreshed on 2026-06-14 against docs head 6ecac3ae; targeted diffs from 1f0b9018 through HEAD over the checked function-index source families returned no source changes, so older line anchors are preserved. Branch refs still resolve to stable origin/master cf2a6d6a, release a96fdda2, Miksuu b8389e74 and origin/perf/quick-wins 0076040f. Treat this page as a source-family route map, not the canonical patch-status matrix.
| Need | Open first |
|---|---|
| Compile counts and regenerate commands | SQF code atlas |
| Runtime boot order and role dispatch | Mission entrypoints and lifecycle, Lifecycle wait-chain |
| Module status, dead modules and revive/remove decisions | Modules atlas, Dead/stale code register, Abandoned feature revival |
| Network/PVF handler risk | Networking and public variables, Public variable channel index, PVF dispatch implementation |
| Commander, paratrooper, MASH or performance-audit branch status | Commander vote/reassignment, Source fix propagation queue, Respawn and death lifecycle, PerformanceAuditAnalyzer |
-
Common_Array*: array helpers used by older SQF code that predates richer utility libraries. -
Common_Get*: lookup helpers for factories, towns, camps, groups, side IDs, side logic/HQ, team state, funds, supply, upgrades, config data and positions (Common/Init/Init_Common.sqf:24-65,113-140). Depot lookup is a client family helper (WFBE_CL_FNC_GetClosestDepotatClient/Init/Init_Client.sqf:102), not aCommon_Get*helper. -
Common_Set*: shared state setters for commander votes, team autonomy/respawn/move mode/move position/type, namespace/profile variables and turret magazines (Common/Init/Init_Common.sqf:75-80,150,171). -
Common_SendTo*: network abstraction around PVF dispatch to client(s) and server. -
Common_Handle*: event handlers for reload, AT, AA, missile/bomb/artillery, rocket tracer and alarms (Common/Init/Init_Common.sqf:6-16,66-68,141-143). Generic building damage handling is server-side (BuildingHandleDamages), not aCommon_HandleDamagehelper. -
Common_CreateMarker,Common_MarkerUpdate,Common_AARadarMarkerUpdate: marker creation/update layers. -
Common_LogContent: mission logging wrapper used forINITIALIZATION,INFORMATION,WARNINGand error-style RPT lines. -
PerformanceAudit_*: RPT audit writer helpers consumed byTools/PerformanceAuditAnalyzer.
-
Client_BuildUnit: main player purchase/spawn path after buy-menu selection. -
Client_UI*: list filling, gear templates, price updates, respawn selector and target updates. -
Client_Get*: client-side lookup helpers for respawn, income, gear content, nearby camps/depots/airports. -
Client_Handle*: map clicks, PVF dispatch, map state and HQ action helpers. -
Client_Delegate*: local AI delegation handlers when server delegates AI work to clients/headless. -
Client_WatchdogPlayerAIandClient_RecoverPlayerAI: player AI recovery/watchdog systems. -
Client_BookkeepBlinkingIconsandClient_SetMapIconStatusInCombat: combat marker blinking system. -
Client_UpdateRHUD: HUD/FPS overlay update loop with cached UI writes.
-
Server_BuyUnit: AI/team purchase path. -
Server_ProcessUpgrade: authoritative upgrade processing. -
Server_UpdateTeam: team state synchronization. -
Server_HandlePVF: server-side PVF dispatcher. -
Server_HandleDefense,Server_SpawnTownDefense,Server_ManageTownDefenses: town/static defense systems. -
Server_AI_SetTownAttackPath*: AI attack path selection and safety checks. -
Server_AI_Com_Upgrade: live AI commander upgrade worker; selects fromFormat ["WFBE_C_UPGRADES_%1_AI_ORDER", _side](Server/Functions/Server_AI_Com_Upgrade.sqf:12), checks AI commander funds/supply and debits, but no obvious live scheduler has been found. -
Server_DelegateAI*: delegation to headless/client workers. -
Server_FNC_Delegation: selects delegation targets for town/player AI. NosetGroupOwnerrebalancing path has been found. -
Server_AssignNewCommander: commander assignment notification/AI-commander stop helper. Current docs-head anchors remainServer_AssignNewCommander.sqf:3-4; exact DR-15 branch status, duplicate notification and UI identity risks live on Commander reassignment call shape and Commander vote/reassignment. -
Server_HandleBuilding*,Server_Building*,Server_OnHQKilled,Server_MHQRepair: structure lifecycle and HQ damage/repair. -
Server_ChangeSideSupply,Server_PV_RequestSupplyValue: side supply network bridge. -
Server_LogGameEnd,Server_CallExtensions/GlobalGameStats: operational reporting.
Client/Module/AFKkickClient/Module/AntiStackClient/Module/AutoFlipClient/Module/CMClient/Module/CoInClient/Module/EASA-
Client/Module/Engines- Engine stealth fuel toggle reference Client/Module/MASHClient/Module/NukeClient/Module/SkillClient/Module/supplyMissionClient/Module/UAVClient/Module/ValhallaClient/Module/ZetaCargo
Common/Module/Arty-
Common/Module/CIPHER— CIPHER sort utilities reference Common/Module/IRSCommon/Module/Reaktiv
Server/Module/afkKickServer/Module/AntiStackServer/Module/MASHServer/Module/NEUROServer/Module/serverFPSServer/Module/supplyMission
Presence in the tree does not always mean enabled in the current mission mode. Popper's module/support pass found this practical status split:
| Module family | Status | Gate / note |
|---|---|---|
Common/Module/Arty |
Live. | Used through common artillery handlers and support flows. |
Common/Module/IRS |
Live. | Initialized through common init at Init_Common.sqf:320; vehicle/module availability still depends on constants and vehicle config. |
Common/Module/Reaktiv |
Branch-sensitive dead/unreachable module. | Folder presence is not runtime proof. Use Modules atlas for the current branch matrix and revive/remove decision route. |
Client/Module/Nuke |
Live and config-gated. |
RequestSpecial / ICBM authority is the critical DR-27 risk. |
Client/Module/EASA, Client/Module/CM
|
Live but config-gated. | Countermeasures are also gated by vanilla/OA mode. |
Server/Module/AntiStack |
Compiled but optional. | Runtime loops are dormant when WFBE_C_ANTISTACK_ENABLED == 0; external DB dependency is still live-server sensitive when enabled. |
Server/Module/MASH |
Branch-sensitive mobile-respawn module family. | Do not infer MASH behavior from the module folder alone. Use Respawn and death lifecycle for local respawn, orphaned marker relay and stable/release removal scope. |
Server/Support/Support_Paratroopers.sqf |
Drop flow live; marker registration is branch-scoped and smoke-pending. | Use Source fix propagation queue and Paratrooper marker revival for exact registration branches and smoke gates. |
-
Init_CommonConstants.sqf: central constant namespace. Changes here affect both server and clients. -
Init_PublicVariables.sqf: PVF registration. Missing files or mismatched function names break networking; direct publicVariable channels outside this registry are inventoried in Networking/PV. -
description.ext/initJIPCompatible.sqf: both include generatedversion.sqf; a fresh checkout without generated version files will not preprocess cleanly. -
Client_BuildUnit.sqfandServer_BuyUnit.sqf: purchase/spawn paths with many factory-specific assumptions. -
Server/Init/Init_Server.sqf: long-lived server loops; duplicate or unconditional loops can hurt live performance. -
Tools/LoadoutManager: generated mission copying/packing; accidental edits to generated mission folders can be overwritten.
Previous: SQF code atlas | Next: Networking/PV
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
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