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Missile And Ordnance Fired EH Reference
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.
This page documents fourteen compiled functions and one dead-code file (Common_HandleMissiles.sqf) that form the missile, ordnance, and air-combat enforcement layer: every handler in the HandleAT / HandleAAMissiles / HandleShootBombs family, the two utility strippers (RemoveAAMissiles, RemoveCountermeasures), the jet damage mechanic (JetAADamage), and the legacy dead-code file (HandleMissiles). All are compiled in Common/Init/Init_Common.sqf lines 6–68 and attached to vehicles in Client/Functions/Client_BuildUnit.sqf and Common/Init/Init_Unit.sqf.
All handler functions are compiled into bare global variables by Common/Init/Init_Common.sqf. The two utility functions use the WFBE_CO_FNC_ naming convention; the handlers use legacy bare names.
| Global variable | Source file | Init_Common.sqf line |
|---|---|---|
HandleAT |
Common/Functions/Common_HandleAT.sqf |
16 |
HandleATMissiles |
Common/Functions/Common_HandleATMissiles.sqf |
11 |
HandleAAMissiles |
Common/Functions/Common_HandleAAMissiles.sqf |
12 |
HandleAlarm |
Common/Functions/Common_HandleAlarm.sqf |
14 |
HandleRocketTraccer |
Common/Functions/Common_HandleRocketTracer.sqf |
6 |
HandleReload |
Common/Functions/Common_HandleReload.sqf |
8 |
HandleCommanderReload |
Common/Functions/Common_HandleCommanderReload.sqf |
7 |
HandleATReload |
Common/Functions/Common_HandleATReload.sqf |
9 |
HandleJetAADamage |
Common/Functions/Common_JetAADamage.sqf |
13 |
HandleIncomingMissile |
Common/Functions/Common_HandleIncomingMissile.sqf |
66 |
HandleShootBombs |
Common/Functions/Common_HandleShootBombs.sqf |
67 |
HandleShootMissiles |
Common/Functions/Common_HandleShootMissiles.sqf |
68 |
WFBE_CO_FNC_RemoveAAMissiles |
Common/Functions/Common_RemoveAAMissiles.sqf |
146 |
WFBE_CO_FNC_RemoveCountermeasures |
Common/Functions/Common_RemoveCountermeasures.sqf |
147 |
HandleATReloadVehicle is compiled out: Common/Init/Init_Common.sqf line 10 has the compile call commented (//HandleATReloadVehicle = ...). Common_HandleMissiles.sqf exists on disk but is never compiled or referenced; it is dead code (see Known Bugs section).
Defined in Common/Init/Init_CommonConstants.sqf (via with missionNamespace) or Rsc/Parameters.hpp. All are lobby-configurable parameters.
| Constant | Code fallback (nil-guard) | Lobby default | Parameter values | Purpose |
|---|---|---|---|---|
WFBE_C_GAMEPLAY_MISSILES_RANGE |
0 (Init_CommonConstants.sqf:238) |
3000 (Rsc/Parameters.hpp:307) |
0–10000 m (step 500) | Max incoming guided-missile range; 0 = disabled. Read by HandleAlarm and HandleIncomingMissile. The nil-guard fires only when no lobby parameter is set; in a normal hosted game the lobby value (default 3000) overrides it. |
WFBE_C_GAMEPLAY_BOMBS_DISTANCE_RESTRICTION |
— (no nil-guard; lobby value always present) |
2000 (Rsc/Parameters.hpp:301) |
0–10000 m (step 500) | Player-to-target distance above which a bomb drop is deleted. 0 = disabled. Read by HandleShootBombs. |
WFBE_C_JET_AA_SURVIVE |
1 (Init_CommonConstants.sqf:340) |
lobby parameter absent — nil-guard value is the runtime value | 0 / 1 | Enable the fuel-drain + two-hit mechanic for jets hit by SPAAG. Read by Client_BuildUnit.sqf:325 before attaching HandleJetAADamage. |
WFBE_C_GAMEPLAY_AIR_AA_MISSILES |
1 (Init_CommonConstants.sqf:233) |
2 (Rsc/Parameters.hpp:241) |
0 / 1 / 2 | 0 = remove AA missiles on spawn; 1 = require WFBE_UP_AIRAAM upgrade; 2 = always allowed. Governs RemoveAAMissiles call site. |
WFBE_C_MODULE_WFBE_FLARES |
1 (Init_CommonConstants.sqf:253) |
2 (Rsc/Parameters.hpp:380) |
0 / 1 / 2 | 0 = remove CM on spawn; 1 = require WFBE_UP_FLARESCM upgrade; 2 = always allowed. Governs RemoveCountermeasures call site. |
EH type: Fired — attached to infantry and all vehicles on the local client at session start.
Attachment point: Init_Client.sqf:18 ((vehicle player) addEventHandler ["Fired",{_this Spawn HandleAT}]), Init_Client.sqf:281 (duplicate — see Known Bugs), and Client_PreRespawnHandler.sqf:13 (re-attached on respawn).
_this params (Fired EH): [unit, weapon, muzzle, mode, ammo, magazine, projectile]
| Local var | Index | Description |
|---|---|---|
_ammo |
_this select 4 |
Ammo class string |
_unit |
_this select 0 |
Firing unit |
_rocket |
nearestObject [_unit,_ammo] |
Projectile object |
Affected ammo classes (Common/Functions/Common_HandleAT.sqf:4):
R_MEEWS_HEAT, R_MEEWS_HEDP, R_SMAW_HEDP, R_SMAW_HEAA
Behavior: Sets the rocket velocity vector to a fixed speed of 480 m/s while preserving its direction. (Common/Functions/Common_HandleAT.sqf:15–20). The normalization uses velocity _rocket distance [0,0,0] as the magnitude.
EH type: IncomingMissile — attached to Tank and Car class vehicles.
Attachment point: Client_BuildUnit.sqf:350 — only attached by Client_BuildUnit, not by Init_Unit.
_this params (IncomingMissile EH): [unit, ammo, source]
| Local var | Index | Description |
|---|---|---|
_u |
_this select 0 |
Vehicle being targeted |
_am |
_this select 1 |
Incoming ammo class |
Affected ammo classes (Common/Functions/Common_HandleATMissiles.sqf:12):
M_AT10_AT, M_AT11_AT
Behavior: Proportional-navigation guidance loop. On each frame iteration, the rocket's direction and speed are updated using exponential speed ramp toward _sltd. Exits immediately if no players are in the targeted vehicle's crew (i.e., no human player is riding in the vehicle that is about to be hit) ({isPlayer _x} count (crew _u) == 0). (Common/Functions/Common_HandleATMissiles.sqf:10)
Per-missile tuning (Common/Functions/Common_HandleATMissiles.sqf:16–19):
| Ammo | Max speed (_sltd, m/s) |
Accel coeff (_acc) |
|---|---|---|
M_AT10_AT |
860 | 0.6 |
M_AT11_AT |
900 | 0.5 |
Speed formula: _spd = _sltd - (_sltd - _sspd) * exp(-_acc * _t) where _t = _trvldis / _spd.
EH type: Fired — attached to fixed-wing aircraft and SPAAG vehicles.
Attachment points:
- Jets (
F35B,AV8B,AV8B2,A10,A10_US_EP1,Su25_TK_EP1,Su34,Su39,An2_TK_EP1,L159_ACR,L39_TK_EP1,Su25_Ins,ibrPRACS_MiG21mol):Client_BuildUnit.sqf:320 - SPAAG (
2S6M_Tunguska,M6_EP1):Client_BuildUnit.sqf:329
_this params (Fired EH): [unit, weapon, muzzle, mode, ammo, magazine, projectile]
| Local var | Index | Description |
|---|---|---|
_u |
_this select 0 |
Firing unit |
_am |
_this select 4 |
Ammo class |
_rkt |
nearestObject [_u,_am] |
Projectile object |
Affected ammo classes (Common/Functions/Common_HandleAAMissiles.sqf:14):
M_9M311_AA, M_Sidewinder_AA, M_R73_AA, M_Maverick_AT
Behavior: Full proportional-navigation guidance loop with lead-prediction. Target is cursorTarget for players, assignedTarget _u for AI. Exits if target is null, if aimedAtTarget returns 0, or if target is a Building. The loop writes setVelocity and setVectorDirAndUp each frame until !isNull _rkt. (Common/Functions/Common_HandleAAMissiles.sqf:33–80)
Per-missile tuning (Common/Functions/Common_HandleAAMissiles.sqf:26–30):
| Ammo | Max speed (_sltd, m/s) |
Accel (_acc) |
Angular gain (_agl) |
Init delay (_i, s) |
Prediction ratio (_prd) |
|---|---|---|---|---|---|
M_9M311_AA |
920 | 1.2 | 0.115 | 0.1 | 0.3 |
M_Sidewinder_AA |
850 | 1.0 | 0.0095 | 0.1 | 0.5 |
M_R73_AA |
865 | 0.9 | 0.0095 | 0.1 | 0.5 |
M_Maverick_AT |
865 | 0.9 | 0.0095 | 0.1 | 0.5 |
EH type: Fired — attached to Plane class units only.
Attachment point: Common/Init/Init_Unit.sqf:120 (runs on all clients via Init_Unit).
_this params (Fired EH): [unit, weapon, muzzle, mode, ammo, magazine, projectile]
| Local var | Index | Description |
|---|---|---|
_unit_who_shot |
_this select 0 |
Firing unit |
_ammo |
_this select 4 |
Ammo class |
_projectile |
_this select 6 |
Projectile object |
Affected ammo classes (Common/Functions/Common_HandleShootBombs.sqf:15):
Bo_FAB_250, Bo_Mk82
Behavior: Exits if name _unit_who_shot differs from name player (local-only name-equality guard — Common/Functions/Common_HandleShootBombs.sqf:17–19). Reads cursorTarget as the intended target. If player distance cursorTarget > WFBE_C_GAMEPLAY_BOMBS_DISTANCE_RESTRICTION, deletes the projectile and shows hint localize "STR_WF_MESSAGE_BombDistanceRestriction". (Common/Functions/Common_HandleShootBombs.sqf:25–30)
Dead code note: An altitude-based restriction block (WFBE_C_GAMEPLAY_BOMBS_ALTITUDE, lines 33–43) is commented out. WFBE_C_GAMEPLAY_BOMBS_ALTITUDE remains defined in Rsc/Parameters.hpp:291 and is never read at runtime.
EH type: Fired — attached to Tank, Car, and Air class units.
Attachment point: Common/Init/Init_Unit.sqf:211. A guard variable WFBE_MissileTerrainMaskingEH_Added prevents duplicate attachment (Init_Unit.sqf:209–212).
_this params (Fired EH): [unit, weapon, muzzle, mode, ammo, magazine, projectile]
Ammo detection: No hardcoded list. Reads CfgAmmo config for each fired round and checks (Common/Functions/Common_HandleShootMissiles.sqf:60–92):
-
simulationin["shotMissile","shotRocket"] - At least one of
canLock,irLock,laserLock,airLock,manualControl> 0
Behavior: Infantry (when vehicle player == player) exits immediately. Checks terrain intersection between the vehicle and cursorTarget using terrainIntersectASL with a 2.5 m vertical tolerance applied to both ends. If terrain blocks the line of sight, deletes the projectile and shows hint localize "STR_WF_MESSAGE_MissileTerrainMaskingRestriction" plus playSound "MissileLaunchBlocked". (Common/Functions/Common_HandleShootMissiles.sqf:123–139)
EH type: IncomingMissile — attached to air vehicles with incommingmissliedetectionsystem > 8.
Attachment point: Client_BuildUnit.sqf:277 — conditional on getNumber(configFile >> "CfgVehicles" >> typeOf _vehicle >> "incommingmissliedetectionsystem") > 8.
_this params (IncomingMissile EH): [unit, ammo, source]
| Local var | Index | Description |
|---|---|---|
_unit |
_this select 0 |
Vehicle |
_ammo |
_this select 1 |
Incoming ammo |
_source |
_this select 2 |
Launch source position |
Behavior: Reads WFBE_C_GAMEPLAY_MISSILES_RANGE. Plays playSound ["inbound",true] every 0.55 s in a loop while _source distance _missile < _limit. If the source is already beyond the range limit when the handler fires, the loop body never executes and no sound plays. A busy vehicle variable prevents concurrent alarm spawns. (Common/Functions/Common_HandleAlarm.sqf:5–13)
EH type: IncomingMissile — attached to all non-infantry vehicles when WFBE_C_GAMEPLAY_MISSILES_RANGE != 0.
Attachment point: Common/Init/Init_Unit.sqf:127 — gated by (missionNamespace getVariable "WFBE_C_GAMEPLAY_MISSILES_RANGE") != 0.
_this params (IncomingMissile EH): [unit, ammo, source]
Behavior: Checks getNumber(configFile >> "CfgAmmo" >> _ammo >> "irLock"). Bombs (Bo_FAB_250, Bo_Mk82) are treated as irLock = 1 via a workaround comment ("Dumb bomb workaround (rocket simulation)"). If irLock == 1 and the shooter-to-source distance exceeds WFBE_C_GAMEPLAY_MISSILES_RANGE, waits until _missile distance _source > _limit then deleteVehicle _missile. (Common/Functions/Common_HandleIncomingMissile.sqf:9–21)
Maverick dead code: Lines 24–29 of Common/Functions/Common_HandleIncomingMissile.sqf read the indirectHit config value for M_Maverick_AT and assign _indirectHit = 849 as a local variable. The value is never written back to the projectile or vehicle — there is no setHit, setAmmo, broadcast, or property mutation. The assignment has no runtime effect and is dead code, analogous to the commented-out HandleATReloadVehicle and the uncompiled Common_HandleMissiles.sqf.
EH type: Fired — attached to all vehicles, unconditionally.
Attachment points: Init_Client.sqf:18 (on session start for vehicle player), Client_BuildUnit.sqf:312 (for every built vehicle).
Affected ammo classes (Common/Functions/Common_HandleRocketTracer.sqf:4):
M_47_AT_EP1, M_AT13_AT, M_AT5_AT, M_AT2_AT, M_AT9_AT,
M_AT6_AT, M_TOW_AT, M_TOW2_AT, M_Vikhr_AT, M_AT10_AT, M_AT11_AT
Behavior: Creates two #particlesource emitters attached to the rocket — a smoke trail and an exhaust-flash effect — then after sleep 0.7 creates a third trailing smoke puff. All emitters are attached to _rocket as the parent. (Common/Functions/Common_HandleRocketTracer.sqf:16–32)
EH type: Fired — attached to IFV class vehicles.
Attachment point: Client_BuildUnit.sqf:340 — conditional on vehicle isKindOf one of ["LAV25_Base","M2A2_Base","BMP2_Base","BTR90_Base"].
_this params (Fired EH): [unit, weapon, muzzle, mode, ammo, ...]
| Local var | Source | Description |
|---|---|---|
_unit |
_this select 0 |
Firing unit |
_weapon |
currentMuzzle (gunner (vehicle _unit)) |
Current muzzle |
Affected weapons (Common/Functions/Common_HandleReload.sqf:7):
AT5LauncherSingle, M242BC, M242, 2A46MRocket
Reload times set (Common/Functions/Common_HandleReload.sqf:11–16):
| Weapon |
setWeaponReloadingTime value |
|---|---|
AT5LauncherSingle |
0.3 |
M242BC |
0.3 |
M242 |
0.3 |
2A46MRocket |
1 (default, unchanged) |
EH type: Fired — attached to Pandur2_ACR only.
Attachment point: Client_BuildUnit.sqf:337.
_this params (Fired EH): [unit, ...]
| Local var | Source | Description |
|---|---|---|
_unit |
_this select 0 |
Firing unit |
_weapon |
currentMuzzle (commander (vehicle _unit)) |
Commander muzzle — note: uses commander, not gunner
|
Affected weapons (Common/Functions/Common_HandleCommanderReload.sqf:6):
M242BC, M242
Reload time: 0.5 for both via setWeaponReloadingTime [commander (vehicle _unit), _weapon, 0.5]. (Common/Functions/Common_HandleCommanderReload.sqf:10–14)
EH type: Fired — attached to T90 and BMP3.
Attachment point: Client_BuildUnit.sqf:333.
_this params (Fired EH): [unit, weapon, muzzle, mode, ammo, ...]
Affected ammo classes (Common/Functions/Common_HandleATReload.sqf:9):
M_AT10_AT, M_AT11_AT
Behavior: Exits if no player is in the crew. Calls currentMagazine (vehicle _u), removes it, waits sleep 20, then re-adds it with addMagazine [_cmag, _ammocount]. This enforces a 20-second reload cycle for AT missiles on T90/BMP3. (Common/Functions/Common_HandleATReload.sqf:12–16)
EH type: HandleDamage — attached to all Plane class vehicles.
Attachment point: Client_BuildUnit.sqf:325 — gated by _vehicle isKindOf "Plane" && (missionNamespace getVariable ["WFBE_C_JET_AA_SURVIVE", 1]) > 0.
_this params (HandleDamage EH): [unit, selection, damage, source, ammo] — returns a damage scalar.
SPAAG detection (Common/Functions/Common_JetAADamage.sqf:28–34):
- Vehicle type of source or
vehicle sourcein["2S6M_Tunguska","M6_EP1"] - OR ammo in
["M_9M311_AA","M_Stinger_AA"]
Two-hit mechanic (Common/Functions/Common_JetAADamage.sqf:36–57):
| State | Effect |
|---|---|
| First separate engagement |
setFuel 0 (forced dead-stick). Damage capped at min((getDammage _unit) + 0.25, 0.9) — never lethal. |
| Second (or later) separate engagement |
_result = 1 — instant destruction. |
Debounce window: (time - _last) > 1.5 seconds defines a new engagement. The hit counter wfbe_jet_aa_hits and last-hit timestamp wfbe_jet_aa_lasthit are broadcast globally via setVariable [..., true] (Common/Functions/Common_JetAADamage.sqf:41,46). setFuel 0 is applied locally on the unit's machine only — in Arma 2 OA, setFuel is a local effect and is not broadcast automatically.
Repair via Client_SupportRepair.sqf restores fuel to 100% and resets wfbe_jet_aa_hits to 0, re-arming the mechanic.
Called as: (_vehicle) Call WFBE_CO_FNC_RemoveAAMissiles — not an EH; called once on vehicle spawn.
Call sites: Client_BuildUnit.sqf:291 (case 0, AA missiles disabled), Client_BuildUnit.sqf:294 (case 1, upgrade not yet purchased).
_this param: The vehicle object.
Behavior: Iterates weapons _unit. For each weapon, reads CfgWeapons >> _x >> magazines and checks each magazine's ammo via CfgMagazines >> _x >> ammo. If the ammo has airLock == 1 AND inheritsFrom(CfgAmmo >> _ammo) resolves to "MissileBase", the magazine and weapon are queued for removal. Removes all queued magazines then all queued weapons. (Common/Functions/Common_RemoveAAMissiles.sqf:18–33)
Called as: (_vehicle) Call WFBE_CO_FNC_RemoveCountermeasures — not an EH; called once on vehicle spawn.
Call sites: Client_BuildUnit.sqf:280 (case 0, flares disabled), Client_BuildUnit.sqf:283 (case 1, upgrade not yet purchased).
_this param: The vehicle object. Returns true.
Behavior: Checks CfgVehicles >> typeOf _unit >> weapons for "CMFlareLauncher". If present, removes all flare magazines in this hardcoded list from turret [-1] (Common/Functions/Common_RemoveCountermeasures.sqf:14–16):
60Rnd_CMFlareMagazine, 120Rnd_CMFlareMagazine, 240Rnd_CMFlareMagazine,
60Rnd_CMFlare_Chaff_Magazine, 120Rnd_CMFlare_Chaff_Magazine, 240Rnd_CMFlare_Chaff_Magazine
This table shows which EH type is attached, where, and under what condition for the full handler family.
| Handler | EH type | Attachment file | Condition |
|---|---|---|---|
HandleAT |
Fired |
Init_Client.sqf:18 |
Always, on vehicle player at session start |
HandleAT |
Fired |
Init_Client.sqf:281 |
Always — duplicate (see Known Bugs) |
HandleAT |
Fired |
Client_PreRespawnHandler.sqf:13 |
Always, re-attached on respawn |
HandleRocketTraccer |
Fired |
Init_Client.sqf:18 |
Always, on vehicle player at session start |
HandleRocketTraccer |
Fired |
Client_BuildUnit.sqf:312 |
Always, on every built vehicle |
HandleAAMissiles |
Fired |
Client_BuildUnit.sqf:320 |
typeOf _vehicle in [jet classnames] |
HandleAAMissiles |
Fired |
Client_BuildUnit.sqf:329 |
typeOf _vehicle in ['2S6M_Tunguska','M6_EP1'] |
HandleJetAADamage |
HandleDamage |
Client_BuildUnit.sqf:325 |
_vehicle isKindOf "Plane" && WFBE_C_JET_AA_SURVIVE > 0 |
HandleATReload |
Fired |
Client_BuildUnit.sqf:333 |
typeOf _vehicle in ['T90','BMP3'] |
HandleCommanderReload |
Fired |
Client_BuildUnit.sqf:337 |
typeOf _vehicle in ['Pandur2_ACR'] |
HandleReload |
Fired |
Client_BuildUnit.sqf:340 |
typeOf _vehicle isKindOf IFV base classes |
HandleATMissiles |
IncomingMissile |
Client_BuildUnit.sqf:350 |
typeOf _vehicle isKindOf "Tank" || isKindOf "Car" |
HandleAlarm |
IncomingMissile |
Client_BuildUnit.sqf:277 |
incommingmissliedetectionsystem > 8 |
HandleShootBombs |
Fired |
Common/Init/Init_Unit.sqf:120 |
_unit isKindOf "Plane" |
HandleIncomingMissile |
IncomingMissile |
Common/Init/Init_Unit.sqf:127 |
!_isMan && WFBE_C_GAMEPLAY_MISSILES_RANGE != 0 |
HandleShootMissiles |
Fired |
Common/Init/Init_Unit.sqf:211 |
Tank || Car || Air, guard variable prevents duplication |
The duplicate HandleAT Fired EH was present in earlier revisions. In current master, HandleAT is attached only once at Init_Client.sqf:59. The second attachment that was previously at ~line 281 was removed by the wiki-wins fix (see comment at Init_Client.sqf:404). No duplicate exists in master.
Common/Functions/Common_HandleMissiles.sqf exists on disk. It contains an older proportional-navigation loop for M_9M311_AA, M_Sidewinder_AA, and M_R73_AA with slightly different angular gain values (_agl = 0.015 for M_9M311_AA versus 0.115 in the live Common_HandleAAMissiles.sqf). The file is not compiled in Init_Common.sqf and is not attached anywhere. It is superseded by Common_HandleAAMissiles.sqf. Do not register this function.
Common/Functions/Common_HandleATReloadVehicle.sqf exists and handles M_TOW_AT reload cycling for TOW-equipped vehicles. The compile line at Init_Common.sqf:10 is commented out (//HandleATReloadVehicle = ...). The file is never called. TOW vehicles receive no reload manipulation.
Rsc/Parameters.hpp:291 defines WFBE_C_GAMEPLAY_BOMBS_ALTITUDE (default 2000 m). The only code that would read it is inside a commented-out block in Common_HandleShootBombs.sqf:33–43. The parameter appears in the lobby but has no runtime effect.
Client_BuildUnit.sqf:342 contains a comment: //--- V2: removed duplicate "fired"->HandleReload event handler (was identical to the IFV line above; double-registering spawned HandleReload twice per shot). This was fixed in a prior commit; the duplicate is gone from master.
-
IRS-IR-Smoke-Missile-Countermeasure — the IR Smoke countermeasure module that works alongside
HandleAlarmandHandleATMissiles -
Gear-Loadout-And-EASA-Atlas — EASA aircraft armament system; controls which missiles are available before
RemoveAAMissilesstrips them -
Artillery-Reference-Per-Faction — artillery ammo classes and fire-mission system; some ammo classes interact with
HandleIncomingMissile -
Variable-And-Naming-Conventions — naming rules for
WFBE_C_*constants andWFBE_CO_FNC_*function globals referenced throughout this page - Function-And-Module-Index — master index of all compiled functions including the handler family
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- 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