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Miksuu Wiki Archive Project Script Architecture Of Chernarus Mission
Imported from
Miksuu/a2waspwarfare.wikiat commit45ef3da(45ef3da367d65e6487de488bbe3b16a8a8b21ba3) on2026-06-03. Original file:Project-Script-Architecture-of-Chernarus-mission.md. This page preserves upstream community/developer documentation as historical provenance. It is not the current canonical source of truth for implementation details.
Current routing: Community & Dev | Miksuu upstream wiki import
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Archive chain. This imported upstream page is historical provenance, not current implementation truth.
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Related: Community & Dev | Architecture overview | SQF code atlas | Source inventory
Welcome to the documentation page dedicated to the architecture of the script project of the Chernarus mission. This page aims to present the hierarchical structure of folders and files that make up the project. The project architecture has been designed to organize and facilitate the management of over 500 SQF files.
The hierarchical diagram below illustrates the organization of folders and files in the project.
The PDF document provided at the link below can be useful to navigate into the diagram :
Chernarus mission project architecture
Here is a brief description of the main folders in the project:
The "Client" folder contains various subfolders and files that are essential for the functioning of the client in the game that are supposed to be run by the computer of the player. Overall, the "Client" folder organizes the necessary components for the client's functionality, ranging from actions and user interface management to initialization and specialized modules. Here is an explanation of each subfolder and the associated files:
The main folder is called "Client." Inside this folder, we find several subfolders and files. Here is an explanation of each subfolder and the associated files:
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Subfolder "Action": This subfolder contains several files with the extension ".sqf" that are used to manage various actions in the game. For example, "Action_Build.sqf" is used to construct structures, "Action_EjectCargo.sqf" is used to eject vehicle cargo, and so on.
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Subfolder "FSM": This subfolder contains files with the extensions ".sqf" and ".fsm" that are used to update and manage the client's states in the game. For instance, "updateclient.sqf" is responsible for updating client information, while "updateactions.fsm" is used to update available actions.
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Subfolder "Functions": This subfolder contains multiple files with the extension ".sqf" that contain specific functions utilized by the client in the game. For instance, "Client_GetPlayerFunds.sqf" retrieves player funds, and "Client_SupportRepair.sqf" provides support repairs.
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Subfolder "GUI": This subfolder contains files with the extension ".sqf" that handle the client's user interface. For example, "GUI_Menu_BuyUnits.sqf" displays the unit purchase menu, and "GUI_RespawnMenu.sqf" shows the respawn menu.
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Subfolder "Images": This subfolder contains files with the extension ".paa" that consist of images used in the client's user interface or other graphical elements.
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Subfolder "Init": This subfolder contains files with the extension ".sqf" responsible for client initialization. For example, "Init_Client.sqf" handles general client initialization, and "Init_ProfileGear.sqf" initializes equipment profiles.
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Subfolder "Module": This subfolder contains various subfolders and files defining different modules used by the client in the game. For instance, the "CM" subfolder contains files related to countermeasures, and the "EASA" subfolder contains files related to EASA equipment.
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Subfolder "PVFunctions": This subfolder contains files with the extension ".sqf" that include specific functions used by the client for specific gameplay features. For example, "Func_Client_LowGear.sqf" manages low gear shifting.
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Subfolder "Sounds": This subfolder contains audio files used by the client. These files can include sound effects, ambient sounds, music, and other audio assets that enhance the immersive experience of the mod.
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Subfolder "UI": This subfolder contains files related to user interface (UI) customization and configuration. These files define the layout, behavior, and appearance of the mod's UI elements, allowing players to customize their interface preferences.
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Subfolder "Modules": This subfolder contains files that define specific gameplay modules or features offered by the mod. These modules can include additional game mechanics, missions, or other enhancements that players can utilize in their gameplay.
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Subfolder "PVFunctions": This subfolder contains files with the ".sqf" extension that contain specific functions used by the client for particular gameplay features. For example, "Func_Client_LowGear.sqf" is used to handle low gear shifting, "Func_Client_Radio.sqf" is used for radio functionality, etc.
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Subfolder "Sound": This subfolder contains files with the ".ogg" extension, which are audio files used by the client in the game. For example, "Explosion1.ogg" is used for explosion sound, "RadioStatic.ogg" is used for radio static noise, etc.
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File "Client_Dialog.hpp": This file is a definition file for the client's dialogues used in the game. It contains information about the layout, style, and content of dialogue boxes.
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File "Client.hpp": This is a main file that defines constants, variables, and main functions used by the client in the game.
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File "Client_Init.sqf": This file is executed during the initialization of the client in the game. It can contain instructions to load different files, initialize variables, etc.
Overall, the "Client" folder organizes the necessary components for the client's functionality, ranging from actions and user interface management to initialization and specialized modules.
Overall, the "common" folder organizes configuration files and functions related to different aspects of the system. The subfolders categorize the configuration files based on their purpose, such as core settings, artillery, models, units, upgrades, defenses, gear, groups, and loadouts. This organization allows for easy access and management of specific configuration settings for different factions and components within the system.
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Folder: "Config" This folder contains configuration files related to various aspects of the system. It includes subfolders for different configurations.
- Subfolder: "Core" This subfolder contains core configuration files for different factions (e.g., CDF, GUE, INS, RU, USMC, etc.). Each faction has its own configuration file.
- Subfolder: "Core_Artillery" This subfolder contains artillery configuration files for different factions, specifying their artillery capabilities.
- Subfolder: "Core_Models" This subfolder contains model configuration files for different game models, such as "Arrowhead," "CombinedOps," etc.
- Subfolder: "Core_Root" This subfolder contains root configuration files for different factions, defining their root settings.
- Subfolder: "Core_Squads" This subfolder contains squad configuration files for different factions, defining their squad settings.
- Subfolder: "Core_Structures" This subfolder contains structure configuration files for different factions, specifying their structure settings.
- Subfolder: "Core_Units" This subfolder contains unit configuration files for different factions, defining their unit settings.
- Subfolder: "Core_Upgrades" This subfolder contains upgrade configuration files for different factions, specifying their upgrade options.
- Subfolder: "Defenses" This subfolder contains defense configuration files for different factions, defining their defense settings.
- Subfolder: "Gear" This subfolder contains gear configuration files for different factions, specifying their gear options.
- Subfolder: "Groups" This subfolder contains group configuration files for different factions, defining their group settings.
- Subfolder: "Loadout" This subfolder contains loadout configuration files for different factions, specifying their loadout options.
- Other configuration files: "Config_Backpack.sqf," "Config_Defenses_Towns.sqf," "Config_Groups.sqf," "Config_Magazines.sqf," "Config_SetTemplates.sqf," "Config_SortMagazines.sqf," "Config_SortWeapons.sqf," and "Config_Weapons.sqf." Additionally, there is a "readme.txt" file providing information or instructions related to the configuration files.
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Folder: "Functions"
This folder contains various functions that can be used by the system. Each function is defined in a separate file. The SQF files included in the "functions" folder are organized to group together different reusable functions that are common to the mission. These functions may cover various aspects such as vehicle manipulation, unit creation and placement, objective management, client-server communication, event handling, and more. By using these function files, mission creators can save time and effort by reusing predefined functionalities instead of having to recreate them from scratch. This enhances the efficiency of mission development and ensures consistency in the implementation of different functionalities. In summary, the "functions" folder in the context of an ArmA 2: Operation Arrowhead mission creation project contains SQF files that group reusable functions, aiming to facilitate mission development and provide common and practical features for an enhanced gameplay experience.
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Folder: "Init"
The "Init" folder contains SQF files that handle the initialization and configuration of various aspects of the mission. These files may include initializing airports, defining boundaries for the game area, common configuration, defining constant variables, and more. Generally, the "Init" folder is used to prepare and set up the foundational elements of the mission before its execution.
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Folder: "Module"
The "Module" folder contains several sub-folders and files that serve specific purposes in the mission:
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The "Arty" sub-folder appears to be dedicated to artillery functionalities, with files such as "ARTY_HandleILLUM.sqf" and "ARTY_HandleSADARM.sqf" handling illuminations and SADARM projectiles, respectively. The files "ARTY_mobileMissionFinish.sqf" and "ARTY_mobileMissionPrep.sqf" seem to be related to mobile artillery missions.
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The "CIPHER" sub-folder includes files like "CIPHER_Init.sqf" and "CIPHER_Sort.sqf" that handle encryption initialization and sorting.
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The "IRS" sub-folder contains files like "IRS_CreateSmoke.sqf" and "IRS_DeploySmoke.sqf" for smoke creation and deployment. The files "IRS_HandleMissile.sqf," "IRS_Init.sqf," and "IRS_OnIncomingMissile.sqf" are involved in managing incoming missiles and initializing the IRS system.
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The "Reaktiv" sub-folder consists of files "Reaktiv_Init.sqf" and "Reaktiv_OnHandleDamage.sqf" for initializing and managing reactions to damage.
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The "Headless" folder consists of two sub-folders:
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"Functions" sub-folder:
- "HC_IsHeadlessClient.sqf" file: This file contains functions or logic related to determining whether a client is a headless client. It likely provides functionality specific to headless client operations.
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"Init" sub-folder:
- "Init_HC.sqf" file: This file is responsible for the initialization of the headless client. It likely contains code or configurations required to set up the headless client.
In summary, the "Headless" folder plays an important role in managing the headless client functionality. It includes the necessary functions in the "Functions" sub-folder, such as "HC_IsHeadlessClient.sqf," and the initialization process in the "Init" sub-folder, specifically the "Init_HC.sqf" file.
The "Rsc" folder is crucial for handling the user interface and resources in the project. It contains files that define dialogs, project headers, character identities, parameters, external resources, styles, and titles, contributing to the overall functionality and visual presentation of the project.
The "Server" folder plays a critical role in managing server-related functionalities in the project. It includes sub-folders and files responsible for handling AI behavior, configurations, construction, cleanup, functions, initialization, modules, player-voted functions, and support operations. It consists of several sub-folders and files that contribute to the overall server operations. Here's an overview of each sub-folder and its purpose:
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"AI" sub-folder: It contains files related to AI behavior and orders. For example, "AI_MoveTo.sqf," "AI_Patrol.sqf," "AI_TownPatrol.sqf," "AI_WPAdd.sqf," and "AI_WPRemove.sqf" handle AI movement, patrols, and waypoint manipulation.
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"Config" sub-folder: The "Config_GUE.sqf" file likely includes specific configurations for the GUE (Guerrilla) side in the project. It may contain settings or variables relevant to the GUE faction.
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"Construction" sub-folder: This sub-folder manages construction-related operations. Files like "Construction_HQSite.sqf," "Construction_MediumSite.sqf," "Construction_SmallSite.sqf," and "Construction_StationaryDefense.sqf" handle the creation of different types of construction sites and stationary defenses.
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"FSM" sub-folder: The "FSM" sub-folder includes files that handle various server cleanup and restoration tasks. For example, "crater_cleaner.sqf," "droppeditems_cleaner.sqf," "mines_cleaner.sqf," and "ruins_cleaner.sqf" manage the cleanup of specific elements from the game world.
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"Functions" sub-folder: This sub-folder contains numerous functions used by the server. Files like "Server_AI_Com_Upgrade.sqf," "Server_AssignNewCommander.sqf," "Server_HandleBuildingDamage.sqf," "Server_HandleEmptyVehicle.sqf," and many others handle different aspects of server logic and operations.
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"Init" sub-folder: The "Init" sub-folder includes initialization files for various server components. "Init_Defenses.sqf," "Init_Server.sqf," and "Init_Towns.sqf" likely handle the initialization of defenses, server settings, and town-related functionalities, respectively.
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"Module" sub-folder: This sub-folder likely contains additional modules or plugins for server functionality. For example, the "NEURO" sub-folder may contain a specific module called "NEURO.sqf" for advanced server features.
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"PVFunctions" sub-folder: The "PVFunctions" sub-folder includes files responsible for handling various player-voted functions. These files, such as "RequestAutoWallConstructinChange.sqf," "RequestCommanderVote.sqf," "RequestDefense.sqf," "RequestJoin.sqf," and others, handle different player-requested actions and functionalities.
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"Support" sub-folder: This sub-folder manages support-related operations. Files like "Support_ParaAmmo.sqf," "Support_Paratroopers.sqf," "Support_ParaVehicles.sqf," and "Support_UAV.sqf" handle support actions such as supplying ammunition, deploying paratroopers, and controlling UAVs.
The "Sounds" folder contains audio files that contribute to the immersive experience of the game. These files include a sound effect for bipod activation, a configuration file for sound-related settings, and an audio cue indicating an incoming threat.
The "Textures" folder in the project contains various texture files used for visual elements in the game. These files include camouflage patterns, base textures for objects or terrain, solid colors, vehicle components, logos, and more. They are essential for enhancing the visual appeal and realism of the game by providing detailed textures for different in-game assets. The textures contribute to the overall immersive experience and help create a visually engaging environment for players.
The "WASP" folder in the project contains several files and subfolders that serve different purposes.
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In the "actions" subfolder, there are scripts such as "Action_RepairMHQDepot.sqf," "AddActions.sqf," "car_wheel_new.sqf," "GearYouUnit.sqf," and "OnKilled.sqf." These scripts are responsible for implementing various actions within the game, including repairing the MHQ Depot, adding actions to objects, handling car wheel functionality, managing gear for the player's unit, and handling events when an entity is killed.
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The "baserep" subfolder contains files like "data.sqf," "init.sqf," "repair.sqf," and "viem.sqf." These scripts are related to base repair functionality and deal with initializing data, initiating repairs, and viewing repair progress.
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The "common" subfolder consists of the "procInitComm.sqf" script, which is likely responsible for initializing common procedures or functions used throughout the game.
The "rpg_dropping" subfolder includes the "DropRPG.sqf" script, which likely handles the dropping of rocket-propelled grenades (RPGs) in the game.
The "unsort" subfolder contains the "StartVeh.sqf" script, which may be responsible for starting or initializing vehicles in the game.
Overall, the "WASP" folder contains a collection of scripts and subfolders that contribute to various aspects of gameplay, including actions, repairs, common procedures, RPG dropping, vehicle initialization, and client initialization.
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
