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Kill And Score Pipeline
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Every kill in WASP Warfare travels through a multi-stage chain: event handler attachment at spawn time, a local Common handler that fires on the killing machine, a server PVF that resolves kill credit, optional per-kill statistics, garbage-collection, a score formula call, bounty disbursement to the player via a client PVF, and faction-level counter updates. The diagram below shows the authoritative execution order.
[Unit/Vehicle spawned]
Common_CreateUnit.sqf:110 → addEventHandler ['Killed', ... WFBE_CO_FNC_OnUnitKilled]
Common_CreateVehicle.sqf:43 → addEventHandler ["killed", ... WFBE_CO_FNC_OnUnitKilled]
Common_CreateVehicle.sqf:44 → addEventHandler ["hit", ... WFBE_CO_FNC_OnUnitHit]
[Kill fires EH on local machine]
Common_OnUnitKilled.sqf:15
→ ["RequestOnUnitKilled", [killed, killer, killed_id]] Call WFBE_CO_FNC_SendToServer
(PV channel: WFBE_PVF_RequestOnUnitKilled)
[Server: Server/PVFunctions/RequestOnUnitKilled.sqf]
1. Delayed-vehicle attribution (last-hit fallback, line 16–27)
2. Guard: !alive _killer → exitWith (line 31)
3. Guard: _killer_side == civilian → exitWith (line 52)
4. Stats recording (guarded by WFBE_C_STATS_ENABLED, lines 54–72)
5. Garbage-collection: Spawn TrashObject (lines 74–79)
6. Statistics counter: UpdateStatistics Casualties / VehiclesLost (line 82)
7. Guard: isNil '_get' || !_killer_iswfteam → skip award (line 87)
8. Normal kill, player-led team:
a. [_killed_type, _get] call WFBE_SE_FNC_AwardScorePlayer → _points (line 95)
b. leader group score += _points via SRVFNCREQUESTCHANGESCORE (line 101–105)
c. If WFBE_C_UNITS_BOUNTY > 0: AwardBounty / AwardBountyPlayer to client (line 107–117)
9. Normal kill, AI-led team:
If WFBE_C_AI_TEAMS_ENABLED > 0: ChangeTeamFunds on the AI group (line 121–124)
10. Team-kill branch → LocalizeMessage 'Teamkill' (line 127–132)
11. AI infantry EH cleanup: removeEventHandler ["killed", 0] (line 136–138)
Vehicles and units carrying a hit EH update two object-local variables on every hit of significance (damage threshold ≥ 0.05, non-self damage, killer not null).
| Variable | Written | Purpose |
|---|---|---|
wfbe_lasthitby |
Common_OnUnitHit.sqf:16 |
Last non-self entity that dealt ≥ 0.05 damage |
wfbe_lasthittime |
Common_OnUnitHit.sqf:17 |
time at which that hit occurred |
Both are broadcast globally (true third arg to setVariable). The hit EH is added only when the vehicle/unit is spawned with _bounty = true (Common_CreateVehicle.sqf:44).
Threshold constant: WFBE_C_UNITS_LAST_HIT_REWARD_WINDOW = 60 (seconds, default; set in Init_CommonConstants.sqf:367). Configurable via mission parameter; the guard on line 19 of RequestOnUnitKilled.sqf reads it with a getVariable [name, default] fallback of 60.
| Line | Action |
|---|---|
| 8 |
Private ["_killed","_killer","_killed_id"] declaration |
| 10–12 | Extract _killed, _killer, _killed_id from _this
|
| 15 | Forward to server via ["RequestOnUnitKilled", [_killed, _killer, _killed_id]] Call WFBE_CO_FNC_SendToServer
|
This function is compiled at mission start as WFBE_CO_FNC_OnUnitKilled (Init_Common.sqf:144). When it fires, it routes to the server via WFBE_CO_FNC_SendToServer which publishes on the WFBE_PVF_RequestOnUnitKilled channel. That channel's server handler (SRVFNCREQUESTCHANGESCORE) is compiled via the forEach loop in Init_PublicVariables.sqf (lines 51–54). The _killed_id is the numeric side ID baked into the EH closure at spawn time (e.g., [_this select 0, _this select 1, 1] Spawn WFBE_CO_FNC_OnUnitKilled).
When a vehicle burns out or crashes after a valid player hit (i.e., the engine killer is the vehicle itself, null, or dead), the server falls back to the wfbe_lasthitby trail:
if (!(_killed isKindOf "Man") && (_killer == _killed || isNull _killer || !alive _killer)) then {
_last_hit = _killed getVariable ["wfbe_lasthitby", objNull];
_last_hit_time = _killed getVariable ["wfbe_lasthittime", -1];
_last_hit_window = missionNamespace getVariable ["WFBE_C_UNITS_LAST_HIT_REWARD_WINDOW", 60];
if !(isNull _last_hit) then {
if (alive _last_hit && side _last_hit != _killed_side
&& _last_hit_time >= 0 && (time - _last_hit_time) <= _last_hit_window) then {
_killer = _last_hit;
};
};
};RequestOnUnitKilled.sqf:16–27. If attribution succeeds, _killer is replaced with the last valid hitter and processing continues normally. The event is logged at INFORMATION level with elapsed seconds.
The stats recording block fires immediately after the civilian guard and before the garbage-collector, score formula, and bounty award (RequestOnUnitKilled.sqf:54–72). It is guarded by the feature flag:
WFBE_C_STATS_ENABLED = true; // Init_CommonConstants.sqf:1113 (enabled by default in current master)When enabled, WFBE_SE_FNC_RecordStat increments one of five stat indices for the resolved killer's UID:
| Constant | Index | Condition |
|---|---|---|
WFBE_STAT_KILLS_INFANTRY |
0 | _killed_isman |
WFBE_STAT_KILLS_VEHICLE |
1 | not air, not static |
WFBE_STAT_KILLS_AIR |
2 | _killed isKindOf "Air" |
WFBE_STAT_KILLS_STATIC |
3 | _killed isKindOf "StaticWeapon" |
WFBE_STAT_PVP_KILLS |
7 |
_killed_isplayer (stacked on top of above) |
Init_CommonConstants.sqf:463–470, RequestOnUnitKilled.sqf:60–69.
After stats, the server schedules the dead unit for removal. RequestOnUnitKilled.sqf:74–79.
Separate from per-player stats, UpdateStatistics (Common_UpdateStatistics.sqf:1) increments global side counters on WF_Logic:
| Event | Counter |
|---|---|
_killed_isman |
WF_Logic var str(_killed_side) + "Casualties"
|
| vehicle or structure |
WF_Logic var str(_killed_side) + "VehiclesLost"
|
RequestOnUnitKilled.sqf:81–83. These counters are broadcast globally via the true flag inside Common_UpdateStatistics.sqf.
Before computing any score or bounty, the server checks two conditions:
if (!isNil '_get' && _killer_iswfteam) then {-
!isNil '_get'— the killed unit's class must be registered inmissionNamespace(i.e., it has a price/label/faction entry). Unregistered classes (editor-placed objects, mod units not in the unit table) are silently skipped. -
_killer_iswfteam— the killer must belong to one of the active WF sides. Kills by civilians, null killers, or already-dead entities have already been exited at earlier guards (lines 31 and 52); this catches any remaining non-WF killer.
If either condition fails, the entire award block (score, bounty, AI-team funds) is skipped. RequestOnUnitKilled.sqf:87.
WFBE_SE_FNC_AwardScorePlayer is compiled from Server/Functions/Server_AwardScorePlayer.sqf (Init_Server.sqf:83). It is called on the server at RequestOnUnitKilled.sqf:95, inside the !isNil '_get' && _killer_iswfteam guard (line 87).
[_killed_type, _get] call WFBE_SE_FNC_AwardScorePlayer
-
_killed_type—typeOf _killed(string class name) -
_get— the mission-namespace array for that class (missionNamespace getVariable _killed_type);_get select QUERYUNITPRICE(index 2) is the buy price
Class hierarchy check (isKindOf) |
Coefficient | Rounding | Source line |
|---|---|---|---|
Man |
0.7 | ceil |
Server_AwardScorePlayer.sqf:18 |
Car |
0.45 | round |
Server_AwardScorePlayer.sqf:19 |
Ship |
0.4 | round |
Server_AwardScorePlayer.sqf:20 |
Motorcycle |
0.7 | round |
Server_AwardScorePlayer.sqf:21 |
Tank |
0.4 | round |
Server_AwardScorePlayer.sqf:22 |
Helicopter |
0.4 | round |
Server_AwardScorePlayer.sqf:23 |
Plane |
0.35 | round |
Server_AwardScorePlayer.sqf:24 |
StaticWeapon |
0.5 | round |
Server_AwardScorePlayer.sqf:25 |
Building |
0.55 × WFBE_C_BUILDINGS_SCORE_COEF
|
round |
Server_AwardScorePlayer.sqf:26 |
| (default) | flat 2 | — | Server_AwardScorePlayer.sqf:27 |
General formula (non-Building):
points = round/ceil( price × coef × WFBE_C_UNITS_BOUNTY_COEF / 100 )
WFBE_C_UNITS_BOUNTY_COEF = 1 (hardcoded, not guarded by isNil; Init_CommonConstants.sqf:375). With the default WFBE_C_UNITS_BOUNTY_COEF = 1, score simplifies to price × coef / 100; non-default COEF values scale linearly.
Building formula:
points = round( price × 0.55 × WFBE_C_UNITS_BOUNTY_COEF / 100 × WFBE_C_BUILDINGS_SCORE_COEF )
WFBE_C_BUILDINGS_SCORE_COEF = 3 (hardcoded; Init_CommonConstants.sqf:376). Building class in this formula is isKindOf "Building" (capital B — Arma 2 class name).
Man rounding note: Man uses ceil, not round. All other killable classes use round. This means infantry kills always round up, producing a 1-point floor even for cheap units.
Default fallback: Any class that does not match any of the eight isKindOf checks returns a flat 2 points. This covers all unrecognized types.
Common/Functions/Common_AwardScorePlayer.sqf and Server/Functions/Server_AwardScorePlayer.sqf are byte-identical (same author comment, same logic, lines 1–30 match). Only Server_AwardScorePlayer.sqf is used at runtime (Init_Server.sqf:83 → WFBE_SE_FNC_AwardScorePlayer). Common_AwardScorePlayer.sqf is compiled nowhere in master and is dead code. This is a maintenance hazard: patches to the score formula applied only to the Common copy will have no effect.
Once _points is computed, the server applies it to the group leader's Arma score:
['SRVFNCREQUESTCHANGESCORE', [leader _killer_group, (score leader _killer_group) + _points]]
Spawn WFBE_SE_FNC_HandlePVF;RequestOnUnitKilled.sqf:101–102 (on dedicated server) or RequestOnUnitKilled.sqf:104 (on listen server: ["RequestChangeScore", [...]] Call WFBE_CO_FNC_SendToServer).
SRVFNCREQUESTCHANGESCORE is compiled by the PVF forEach loop in Init_PublicVariables.sqf (lines 51–54): each name in _serverCommandPV produces a SRVFNC<Name> variable via Call Compile Format[...]. The loop also registers WFBE_PVF_RequestOnUnitKilled (and every other server PVF) as a addPublicVariableEventHandler that spawns WFBE_SE_FNC_HandlePVF on receipt.
Server_HandlePVF.sqf:14–15 executes it: _code = missionNamespace getVariable _script; then _parameters Spawn _code (guarded by !(isNil "_code") && {typeName _code == "CODE"}). The SRVFNC<Name> variables are pre-compiled CODE objects stored in missionNamespace during init — Server_HandlePVF retrieves and spawns the pre-compiled code; it does not compile the script string at dispatch time.
Server/PVFunctions/RequestChangeScore.sqf then:
- Reads old score (
score _playerChanged) - Strips it (
addScore -_oldScore) - Applies new absolute value (
addScore _newScore) - Broadcasts to clients:
[nil, "ChangeScore", [_playerChanged, _newScore]] Call WFBE_CO_FNC_SendToClients
The client ChangeScore PVF (Client/PVFunctions/ChangeScore.sqf:1–8) mirrors the same addScore pattern locally.
Bounty payout is gated by WFBE_C_UNITS_BOUNTY > 0 (Init_CommonConstants.sqf:366, default 1).
Player-led team (isPlayer (leader _killer_group)):
If killed was a player AND killer is a player:
→ AwardBountyPlayer PVF to killer's UID [kills a player]
Always:
→ AwardBounty PVF to killer's UID, [_killed_type, false, _killer_award]
If killed was in a vehicle (vehicle _killed != _killed && alive _killed):
→ AwardBounty PVF to each alive player in vehicle crew, assist flag = true
AI-led team (leader group is AI):
If WFBE_C_AI_TEAMS_ENABLED > 0 (Init_CommonConstants.sqf:98, default 1) AND isServer:
→ ChangeTeamFunds on _killer_group: price × WFBE_C_UNITS_BOUNTY_COEF
RequestOnUnitKilled.sqf:89–126
Receives [_killed_type, _assist_bool, _killer_ai_or_null]. Fires only on the winning player's machine.
Guards (lines 3–4): isHeadLessClient → exit; isNull player → exit.
Bounty formula (display + fund award):
| Class | Coefficient | Notes |
|---|---|---|
Man |
price × 0.7 × WFBE_C_UNITS_BOUNTY_COEF |
No /100 — units are raw currency |
Car |
price × 0.45 × WFBE_C_UNITS_BOUNTY_COEF |
|
Ship |
price × 0.4 × WFBE_C_UNITS_BOUNTY_COEF |
|
Motorcycle |
price × 0.7 × WFBE_C_UNITS_BOUNTY_COEF |
|
Tank |
price × 0.4 × WFBE_C_UNITS_BOUNTY_COEF |
|
Helicopter |
price × 0.4 × WFBE_C_UNITS_BOUNTY_COEF |
|
Plane |
price × 0.35 × WFBE_C_UNITS_BOUNTY_COEF |
|
StaticWeapon |
price × 0.5 × WFBE_C_UNITS_BOUNTY_COEF |
|
WarfareBBaseStructure |
flat 2000 | AwardBounty.sqf:36 |
building (lowercase) |
price × 0.55 × WFBE_C_UNITS_BOUNTY_COEF |
AwardBounty.sqf:19–40. Note: no /100 divisor here — this is the currency payout formula, not the score-point formula.
Note: Unlike the score formula (
Server_AwardScorePlayer.sqfline 27),AwardBounty.sqfhas nodefaultbranch. An unrecognized class type returnsnilrather than a fallback value, which would causeChangePlayerFundsto receivenil. This is a latent bug.
Assist modifier: if _assist is true, bounty is multiplied by WFBE_C_UNITS_BOUNTY_ASSISTANCE_COEF = 0.5 (Init_CommonConstants.sqf:377). Chat notification fires with STR_WF_CHAT_Award_Bounty_Assist (AwardBounty.sqf:47).
Payment: (_bounty) Call ChangePlayerFunds → Client_ChangePlayerFunds.sqf:1 → [clientTeam, _bounty] Call ChangeTeamFunds.
Random sleep: sleep (random 3) before payment (AwardBounty.sqf:42) staggers the group-chat message to reduce chat flood on multi-kill events.
Dead AI skill improvement block (lines 53–74): completely commented out. No AI skill progression occurs in master.
Fires only for player-vs-player kills. Receives the killed unit object.
Formula (player-kill bounty):
_coef = 7 × (score _killed)
_coef = _coef ^ (-0.1)
_bounty = if (score _killed <= 0) then { 180 } else { 100 + 14 × (score _killed) × _coef }
_bounty = round _bounty
AwardBountyPlayer.sqf:9–18. This is a soft-capped reward curve: a player with zero score yields 180; as score rises the bonus grows but the ^(-0.1) factor slows growth and prevents unbounded bounty farming.
When the killer group's leader is an AI (!(isPlayer (leader _killer_group))), the player-bounty chain is skipped entirely. Instead:
_bounty = (_get select QUERYUNITPRICE) * WFBE_C_UNITS_BOUNTY_COEF
_bounty = _bounty - (_bounty % 1) // integer truncate
[_killer_group, _bounty] Call ChangeTeamFunds
RequestOnUnitKilled.sqf:121–124. The guard is WFBE_C_AI_TEAMS_ENABLED > 0 && isServer. There is no /100 here, matching the AwardBounty.sqf currency scale, not the score-point scale.
Kill-assist: alive _killed guard is always false (FIXED in master — && alive _killed removed at RequestOnUnitKilled.sqf:283)
alive _killed guard is always falseRequestOnUnitKilled.sqf:115:
if (vehicle _killed != _killed && alive _killed) then { //--- Kill assistBy the time OnUnitKilled fires, _killed is already dead. On a dedicated server alive _killed is false at this point — the killed check is logically inverted. The intent is to check whether _killed was in a vehicle (it was in a vehicle, not itself), but the alive _killed guard causes the assist branch to never fire. Crew members riding in a vehicle killed by an enemy never receive the assist bounty.
RequestOnUnitKilled.sqf:116:
forEach ((crew (vehicle _killed)) - [_killer, player])On a dedicated server player is objNull. Subtracting [objNull] from the crew list does not remove any valid player — it only incidentally removes objNull if present. The intent was to exclude the calling player, but on dedicated server this guard is a no-op, meaning _killer may receive a duplicate AwardBounty (both as the primary killer and as a crew member).
Both bugs are present in the same if-block, so in practice the alive _killed guard prevents the branch from ever reaching the player bug on dedicated servers.
| Constant | Default | Source |
|---|---|---|
WFBE_C_UNITS_BOUNTY |
1 (enabled) |
Init_CommonConstants.sqf:366 |
WFBE_C_UNITS_BOUNTY_COEF |
1 |
Init_CommonConstants.sqf:375 |
WFBE_C_BUILDINGS_SCORE_COEF |
3 |
Init_CommonConstants.sqf:376 |
WFBE_C_UNITS_BOUNTY_ASSISTANCE_COEF |
0.5 |
Init_CommonConstants.sqf:377 |
WFBE_C_UNITS_LAST_HIT_REWARD_WINDOW |
60 (seconds) |
Init_CommonConstants.sqf:367 |
WFBE_C_AI_TEAMS_ENABLED |
1 (enabled) |
Init_CommonConstants.sqf:98 |
WFBE_C_STATS_ENABLED |
false (off) |
Init_CommonConstants.sqf:461 |
QUERYUNITPRICE |
2 (array index) |
Init_CommonConstants.sqf:8 |
| File | Role |
|---|---|
Common/Functions/Common_OnUnitHit.sqf |
Writes wfbe_lasthitby / wfbe_lasthittime per hit |
Common/Functions/Common_OnUnitKilled.sqf |
EH handler; forwards to server via SendToServer
|
Common/Functions/Common_CreateUnit.sqf:110 |
Attaches Killed EH to infantry |
Common/Functions/Common_CreateVehicle.sqf:43–44 |
Attaches killed + hit EH to vehicles |
Common/Functions/Common_UpdateStatistics.sqf |
Increments side-level kill/loss counters on WF_Logic
|
Common/Init/Init_PublicVariables.sqf:51–54 |
forEach loop compiles all SRVFNC<Name> globals and registers server PVF EHs |
Common/Init/Init_CommonConstants.sqf:366–377 |
Declares all bounty/score constants |
Server/PVFunctions/RequestOnUnitKilled.sqf |
Main server handler; resolves credit, awards score/bounty |
Server/Functions/Server_AwardScorePlayer.sqf |
Per-class score formula; called by WFBE_SE_FNC_AwardScorePlayer
|
Common/Functions/Common_AwardScorePlayer.sqf |
Byte-identical duplicate of above; dead code (no callers) |
Server/PVFunctions/RequestChangeScore.sqf |
Applies score to leader; broadcasts ChangeScore to clients |
Client/PVFunctions/AwardBounty.sqf |
Currency bounty for unit/vehicle kills; handles assist flag |
Client/PVFunctions/AwardBountyPlayer.sqf |
Soft-curve bounty for player-vs-player kills |
Client/PVFunctions/ChangeScore.sqf |
Client-side score sync from server broadcast |
Client/Functions/Client_ChangePlayerFunds.sqf |
Delegates to ChangeTeamFunds on clientTeam
|
Server/Init/Init_Server.sqf:83 |
Compiles WFBE_SE_FNC_AwardScorePlayer
|
-
Economy-Towns-And-Supply — team funds (
wfbe_funds),ChangeTeamFunds, side supply; downstream consumers of bounty payments -
Networking-And-Public-Variables — how
SendToServer/SendToClientsand the PVF dispatch system work;WFBE_PVF_*channel registration -
Respawn-And-Death-Lifecycle-Atlas — what happens to the dead unit after kill credit is resolved;
TrashObjectand body cleanup -
Variable-And-Naming-Conventions —
WFBE_C_*constant naming rules;QUERYUNIT*index constants -
Player-Join-Disconnect-And-AntiStack-Lifecycle — AntiStack score consumers (
getTeamScore,compareTeamScores); how kill score feeds the balance system
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- 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