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HQ Radio Knowledge Base Conversation Catalog
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted (other roots: Server/). Arma 2 OA 1.64.
Warfare's HQ radio announcer speaks through Arma 2's knowledge-base conversation system, not through playSound/sideChat. A logic-side announcer object (wfbe_radio_hq) is given an identity and a knowledge-base topic via kbAddTopic; gameplay code then calls unit kbTell [receiver, topic, sentenceClass, ...args, true], and the engine renders the sentence's text = line into the radio subtitle while playing the per-word speech[] samples from the faction's RadioAnnouncers_Config. This page catalogs the three files that define that system — Client/kb/hq.bikb (the sentence database), Client/kb/hq.fsm (the reaction FSM), Client/kb/hq.sqf (the topic callback) — plus the kbAddTopic registration and every kbTell callsite.
This is the client-side spoken-radio half. The server-side payload table that decides which sentence class fires for which game event (the SideMessage switch over Lost/Captured/Constructed/...) lives in Server/Functions/Server_SideMessage.sqf and is documented as the "SideMessage Pipeline" in Server-Gameplay-Runtime-Atlas; the bottom of this page maps the two together.
| File | Role | Size |
|---|---|---|
Client/kb/hq.bikb |
Sentence database — class Sentences of spoken-line classes (config text, not SQF) |
173 lines |
Client/kb/hq.fsm |
WF_HQ reaction FSM run when a sentence is received (BIS-FSM-editor config, not SQF) |
109 lines |
Client/kb/hq.sqf |
Topic callback compiled at registration — empty (single blank line) | 1 line |
The hq.sqf callback (Client/kb/hq.sqf:1) is an empty stub. It is the fourth argument to every kbAddTopic call and is compiled via call compile preprocessFileLineNumbers "Client\kb\hq.sqf", but since the file is blank the topic has no per-sentence script callback — all reaction behaviour comes from the FSM, and the meaningful per-sentence rendering is the text/speech[] from the .bikb.
The same topic id, .bikb, .fsm and (empty) .sqf callback are registered three times — twice on the client (the announcer object and the player both need the topic so the engine can speak and the player can receive), and once on the server when it builds the per-side announcer.
| Site (path:line) | Registrant | Topic id |
|---|---|---|
Client/Init/Init_Client.sqf:458 |
_HQRadio (the wfbe_radio_hq announcer logic) |
WFBE_V_HQTopicSide |
Client/Init/Init_Client.sqf:459 |
player |
WFBE_V_HQTopicSide |
Server/Init/Init_Server.sqf:491 |
_radio_hq1 (per-side announcer) |
_radio_hq_id |
Client setup, in order: _HQRadio = WFBE_Client_Logic getVariable "wfbe_radio_hq" (Client/Init/Init_Client.sqf:450); WFBE_V_HQTopicSide = WFBE_Client_Logic getVariable "wfbe_radio_hq_id" (:453); _HQRadio setIdentity WFBE_V_HQTopicSide (:455); setRank "COLONEL" (:456); setGroupId ["HQ"] (:457); the two kbAddTopic calls (:458-459); then sideHQ = _HQRadio (:460) — sideHQ is the variable every client kbTell callsite names as the speaker.
Server side, the announcer identity is a random pick from the faction's announcer pool: _radio_hq_id = (_announcers) select floor(random (count _announcers)) (Server/Init/Init_Server.sqf:485), then the same setIdentity/setRank "COLONEL"/setGroupId ["HQ"]/kbAddTopic sequence (:488-491), and _logik setVariable ["wfbe_radio_hq_id", _radio_hq_id, true] (:492) publishes it so the client reads the matching id at Init_Client.sqf:453.
The file is a class Sentences block (hq.bikb:27) of sentence classes. Each class has a text = subtitle string (literal or a $STR... stringtable key) and a speech[] = array of per-word sample tokens resolved against the faction RadioAnnouncers_Config. %1/%2/%3/%4 are positional argument slots filled by the kbTell call; each filled slot is declared in a class Arguments sub-block of type = "simple".
Three preprocessor macros generate the bulk of the one-word and keyed sentences:
| Macro (path:line) | Expands to | Subtitle source | speech[] shape |
|---|---|---|---|
SENTENCE(NAME) |
hq.bikb:1-7 |
text = $STR<NAME> (stringtable key STR + class name) |
{%1, NAME, %2} (announcer word sits between two arg slots) |
SENTENCE1(NAME) |
hq.bikb:9-15 |
text = $STR<NAME> |
{NAME, %1, %2} (announcer word first) |
SENTENCE_KEY(NAME,KEY) |
hq.bikb:18-24 |
text = $<KEY> (explicit stringtable key) |
{%1, NAME, %2} |
These are spelled out in full rather than macro-generated. The text column is the literal subtitle template as it appears in the file.
| Class (path:line) |
text subtitle |
speech[] words |
args |
|---|---|---|---|
Test (hq.bikb:30) |
Test |
{lopotev_present_in_hideout_1_R_1} |
none — leftover test class |
HQ (hq.bikb:34) |
$STR_DN_WARFARE_HQ_BASE_UNFOLDED |
{HQ} |
none |
CapturedNear (hq.bikb:36) |
%1 captured near %2 |
{%1, CapturedNear, %2} |
1, 2 |
LostAt (hq.bikb:46) |
%1 lost at %2 |
{%1, LostAt, %2} |
1, 2 |
OrderSent (hq.bikb:52) |
%1 %2, %3 |
{%1, %2, %3} |
1, 2, 3, 4 |
OrderSentAll (hq.bikb:63) |
%1, %2, %3 |
{%1, %2, %3} |
1, 2, 3 |
OrderDone (hq.bikb:73) |
%1, %2 %3 %4 |
{%1, %2, %3, %4} |
1, 2, 3 |
simple (hq.bikb:83) |
%1 |
{%1} |
1 |
ExtractionTeam (hq.bikb:91) |
This is HQ, %1 is on the way, out. |
{ThisIs, HQ, %1, Is, OnTheWay, Out} |
1 |
ExtractionTeamCancel (hq.bikb:99) |
This is HQ, Abort the op, %1 is in danger, out. |
{ThisIs, HQ, aborttheop, %1, Is, In, DangerE, Out} |
1 |
MMissionFailed (hq.bikb:107) |
This is HQ, Mission Failure, carry on with your prior tasks, over. |
{ThisIs, HQ, MissionFailure, CarryOnWithYourPriorTasksOver} |
none |
MMissionComplete (hq.bikb:113) |
This is HQ, %1 |
{ThisIs, HQ, %1} |
1 |
All resolve through the macros above. SENTENCE/SENTENCE1 keys derive from the class name ($STR<name>); SENTENCE_KEY names an explicit stringtable key. Grouped by use, in file order.
| Class (path:line) | Macro | Subtitle key |
|---|---|---|
10MinutesLeft (hq.bikb:122) |
SENTENCE | $STR10MinutesLeft |
20MinutesLeft (hq.bikb:123) |
SENTENCE | $STR20MinutesLeft |
5MinutesLeft (hq.bikb:124) |
SENTENCE | $STR5MinutesLeft |
Accomplished (hq.bikb:125) |
SENTENCE | $STRAccomplished |
BaseUnderAtack (hq.bikb:127) |
SENTENCE_KEY | $STRwfbaseunderattack |
Cancelled (hq.bikb:128) |
SENTENCE | $STRCancelled |
CanDoWereOnIt (hq.bikb:129) |
SENTENCE | $STRCanDoWereOnIt |
Captured (hq.bikb:130) |
SENTENCE | $STRCaptured |
HC_OrderReceived (hq.bikb:131) |
SENTENCE_KEY | $Order Received |
CiviliansUnderEnemyFireIn (hq.bikb:132) |
SENTENCE1 | $STRCiviliansUnderEnemyFireIn |
Constructed (hq.bikb:133) |
SENTENCE_KEY | $STRwfstructureconstructed |
Deployed (hq.bikb:134) |
SENTENCE | $STRDeployed |
Destroyed (hq.bikb:135) |
SENTENCE_KEY | $STRwfbasestructuredestroyed |
EnemyBaseLocated (hq.bikb:136) |
SENTENCE | $STREnemyBaseLocated |
EnemyForcesDetected (hq.bikb:137) |
SENTENCE | $STREnemyForcesDetected |
Failed (hq.bikb:138) |
SENTENCE | $STRFailed |
HostilesDetectedNear (hq.bikb:139) |
SENTENCE1 | $STRHostilesDetectedNear |
Insufficient (hq.bikb:140) |
SENTENCE1 | $STRInsufficient |
IsUnderAttack (hq.bikb:141) |
SENTENCE_KEY | $STRwftownunderattack |
Lost (hq.bikb:143) |
SENTENCE | $STRLost |
Mobilized (hq.bikb:145) |
SENTENCE | $STRMobilized |
NegativeWeCannotDivert (hq.bikb:146) |
SENTENCE | $STRNegativeWeCannotDivert |
NewIntelAvailable (hq.bikb:147) |
SENTENCE | $STRNewIntelAvailable |
NewMissionAvailable (hq.bikb:148) |
SENTENCE | $STRNewMissionAvailable |
NewSupportAvailable (hq.bikb:149) |
SENTENCE | $STRNewSupportAvailable |
UnderAttack (hq.bikb:151) |
SENTENCE_KEY | $STRisunderattack |
VotingForNewCommander (hq.bikb:152) |
SENTENCE_KEY | $STRwfvoteforcommanderinprogress |
The trailing block (hq.bikb:154-168) is the structure/resource noun vocabulary used as the %1 fill-word ([_value]) of Constructed/Destroyed/etc. — not standalone announcements:
| Class (path:line) | Macro | Subtitle key |
|---|---|---|
AntiAirRadar (hq.bikb:154) |
SENTENCE | $STRAntiAirRadar |
ArtilleryBattery (hq.bikb:155) |
SENTENCE | $STRArtilleryBattery |
ArtilleryRadar (hq.bikb:156) |
SENTENCE | $STRArtilleryRadar |
Barracks (hq.bikb:157) |
SENTENCE_KEY | $STRwfbarracks |
Funds (hq.bikb:158) |
SENTENCE | $STRFunds |
Headquarters (hq.bikb:159) |
SENTENCE | $STRHeadquarters |
HeavyVehicleSupply (hq.bikb:160) |
SENTENCE | $STRHeavyVehicleSupply |
Helipad (hq.bikb:161) |
SENTENCE | $STRHelipad |
LightVehicleSupply (hq.bikb:162) |
SENTENCE | $STRLightVehicleSupply |
Mission (hq.bikb:163) |
SENTENCE | $STRMission |
Resources (hq.bikb:164) |
SENTENCE | $STRResources |
ServicePoint (hq.bikb:165) |
SENTENCE | $STRServicePoint |
Strongpoint (hq.bikb:166) |
SENTENCE | $STRStrongpoint |
Supplies (hq.bikb:167) |
SENTENCE | $STRSupplies |
UAVTerminal (hq.bikb:168) |
SENTENCE | $STRUAVTerminal |
| Declaration (path:line) | Meaning |
|---|---|
class Arguments{} (hq.bikb:170) |
Empty top-level args block — conversation-system boilerplate |
class Special{} (hq.bikb:171) |
Empty Special topic class — boilerplate; not referenced by any kbTell callsite in Client/Server/Common |
startWithVocal[] = {hour} (hq.bikb:172) |
Article-elision hint (a/an) |
startWithConsonant[] = {europe, university} (hq.bikb:173) |
Article-elision hint |
fsmName = "WF_HQ" (hq.fsm:24), compiled from the BIS FSM editor (header WF_HQ, hq.fsm:1). It runs on the receiver when a sentence arrives, with _sentenceId/_from/_topic in scope. The graph is a near-verbatim copy of the campaign CooperGalkinaScene reaction template — its conditions key on sentence ids (Cooper_ComeOnWithMe, Interrupted) that no Warfare kbTell callsite ever sends, so in normal play the React state immediately falls through its true-priority link to END. It is effectively an inert/no-op reaction graph kept as a stub. initState = "React" (hq.fsm:102); finalStates[] = {"END", "___Nervous_anim", "Come_on__come"} (hq.fsm:103-108).
| State (path:line) | Role | Links (to / condition) |
|---|---|---|
React (hq.fsm:28) |
Entry. init debug-logs the sentence if BIS_DEBUG_DIALOG is set (hq.fsm:31); otherwise inert |
→ ___Nervous_anim if _sentenceId in ["Cooper_ComeOnWithMe"] (prio 1, :39-41); → Come_on__come if _sentenceId in ["Interrupted"] (prio 1, :49-51); → END on true (prio 0, :59-61) |
END (hq.fsm:69) |
Terminal no-op (init = "") |
none |
___Nervous_anim (hq.fsm:80) |
Galkina nervous-escape scene (spawns animation, rKBTELL Galkina_NoNoMore, hq.fsm:83) — dead campaign code, never reached in Warfare |
none |
Come_on__come (hq.fsm:91) |
Sends rKBTELL ... Cooper_ComeOnWithMe (hq.fsm:94) — dead campaign code, never reached |
none |
Because every React transition except the unconditional → END requires a campaign-only sentence id, the practical behaviour is: receive sentence → (optional debug log) → END. The HQ radio's user-visible output is entirely the .bikb subtitle + speech samples; the FSM adds nothing in Warfare.
Two distinct producers fire sentences from this topic: player-initiated order chatter (client GUI / task code, speaker = sideHQ, receiver = player) and the server SideMessage dispatcher (speaker/receiver = the per-side radio logic). Every call ends with the trailing true (the "force radio" / commit flag).
| Site (path:line) | Sentence class | Trigger |
|---|---|---|
Client/GUI/GUI_Menu_Command.sqf:296 |
OrderSent |
Move order to a specific team set (Team ..., MenuAction move branch, !_isAll) |
Client/GUI/GUI_Menu_Command.sqf:303 |
OrderSentAll |
Move order to all teams (_isAll) |
Client/GUI/GUI_Menu_Command.sqf:330 |
OrderSent |
Set-Task order (MenuAction 306) to a specific team set |
Client/GUI/GUI_Menu_Command.sqf:340 |
OrderSentAll |
Set-Task order (MenuAction 306) to all teams |
Client/PVFunctions/SetTask.sqf:34 |
OrderDone |
A SimpleTask completes (_succeed) — squad reports "HQ, We are ready for orders, over." |
Example argument shape (GUI_Menu_Command.sqf:296): player kbTell [sideHQ, WFBE_V_HQTopicSide, "OrderSent", ["1","",_sideTeam,[if (sideJoined == west) then {"blueTeam"} else {"redTeam"}]], ["2","","moving to position",["HC_MovingToPosition"]], ["3","","over.",["Over1"]], true] — each ["idx","",displayString,[speechToken]] tuple fills one positional %n with a subtitle fragment and its spoken word.
Server/Functions/Server_SideMessage.sqf is the bound SideMessage function (SideMessage = Compile preprocessFile "Server\Functions\Server_SideMessage.sqf", Server/Init/Init_Server.sqf:39). It resolves the per-side radio logic (wfbe_radio_hq speaker, wfbe_radio_hq_rec receiver, wfbe_radio_hq_id topic, :8-12), guards against a base-less faction (if (isNull _speaker) exitWith {}, :10), then switch (true) selects the kbTell form by message class:
| Site (path:line) | Sentence classes handled | Argument fill |
|---|---|---|
Server/Functions/Server_SideMessage.sqf:22 |
Lost, Captured, HostilesDetectedNear
|
one arg: town/object real name (_rlName) with _dub speech token |
:31 |
CapturedNear, LostAt
|
two args: capturing-side label + the town name/dub |
:57 |
Constructed, Destroyed, Deployed, Mobilized, IsUnderAttack
|
one arg: localized structure noun + its vocabulary token (Headquarters/Barracks/LightVehicleSupply/...) |
:60 |
VotingForNewCommander, NewIntelAvailable, MMissionFailed, NewMissionAvailable
|
no args (bare kbTell [_receiver,_topicSide,_message,true]) |
:63 |
MMissionComplete, ExtractionTeam, ExtractionTeamCancel
|
one arg: _parameters select 0 text with select 1 speech token |
The Constructed/Destroyed branch (:34-56) is where the structure-noun vocabulary block from the .bikb is consumed: it maps wfbe_structure_type (Headquarters/Barracks/Light/CommandCenter/Heavy/Aircraft/ServicePoint/AARadar) to a localized string + a _value token that becomes the %1 speech word. Note CommandCenter resolves its spoken token to UAVTerminal, switching to CommandPost for Arrowhead / west-CombinedOps (:43-45).
client GUI / task server game events
(move/task orders) (town capture, build, votes...)
| |
player kbTell [sideHQ, topic, "OrderSent"...] [side,"Lost",town] call SideMessage
| |
| Server_SideMessage.sqf switch
| picks sentence class + args
+------------------+------------------+
|
hq.bikb class <Name> { text=...; speech[]=... }
|
engine renders subtitle + plays speech[] words
|
receiver runs hq.fsm (WF_HQ) -> React -> END (no-op)
|
hq.sqf topic callback (empty) -> nothing
The .bikb is the shared vocabulary both producers draw from; the client GUI path and the server SideMessage path are independent triggers into it. The FSM and .sqf callback are stubs that add no behaviour in Warfare — the radio's entire observable output is the .bikb text/speech[] rendering. For the event→class decision table on the server side (which game event maps to Lost vs CapturedNear vs Constructed), see the SideMessage section of Server-Gameplay-Runtime-Atlas.
Because the entire HQ/command voice is the engine's radio-protocol sentence system (kbTell) and nothing else — the only three kbTell producers are Server/Functions/Server_SideMessage.sqf, Client/GUI/GUI_Menu_Command.sqf, and Client/PVFunctions/SetTask.sqf — a per-player on/off toggle is straightforward and collateral-free.
-
Engine mechanism: Arma 2 OA's
enableSentences falsedisables the radio-protocol sentence channel thatkbTellspeaks through (enableSentences truere-enables it). It is a local-effect command, so a player who calls it mutes the command voice only on their own machine, affecting no one else.enableRadio falseis the analogous toggle for formatted radio messages; the HQ voice is sentences, soenableSentencesis the precise lever. -
No existing toggle / no conflict: neither
enableSentencesnorenableRadiois called anywhere in the mission (grepover*.sqf→ 0 hits), so the channel is fully on by default and there is currently no player-facing off switch to collide with. -
Scope caveat:
enableSentences falsesuppresses the whole sentence (spoken samples and its subtitle) — it is a true mute, not a voice-only/keep-subtitles option. Keeping subtitles while muting audio has no engine toggle and would require gating delivery (andServer_SideMessagebroadcasts side-wide), so it is materially harder. -
Drop-in implementation pattern: mirror the existing Earplugs client QoL toggle —
WASP/actions/EarplugToggle.sqf(which already dampens radio to 12 % via0.25 fadeRadio 0.12atEarplugToggle.sqf:17, a combined ambient+radio earplug, not a dedicated voice mute) registered and respawn-re-applied throughWASP/actions/AddActions.sqf:33onward. A dedicated voice toggle would be a sibling WASP scroll-menu action that flips amissionNamespaceflag and callsenableSentences, with the preference persisted across sessions inprofileNamespaceand re-applied at client init so it survives JIP/respawn.
This is a design note, not shipped behaviour — no enableSentences toggle exists on master 0139a346.
- Server-Gameplay-Runtime-Atlas — the server-side SideMessage payload table: which game event maps to which sentence class, the sibling of this client-side spoken catalog.
- LocalizeMessage-Chat-Notification-Router-Reference — the text-chat notification router (a separate, non-radio channel for player-facing messages).
-
Mission-Audio-Catalog — the
CfgSounds/CfgMusicregistry andplaySoundcues, the other audio path distinct from kbTell speech samples. -
Commander-HQ-Lifecycle-Atlas — the HQ/commander lifecycle behind the announcer logic and the
wfbe_radio_hqper-side object. - Quad-AI-Commander — the AI commander that drives many of the server events feeding the SideMessage radio announcements.
- Earplugs-Audio-Toggle-Reference — the existing client audio QoL toggle whose action/registration pattern a per-player command-voice mute would mirror.
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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
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- Architecture overview
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- Mission start parameters index
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- 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
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- PVF send-helper contracts
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- 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