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In Game Briefing And Diary Field Manual
Source-verified 2026-06-23 against master f8a76de3. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
This page documents the player-facing documentation surface inside the game — the text players actually read on the map screen and the mission-overview panel. It is distinct from the wiki's own player guides (those are written for readers off-server). Two artifacts make up this surface:
-
briefing.sqf— populates the Diary tab on the map screen (Esc → Map → Notes/Diary) with ten records. -
briefing.html— the mission-overview / load text shown in the role-select and mission lobby panel, referenced by the Rsc header.
Because both files are hand-written prose, the economy numbers baked into them are duplicated text that drifts from the live mechanics. See Hardcoded economy numbers — drift watch.
The Diary is built client-side during client init. Init_Client.sqf compiles and runs briefing.sqf once, late in the init sequence (after the commander-update FSM is spawned):
//--- Add the briefing (notes).
[] Call Compile preprocessFile "briefing.sqf";Client/Init/Init_Client.sqf:675-676. Because it runs player createDiaryRecord against the local player, the Diary is per-client and rebuilt on every JIP/respawn pass through client init. See Mission Entrypoints And Lifecycle for where Init_Client.sqf itself is invoked.
The mission-overview text is supplied by briefing.html, wired through the Rsc header rather than description.ext directly:
//--- Require briefing.html to show up.
onLoadMission = WF_MISSIONNAME;
onLoadMissionTime = false;Rsc/Header.hpp:8-10, which description.ext pulls in via #include "Rsc\Header.hpp" (description.ext:45). WF_MISSIONNAME is "[55] Warfare V48 Chernarus" (version.sqf.template:11). The mission load image is loadScreen = "loadScreen.jpg" (description.ext:63). Respawn options live alongside the header: respawn = 3; respawnDelay = WF_RESPAWNDELAY; (Rsc/Header.hpp:4-5), with WF_RESPAWNDELAY 2 (version.sqf.template:14).
See also Player UI Workflow Map and New Player Quickstart Guide for the off-server reader equivalents.
Every createDiaryRecord in briefing.sqf, in source order. The form is player createDiaryRecord["Diary", [<title>, <html-body>]]. There are ten records.
| # | Title | Summary | Source line |
|---|---|---|---|
| 1 | Gameplay Summary | Warfare = team MP + RTS; each side led by a commander; two resources — Supply (build/upgrade factories) and Cash (buy units/gear). | briefing.sqf:3 |
| 2 | Your Task | Three objectives: capture towns from resistance/enemy, destroy enemy base + HQ, defend your own. | briefing.sqf:5 |
| 3 | Getting Started | WF menu = mouse scroll wheel; must be in a base perimeter or near a factory; factory letter codes (B/LF/HF/AF/SP); build CC for remote buy/artillery/upgrades, AAR to track aircraft and unlock the CBR. | briefing.sqf:7 |
| 4 | Commander | Commander should be a player; lists commander powers (deploy/relocate HQ, build/sell from Construction Menu, research upgrades, buy WDDM compositions up to 3 per base, issue orders); save supply for CBR + Bank. | briefing.sqf:9 |
| 5 | Capturing Towns | Take strongpoint bunkers first, then dominate the 50 m depot; strongpoints are respawn points in range; capture grace period (5 min before enemy AI respawn, 3 min for lingering defenders). | briefing.sqf:11 |
| 6 | Building Bases (As Commander) | One Mobile HQ [MHQ] per side; deploy to build; can add B/LF/HF/AF/CC/AAR/SP; HQ packs/redeploys; multiple bases; defense budget capped per category (scales with barracks level); statics/mines blocked if 3+ enemy ground units in base range. | briefing.sqf:13 |
| 7 | Experimental Changes | The big "Experital" feature dump — economy start values, Bank, CBR, airfields, capture-to-unlock premium units, patrols/convoys, factory queue, medic truck, classes. Carries most of the hardcoded numbers (see §4). | briefing.sqf:15 |
| 8 | Experimental: AI & Factions | AI Commander takeover after 5 min with no human commander; GUER as a living third faction that escalates below 20 towns; clean captures (no captured statics from GUER); wildcard events; FPS performance telemetry (diagnostic only). | briefing.sqf:17 |
| 9 | Mods | Suggests downloading/enabling the mods listed on Discord. | briefing.sqf:18 |
| 10 | Our Discord | Discord invites (discord.me/warfare, backup discord.gg/knXvYMX), Patreon ask, FPS optimisation guide pointer. | briefing.sqf:20 |
The Diary bodies are Arma structured-text HTML strings. The recurring conventions:
-
Highlight color
<t color='#F5D363'>…</t>— the gold/amber accent used to flag key terms (resource names, costs, feature names). Example:There are two kinds of resources: <t color='#F5D363'>Supply</t> is used by the commander…(briefing.sqf:3). -
Sub-heading size bump
<t size='1.2' color='#F5D363'>…</t>— used as inline section headers inside the long records 7 and 8. Example:<t size='1.2' color='#F5D363'>Economy</t>(briefing.sqf:15). -
Line breaks
<br/>and<br/><br/>— paragraph separation; every record body opens with a leading<br/>to pad below the title (briefing.sqf:3-20).
The same #F5D363 gold is reused in briefing.html as a CSS span color (<span style="color:#F5D363">Experital</span>, briefing.html:4), keeping the two surfaces visually consistent.
Records 7 (briefing.sqf:15) and 8 (briefing.sqf:17) hardcode live economy values as prose. These are duplicated text, not reads of the real constants, so they can — and already do — drift. Treat this whole section as a drift surface: verify against the authoritative pages before trusting any number here.
| Value (as written in briefing) | briefing.sqf cite | Where the real mechanic/constant lives |
|---|---|---|
| Start: $11,600 cash, 7,400 supply (both sides) | briefing.sqf:15 |
Economy Authority First Cut, Economy Towns And Supply |
| Bank build cost 9,500 supply, at least 800 m from HQ/base area | briefing.sqf:15 |
Bank Reserve And Artillery Radar Structures |
| Bank payout $6,000 total / 5 min split among living members | briefing.sqf:15 |
Bank Reserve And Artillery Radar Structures |
| Bank destroy bounty +10,000 side supply, $25,000 to killer | briefing.sqf:15 |
Bank Reserve And Artillery Radar Structures |
| CBR build cost 2,400 supply, mark for 75 s, requires AAR alive | briefing.sqf:15 |
Counter Battery Radar System |
| CBR Radar upgrade radii 750 → 1,500 → 2,000 m; airfield grants permanent 2,000 m CBR | briefing.sqf:15 |
Counter Battery Radar System |
| Airfields max 40 SV; resets to 10 on capture | briefing.sqf:15 |
Economy Towns And Supply |
| Krasnostav unlock: T-72, Heavy Factory level 4, $7,000 | briefing.sqf:15 |
unit price tables / Player UI Workflow Map |
| NW Airfield unlock: RM-70, Light Factory level 4, $6,800 | briefing.sqf:15 |
unit price tables / Player UI Workflow Map |
| Patrols upgrade supply cost 300 / 1,600 / 2,400 / 3,200 (4 levels), max 3 active, Convoy pays $750 split per town stop | briefing.sqf:15 |
Economy Towns And Supply |
| Factory queue caps (floors): Barracks 10, Light Factory 5, Heavy/Aircraft 3; cancel refund capped at 50% with discount | briefing.sqf:15 |
Factory Queue Counter Token Cleanup |
| Medic truck activates ≥500 m from any non-friendly town | briefing.sqf:15 |
Player UI Workflow Map |
| AI Commander takeover after 5 min with no human commander | briefing.sqf:17 |
Commander HQ Lifecycle Atlas |
| GUER escalates to BRDM-2 + 2nd patrol once below 20 towns | briefing.sqf:17 |
GUER Insurgent Player Economy |
| Capture grace: 5 min AI-respawn delay, 3 min lingering-defender clear | briefing.sqf:11 |
Respawn And Death Lifecycle Atlas |
July 2026 reconciliation: PR #126 updates briefing.html to match the source-truth Bank values: $6,000 pool per 5 minutes, +10,000 side supply, and $25,000 to the killer. Keep treating this section as a drift surface when future economy values change.
This page intentionally does not re-verify every downstream constant; the cross-links above are the authoritative sources. The point is to mark that these numbers are mirrored prose and to give the maintainer the single-edit checklist when a mechanic value changes (update the constant and both briefing texts).
briefing.html is the mission-overview / lobby text, surfaced through onLoadMission = WF_MISSIONNAME in the Rsc header (Rsc/Header.hpp:9). It is a small standalone HTML document (<html><head><title>…</title></head><body>…) titled "WASP Warfare Experital — Mission Briefing" (briefing.html:2-4).
Content is a condensed mirror of the Diary's experimental-changes block, organized under HTML headings:
-
Title + intro — "WASP Warfare Experital — Chernarus", capture/build/destroy summary (
briefing.html:4-6). -
Resources — Cash
$11,600, Supply7,400start values (briefing.html:8-10). -
Capturing Towns — strongpoints, 50 m depot, grace period 5 min / 3 min (
briefing.html:12-14). -
Experital — Headline Changes — Bank (
9,500supply, at least800 m,$6,000pool/5 min,+10,000side supply /$25,000killer destroy bounty,briefing.html:18-19), CBR (2,400supply, 75 s, radii 750/1,500/2,000 m,briefing.html:21-22), Airfields (briefing.html:24-25), Capture-to-Unlock units (T-72$7,000, RM-70$6,800,briefing.html:27-30), Patrols/Convoys (300/1,600/2,400/3,200, max 3,$750,briefing.html:32-35), Factory Queue (briefing.html:37-38), Medic truck (briefing.html:40-41), Classes (briefing.html:43-44). -
Other Changes — a bullet list not present in the Diary: EASA loadout
[AA]/[AG]/[MR]tags, proportional rearm cost (10% floor, artillery exempt), WDDM cap of 3 per base, defense budget caps, engineer-crewed armour/APCs, earplugs fading radio/voice (briefing.html:46-54). -
Discord — invites + pinned guide pointer (
briefing.html:56-58).
Because it duplicates the same economy figures, briefing.html is part of the same drift surface as section 4 and should be updated alongside briefing.sqf, the wiki, and release notes whenever a mechanic value changes.
-
Mission Entrypoints And Lifecycle — where
Init_Client.sqf(and thusbriefing.sqf) runs. - Player UI Workflow Map — the live WF-menu / buy-menu flow the Diary describes.
- New Player Quickstart Guide — off-server reader equivalent.
- Economy Authority First Cut / Bank Reserve And Artillery Radar Structures / Counter Battery Radar System — authoritative numbers behind §4.
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 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