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GUER Insurgents Faction Overview
Source-verified 2026-07-07 against claude/build84-cmdcon36 (c3cc5b1, Build 91 / release 1.2.2 candidate). Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/, Common/, Client/, Rsc/). Arma 2 OA 1.64.
The GUER "Insurgents" are an optional third playable side (the resistance faction, side id 2) bolted onto the two-side WEST-vs-EAST Warfare match. They are a harass-only force: four player slots, no commander, no base, no factory, no supply economy, and — by design — no way to win the round. GUER players earn a per-minute cash stipend, unlock heavier vehicles by racking up kills, deny towns to the main factions, and field car-bombs, an armed recon helicopter, and a kill-scaled insurgent depot. As of B66 the faction is enabled by default (WFBE_C_GUER_PLAYERSIDE = 1, a trial-round flip from 0), so a stock dedicated server now ships with GUER live.
This page is the canonical landing page for the faction. Each subsystem has its own deep page, linked from the relevant section and from Continue Reading.
Current build84/cmdcon36 balance refresh: Balance asymmetries records the current 30/80/160 kill-tier defaults, 0.5 kill-bounty coefficient, checkpoint toll versus stipend math, upgrade dependency splits, and W1 War Chest sizing.
| Property | Value | Source |
|---|---|---|
| SQF side |
resistance (str resistance == "GUER" in A2 OA) |
Client/Init/Init_Client.sqf:31 |
| Side id |
WFBE_C_GUER_ID = 2 (== RESISTANCEID) |
Common/Init/Init_CommonConstants.sqf:32 |
| Player slots | 4 (Medic, Engineer x2, Sniper) |
mission.sqm (sync to WFBE_L_GUE) |
| Gate constant | WFBE_C_GUER_PLAYERSIDE |
Common/Init/Init_CommonConstants.sqf:76 |
| Default | 1 (ON) since B66 — playable by default | Rsc/Parameters.hpp:560 |
| Activation lockout |
WFBE_C_GUER_LOCKOUT_MIN, 0/15/20/30 min, default 20 — delays buy/gear/Towns and confines spawned players until it elapses (slot join/select is unaffected) |
Rsc/Parameters.hpp:726-731 |
| Economy | per-minute stipend + kill bounty (no supply/commander economy) | Server/Server_GuerStipend.sqf |
| Win condition | none — GUER is excluded from the victory loop | Server/FSM/server_victory_threeway.sqf:67 |
| Base / commander | none — base-less, no AI commander, no HQ | Server/Init/Init_Server.sqf:1060-1061 |
| Maps | Chernarus (source) + Takistan (generated, TK_GUE_*_EP1) |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf |
Almost every GUER code path keys off one constant. B66 flipped its default from 0 to 1, so the faction is now live out of the box.
| Item | Value / Behaviour | Source |
|---|---|---|
| Lobby param default |
default = 1 ("$STR_WF_Enabled") — comment: B66: 0->1 GUER playable ON (trial round)
|
Rsc/Parameters.hpp:560 |
Constant isNil fallback |
also 1 (ON) |
Common/Init/Init_CommonConstants.sqf:76 |
| Dedicated-server override |
initJIPCompatible.sqf force-re-reads the param from missionConfigFile >> "Params" >> ... >> "default", so a dedicated server always resolves to the build-time default (1) — the lobby slider is effectively bypassed for this param |
initJIPCompatible.sqf:134 |
| When OFF | GUER player-slot units synced to WFBE_L_GUE are deleted at boot (no joinable dead slots); three-way mode off; WEST/EAST AI do not return fire on resistance |
Server/Init/Init_Server.sqf:793-800 |
Note the air-defense loop is independent of this gate — it keys off town ownership and runs even when the playable faction is off (see GUER Air-Defense Loop).
A second, independent gate delays what a spawned GUER player can do for the first N minutes of the match — it does not touch slot selection; all four GUER slots remain joinable from the first second, and it does not touch the per-minute stipend or kill bounty (see Economy below). WFBE_C_GUER_LOCKOUT_MIN is a lobby param (values[] = {0,15,20,30}, texts[] = {"Off","15 minutes","20 minutes","30 minutes"}, default 20) read as minutes and converted to seconds everywhere it is checked. 0 turns the whole feature off through two independent guards.
| Item | Value / Behaviour | Source |
|---|---|---|
| Lobby param |
values[] = {0,15,20,30}, default 20 (20 minutes) |
Rsc/Parameters.hpp:726-731 |
| Constant fallback |
if (isNil "WFBE_C_GUER_LOCKOUT_MIN") then {WFBE_C_GUER_LOCKOUT_MIN = 20} — kept in sync with the lobby default per the code comment |
Common/Init/Init_CommonConstants.sqf:1979 |
| Launch gate | the confinement script is only execVM'd when the param is > 0; a second internal check (_lockSec <= 0 exitWith) guards the same case |
Client/Init/Init_Client.sqf:620, Client/Functions/Client_GuerLockout.sqf:9
|
| Confinement | a resistance player still alive when the script starts is held within 150 m of that position (snap-back setPosASL, polled every 2 s) until the timer expires |
Client/Functions/Client_GuerLockout.sqf:14,17-22 |
| Confinement countdown |
hintSilent refreshed every 60 real seconds: "RESISTANCE LOCKDOWN\nThe insurgency activates in %1:%2"
|
Client/Functions/Client_GuerLockout.sqf:23-28 |
| Activation hint | one-time hint "RESISTANCE ACTIVATED\nThe insurgency is live - deploy, buying, and the Towns menu are unlocked." when the timer reaches 0 |
Client/Functions/Client_GuerLockout.sqf:33 |
| Deploy clamp (dead/respawning players) | the respawn menu clamps its own WFBE_RespawnTime up to the lockout's remaining seconds and shows a one-time hintSilent; this runs after the WF_Debug respawn-time override, so debug sessions are not exempt |
Client/GUI/GUI_RespawnMenu.sqf:54,57-64 |
| Deploy countdown display | reuses the pre-existing respawn-timer control (IDC 511002), redrawn only when the value changes, via STR_WF_RESPAWN_Status ("Respawning in %1") |
Client/GUI/GUI_RespawnMenu.sqf:221-223, stringtable.xml:1900-1902
|
| WF-menu holds | Buy Units (11001), Buy Gear (11002) and Towns (11008) are greyed via ctrlEnable while locked, re-checked every menu-loop tick; only applies inside the resistance branch, so WEST/EAST are never touched |
Client/GUI/GUI_Menu.sqf:38-41 |
| Towns menu entry | IDC 11008 dispatches MenuAction 8, which opens the GUER Commissar/Towns dialog; with the button disabled the dialog is simply unreachable by click during the lockout (the dialog script itself has no lockout check) |
Client/GUI/GUI_Menu.sqf:230-238 |
| Stipend / kill bounty | unaffected — the stipend loop's recipient filter has no reference to this param, so funds keep accruing during the lockout window even though Buy Units / Buy Gear stay greyed | Server/Server_GuerStipend.sqf:88 |
There is no dedicated countdown widget for this feature — it is surfaced by piggybacking on two pre-existing UI paths (the confinement hintSilent, refreshed only once per 60 s, and the respawn menu's own per-second status control). No diag_log/RPT line marks the state transition; the only record of it is the player-facing hints above.
The Chernarus mission.sqm adds four side="GUER" player slots, all synchronized to a LocationLogicOwnerResistance logic (text="WFBE_L_GUE", id 311).
| Slot | Class | id | Abilities |
|---|---|---|---|
| Insurgent Medic | GUE_Soldier_Medic |
315 | Fast heal, Camps restore |
| Insurgent Engineer x2 | GUE_Soldier_Sab |
312, 313 | Repair, Salvage, Camps restore |
| Insurgent Sniper | GUE_Soldier_Sniper |
314 | Spot marks, Lockpick, Camps restore |
mission.sqm also sets briefingName = "Warfare V48 Chernarus [GUER]" and resistanceWest = 0 (GUER is independent, hostile to both main sides).
Hostility is asymmetric and gate-aware (Server/Init/Init_Server.sqf:7-14): resistance setFriend [west,0] / [east,0] fire unconditionally, so GUER AI always treat WEST/EAST as enemies. The reciprocal west setFriend [resistance,0] / east setFriend [resistance,0] only fire when the gate is ON — that is what makes WEST/EAST AI return fire on GUER players. WFBE_ISTHREEWAY is set true whenever the gate is ON (Common/Init/Init_Common.sqf:295).
GUER is structurally different from WEST/EAST: it has no HQ, no factories, no commander, and no side-supply economy. The client init skips the blocking waits that a base-less faction can never satisfy.
| Area | GUER behaviour | Source |
|---|---|---|
| Init waits |
wfbe_structures, wfbe_supply_*, HQ radio and HQ/COIN waitUntil blocks are each wrapped if (sideJoined != resistance) — GUER skips them; sideHQ = objNull
|
Client/Init/Init_Client.sqf:650,679,811 |
| WF menu | Base (11004), Team Orders (11005), Special (11006), Commander (11008) greyed out; Buy Units (11001) + Buy Gear (11002) always enabled (funds-only); Upgrade Center (11007) re-enabled as a read-only kill-tech viewer | Client/GUI/GUI_Menu.sqf:2,21,27 |
| Buy path | forced onto the Depot tab (WFBE_GUERDEPOTUNITS, IDC 12020); sentinel 999 bypasses the upgrade gate; camp-ownership infantry gate skipped |
Client/GUI/GUI_Menu_BuyUnits.sqf:68,150,323 |
| Vehicle service | no service points — EASA rearming is at friendly town centers instead | Client/Functions/Client_CanUseTownCenterEASA.sqf |
| Performance | resistance excluded from VoteForCommander, AI_Commander, updateresources and basearea loops (WFBE_PRESENTSIDES - [resistance]) |
Server/Init/Init_Server.sqf:1060-1061 |
See Respawn and Death Lifecycle Atlas for the full no-base spawn flow.
GUER spawns at friendly towns — any town not held by WEST or EAST (GUER-held or neutral) — with no range gate. It can never be fully locked out: if zero friendly towns exist, the handler falls back to all towns.
| Stage | Behaviour | Source |
|---|---|---|
| First join | random friendly (non-WEST/non-EAST) town, else marker GuerTempRespawnMarker
|
Client/Init/Init_Client.sqf:774 |
| Respawn list | non-WEST/non-EAST towns + live FOB trucks (wfbe_is_guer_fob) + resistance structures; no range gate |
Client/Functions/Client_GetRespawnAvailable.sqf:107,116 |
| Placement |
[getPos town, 5, 15] Call GetRandomPosition (5-15 m off the town centre) |
Client/Functions/Client_OnRespawnHandler.sqf:52 |
| Default gear | only Engineer / Spotter / Medic defined (WFBE_GUER_DefaultGear*, AKS-74 / SVD family); Soldier/Officer/SpecOps undefined |
Common/Config/Core_Root/Root_GUE_PlayerOverlay.sqf:22-44 |
| IED anti-farm | a Fired EH is added on respawn to stamp wfbe_ied_recent when a BAF_ied magazine is fired (drops kill bounty to 30%) |
Client/Functions/Client_OnRespawnHandler.sqf:68 |
GUER's economy is a single server loop (Server/Server_GuerStipend.sqf) plus kill-driven progression. Full detail: GUER Insurgent Player Economy. Cross-faction pacing context: Balance asymmetries.
| Mechanic | Value | Source |
|---|---|---|
| Starting funds |
wfbe_funds = 50000 per team |
Server/Init/Init_Server.sqf:760 |
| Stipend | 150/min base, +10/min per GUER-held town below the start count, capped at 3x (450/min); paid per unique living GUER group every 60 s | Server/Server_GuerStipend.sqf:18-21 |
| Kill bounty |
round(unitPrice * 0.5) to the killer's team for WEST/EAST kills; 0.30 for IED kills (6 s window) |
Server/PVFunctions/RequestOnUnitKilled.sqf:131-152 |
| Vehicle tier |
kill-driven (WFBE_GUER_PLAYER_KILLS): current defaults tier 1 @ 30 kills, tier 2 @ 80, tier 3 @ 160 (the old elapsed-time ladder was removed in B75.5) |
Common/Init/Init_CommonConstants.sqf:108-110 |
| M113 VBIED | second, kill-gated VBIED unlocks at 25 kills (WFBE_C_GUER_VBIED_M113_KILLS) |
Common/Init/Init_CommonConstants.sqf:99 |
| Barracks AI cap | base 4, +1 per 10 kills, max 12 (scales with kills, not an upgrade) | Client/GUI/GUI_Menu_BuyUnits.sqf:150 |
| FOB tokens |
WFBE_GUER_FOB_AVAIL = [Barracks, Light, Heavy] gate FOB delivery trucks in the depot |
Server/Server_GuerStipend.sqf |
| FOB active marker | resistance-only green mil_objective map marker (guer_fob_<x>_<y>, text "FOB - forward base active - spawn and resupply here") shown while a built FOB stands; cleared on player, non-teamkill destruction of the FOB (an AI or teamkill destruction removes the structure but leaves the marker). See Map Marker Families Content Catalog for the full spec
|
Server/PVFunctions/RequestFOBStructure.sqf:79, Server/Functions/Server_BuildingKilled.sqf:72-80
|
| Tool | Behaviour | Source / page |
|---|---|---|
| VBIED | driver-detonated car bomb — instant single scroll-wheel click (one-shot wfbe_vbied_fired, no confirm/countdown, Ray 2026-06-18); server blast = 3x Bo_FAB_250 + cash-for-kills + structure-kill payout; accepts the truck or the kill-gated M113_UN_EP1
|
GUER VBIED Detonate Action |
| Ka-137 | armed recon helicopter (Ka137_MG_PMC), pilot-fired; EASA loadouts MG (free) / AT-5 (2200) / Igla AA (1800), re-armed at town centers |
GUER Air-Defense Loop |
| AI air-defense | a server loop keeps one airframe over each active GUER-held town (Ka-137 default, AT variant, Mi-24 on large contested towns) — runs regardless of the playable gate | GUER Air-Defense Loop |
The buy pool WFBE_GUERDEPOTUNITS is rebuilt dynamically by Root_GUE_PlayerOverlay.sqf whenever the kill-tier, M113 unlock, or FOB availability changes (it is not a static Core_<ID> faction array). Prices come from a Core_GUE.sqf registration-race win (Ka137_MG_PMC = 6000, Mi24_P = 18000). Full classnames + prices: Faction Unit and Vehicle Roster Catalog.
| Tier | Chernarus adds | Takistan adds |
|---|---|---|
| 0 (base) | 6x GUE infantry + Offroad_DSHKM_Gue, V3S_Gue, VBIED (hilux1_civil_2_covered), Ka137_MG_PMC
|
TK_GUE_*_EP1 infantry + Offroad_DSHKM_TK_GUE_EP1, Pickup_PK_TK_GUE_EP1, V3S_TK_GUE_EP1, VBIED (datsun1_civil_2_covered), Ka137_MG_PMC
|
| 1 (current default 30 kills) |
BRDM2_Gue, T34_TK_GUE_EP1
|
BRDM2_TK_GUE_EP1, T34_TK_GUE_EP1
|
| 2 (current default 80 kills) |
T55_TK_GUE_EP1, BTR40_TK_GUE_EP1
|
T55_TK_GUE_EP1, BTR40_MG_TK_GUE_EP1
|
| 3 (current default 160 kills) |
T72_Gue, BMP2_Gue
|
Ural_ZU23_TK_GUE_EP1 (no T-72/BMP-2 on Takistan) |
| Airfield air |
WFBE_GUERAIRPORTUNITS: An2_1/2_TK_CIV_EP1, Mi17_Civilian, UH1H_TK_GUE_EP1, Mi24_P (at GUER-held airfields) |
same |
GUER cannot win the match. The victory loop iterates WFBE_PRESENTSIDES - [WFBE_DEFENDER], and WFBE_DEFENDER is unconditionally resistance — so GUER is never evaluated as a candidate winner. Its role is to deny.
| Mechanic | Behaviour | Source |
|---|---|---|
| Town flip | eroding a WEST/EAST town's supply to 0 flips its sideID to WFBE_C_GUER_ID (2) |
Server/FSM/server_town.sqf:203,234 |
| No supply transfer | on any capture, supplyValue resets to startingSupplyValue; the surplus is lost |
Server/FSM/server_town.sqf:213 |
| GUER towns don't regen | the time-based supply tick excludes resistance-owned towns | Server/FSM/server_town.sqf:93 |
| Capture cash | any capturing player (incl. GUER) in range gets 150 * supplyValue personal cash |
Client/PVFunctions/TownCaptured.sqf:53,60 |
| Airfield capture | GUER capture spawns no Counter-Battery Radar (no GUER registry) | Server/FSM/server_town.sqf:641-643 |
| End-of-game label | a resistance winner-banner is labelled correctly (B67, STR_WF_PARAMETER_Side_Guer) — though GUER can't actually win |
Client/GUI/GUI_EndOfGameStats.sqf:8-9 |
See Victory and Endgame Atlas for the full model.
GUER players report as side 3 in the PLAYERSTAT|v1 wire format, with an extra |td=<townsDenied> field appended only when the gate is on. wfbe_guer_td ("towns-denied") increments when a GUER player kills an enemy inside a GUER-held town's range.
| Item | Detail | Source |
|---|---|---|
| towns-denied |
wfbe_guer_td per-player accumulator (broadcast) |
Server/PVFunctions/RequestOnUnitKilled.sqf:92-101 |
| Wire field | ` | td=appended for side=3 whenWFBE_C_GUER_PLAYERSIDE > 0` |
The Takistan mission (Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan/) is generated from the Chernarus source by LoadoutManager and carries the same GUER logic with TK_GUE_*_EP1 classnames and a datsun1_civil_2_covered VBIED. The player overlay is a single shared file (Root_GUE_PlayerOverlay.sqf) that branches at runtime on worldName == "Chernarus" — the IS_CHERNARUS_MAP_DEPENDENT macro was undefined when the file is loaded standalone, so it was replaced by a runtime check (GUER-MAPFIX 2026-06-18). A separate Root_TKGUE_PlayerOverlay.sqf must not be created — LoadoutManager's DeleteExtraFiles would wipe it on regen.
- GUER Insurgent Player Economy — stipend, kill bounty, kill-tier depot rebuild, FOB tokens
- Balance Asymmetries — current build84/cmdcon36 stipend/toll, bounty, kill-tier, upgrade and War Chest pacing reference
- GUER VBIED Detonate Action — the instant car-bomb action and server blast
- GUER Air-Defense Loop — the standalone Ka-137 / Mi-24 town-defender loop
- GUER Insurgents Branch Audit — source-status / readiness audit and open smoke gates
- Faction Unit and Vehicle Roster Catalog — full depot + airfield classnames and prices
- Victory and Endgame Atlas — why GUER can't win
- Respawn and Death Lifecycle Atlas — the no-base spawn flow
-
Mission Start Parameters Index — the
WFBE_C_GUER_PLAYERSIDElobby parameter - Home — wiki index
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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
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- Current source status
- Wiki mirror reconciliation
- Navigation inventory
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- Architecture overview
- Mission entrypoints and lifecycle
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- 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