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rayswaynl edited this page Jun 21, 2026 · 153 revisions

A2 Wasp Warfare Developer Wiki

Developer documentation for rayswaynl/a2waspwarfare, an Arma 2: Operation Arrowhead 1.64 Warfare / CTI mission and server ecosystem.

This page is the front door. It should help you choose the right owner page quickly, not repeat the whole wiki.

Start Here

If you are... Open first Then
New human developer Quickstart Architecture overview, Mission entrypoints, SQF code atlas
New player / commander Commander's Handbook Upgrade costs, Unit/vehicle roster
AI assistant / LLM LLM agent entry pack llms.txt, agent-entrypoint.json, agent-context.json, AI assistant guide
Current work reviewer Progress dashboard agent-status.json, agent-collaboration.json, Agent worklog
Feature or bug triager Feature status register Dead/stale code register, Pending owner decisions
Gameplay implementer Gameplay systems atlas Construction/CoIn, Factory/purchase, Server runtime
Public-server hardening owner Hardening roadmap Server authority map, PVF dispatch playbook, Testing workflow
Upstream/community archaeologist Community & Dev Miksuu wiki import, Developer history, Upstream commit intel
Docs/platform maintainer Navigation inventory Wiki pruning ledger, Knowledge platform roadmap, Wiki mirror plan

Non-Negotiables

Rule Why it matters
Source gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus. This is the source mission.
Treat Missions_Vanilla as maintained generated/copy output. Propagate with Tools/LoadoutManager; do not hand-edit drift unless a release owner says so.
Treat Modded_Missions as divergent/stubbed unless tooling proves otherwise. Current generation/package paths do not actively maintain those folders.
Use Arma 2 OA 1.64 scripting references. Arma 3 assumptions are a common source of bad fixes.
Check Progress dashboard before claiming work. It prevents duplicate Codex/Claude/agent lanes.
Keep docs/wiki and the GitHub wiki mirror in sync. Humans use the wiki; agents use the repo mirror.

Main Routes

Need Canonical route
Startup, lifecycle, includes Architecture overview -> Mission entrypoints -> Mission config/version graph -> Lifecycle wait-chain -> Experimental feature-flag constants -> Per-unit client init pipeline -> Server-init deadspawn & airfield probe -> Mission tunable constants catalog
SQF ownership and compile flow SQF code atlas -> Function and module index -> Source inventory
Networking and authority Networking/PV -> Public variable channel index -> Server authority map -> Server HandleSpecial router -> LocalizeMessage chat router -> PVF send-helper contracts -> RequestTeamUpdate squad-discipline
Economy, towns, supply Economy/towns/supply -> Towns/camps/capture -> Side-patrol & convoy runtime -> Town-economy getters -> Supply mission architecture -> GUER insurgent economy -> Income-tick engine -> Town tuning constants -> Town-capture garrison & airfield rebuild
Commander, HQ, construction Commander/HQ lifecycle -> Construction/CoIn -> Counter-battery radar -> Bank/Reserve/Artillery Radar -> Site clearance -> Structure dressing -> Defense category & budget -> HQ radio kb catalog -> WASP base-repair -> Commander vote/reassignment
Factories, purchases, upgrades Factory/purchase -> Upgrades/research -> Gear/loadout/EASA -> Factory queue cancel -> Vehicle weapon balance init
AI, HC, performance AI/headless/performance -> Headless client scaling -> Performance opportunity sweep -> Performance audit writer -> AI commander tunable constants -> Commander-team driver -> Legacy AI order primitives -> Static-defense manning -> AI commander execution loop -> AICOM treasury accessors -> AICOM logging & telemetry -> Group lifecycle & reaping -> Batch AI spawner -> Server group GC -> HC delegation target selection -> Client FPS & state telemetry -> HC init & stat loop -> Town-garrison patrol/defense worker
UI, HUD, menus Client UI/HUD/menus -> Client UI systems atlas -> UI IDD collision repair -> Gear buy-menu functions -> End-of-game stats screen -> Client funds/income HUD -> Client input/hotkey handler -> CoIn client engine -> Map-control & minimap templates -> Unit-camera spectator
Map markers Cleanup/restoration -> Loop engine & registries -> Marker families catalog -> FSM updater map -> Function reference
Support, specials, airlift Support specials -> UAV terminal & spotter -> Vehicle countermeasure -> Artillery firing functions -> Service Point pricing -> Paradrop delivery -> ICBM nuke VFX -> GUER VBIED detonate -> Zeta cargo sling-load -> Modules atlas -> NEURO AI-taxi module
Player QoL / WASP UI actions WASP overlay -> Skin selector/class swap -> Earplugs audio toggle -> QoL trio player hints -> Player vehicle/travel actions -> AutoFlip vehicle recovery -> Engine stealth fuel toggle -> View distance auto-throttle -> WASP DropRPG launcher -> Player UI workflow
Tools, build, release Tools/build workflow -> Operator monitor/CPU affinity tools -> Source fix propagation queue -> Testing workflow
Integrations and ops External integrations -> Integration trust boundary audit -> Server runtime and operations -> Server broadcast & telemetry loops -> Day/night cycle & weather
Faction content & catalogs Unit/vehicle roster -> Gear loadout routes -> Gear store catalog (complete) -> Gear store prices -> Default gear templates -> Upgrade costs -> Defenses -> Artillery -> AI squad templates -> Town AI groups -> Aux/SF/civilian units -> Vehicle marking & texture -> Airfield-exclusive roster & hints
Map content Chernarus -> Takistan -> Ruleset model/object config -> Mission audio catalog
Player roles and class abilities Player skill abilities -> Respawn/death lifecycle -> Medic redeploy truck -> Deployable bipod / weapon resting -> Gear/loadout/EASA -> Player AI caps
Core SQF function reference Spawn primitives -> Kill/score pipeline -> Waypoint helpers -> Position/proximity helpers -> Side/team state -> CIPHER sort utilities -> Camp getters -> Gear parsing & cargo -> Client service-proximity getters -> Player-AI watchdog

| Player feature guides | Commander's Handbook -> Tactical support menu -> Supply missions -> Squad/group join | | Maps & modules | Playable maps -> Modded maps -> BattlEye filter -> Valhalla |

| Combat & vehicle function refs | Player vehicle/travel actions -> Missile/ordnance Fired-EH -> Engine stealth fuel toggle -> Vehicle equip/rearm -> Array utilities -> Composition spawner -> Namespace/profile utils | | Server internals | Upgrade queue loop -> Map boundaries & off-map |

Current Work

Surface Use it for
Progress dashboard Human-readable current lanes, July update queue and recent published batches.
agent-status.json Compact machine snapshot of active/watchlist/code-owner lanes.
agent-collaboration.json Current claim/ownership surface. Historical lanes live in the worklog and event stream.
agent-events.jsonl Append-only coordination events.
Agent worklog Dated narrative notes and historical batch detail.

Validation

powershell -ExecutionPolicy Bypass -File docs\validate-wiki.ps1

After meaningful docs or machine-file edits, also parse touched JSON/JSONL files, mirror touched wiki files, inspect diffs and keep gameplay source unchanged unless Steff explicitly asks for a code patch.

Navigation Notes

Continue Reading

Previous: Claude long-term goal | Next: Quickstart

Main map: Home | Fast path: Quickstart | Agent pack: LLM agent entry pack

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