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Mission Entrypoints And Lifecycle
For the machine-role truth table, per-role boot timelines, and global flag ->
waitUntildependency graph, read Lifecycle wait-chain reference before reordering any init call.
The mission metadata and UI resource graph is assembled from:
version.sqfSounds/description.extMusic/description.extRsc/Header.hppRsc/Styles.hppRsc/Parameters.hppRsc/Ressources.hppRsc/Dialogs.hppRsc/Titles.hpp-
Rsc/Identities.hppwhen notVANILLA
It also sets loadScreen, disables spoken sentences, disables channels 3 and 6, and leaves disabledAI=0.
version.sqf is included here and again by initJIPCompatible.sqf, but it is not committed in the current repo checkout. Treat it as generated terrain metadata from LoadoutManager, not as an optional nicety: a fresh source mission needs version.sqf produced or supplied before it can preprocess cleanly.
Source verification: description.ext:39 includes version.sqf; :41-58 include sound, music and Rsc bundles; :64-67 set loadScreen, disableChannels[] and disabledAI. version.sqf is absent from the current Chernarus source mission checkout, so the generated-file warning is current.
Confirmed finding cross-link: Deep-review findings DR-43a tracks the missing version.sqf source/build gap.
This is the first major runtime script. It creates early logging, determines server/client/headless roles, runs version detection, initializes common constants and parameters, applies environment time, then dispatches common/server/client/headless init scripts.
Source anchors: role detection at initJIPCompatible.sqf:52-56, version wait at :49, parameter readiness at :212, server branch at :218-220, client branch at :224-233 and headless branch at :237-238.
This page only summarizes entrypoints. The canonical boot timeline, role truth table and flag dependency graph live in Lifecycle wait-chain.
Key flags to look up there before reordering init code:
| Flag | Why it matters |
|---|---|
VERSION_SET |
Unblocks version-dependent initialization. |
WFBE_Parameters_Ready |
Unblocks town mode and town object setup. |
commonInitComplete |
Unblocks server/client/town consumers of common functions and config. |
townInit / townInitServer
|
Separate common town setup from server-side town distribution/camp follow-up. |
serverInitComplete / serverInitFull
|
Distinguish early server readiness from full per-side setup. |
clientInitComplete |
Signals that client-local initialization finished. |
Common/Init/Init_Parameters.sqf:5-10 copies each description.ext Params class name into missionNamespace, so parameter names are live runtime globals. initJIPCompatible.sqf:142-162 can then override several of those values for air-war/debug modes before later init code consumes them. The most easily misread gates are WFBE_DAYNIGHT_ENABLED, WFBE_C_AI_DELEGATION, economy/supply mode constants, WFBE_C_BASE_START_TOWN, module toggles such as EASA/ICBM/IRS/CM, and map-icon blinking.
Headless mode is especially stateful: WFBE_C_AI_DELEGATION == 2 means HC mode in configuration, but initJIPCompatible.sqf:168-170 downgrades it to 0 when the detected OA build does not support HC. That downgrade happens during boot, so bug reports can show a different runtime value than the lobby parameter suggested.
WASP should not be described as a live parallel bootstrap branch. The old WASP block in initJIPCompatible.sqf is commented out; current WASP behavior is wired per feature from client/server init and from the specific WASP scripts documented in WASP overlay.
mission.sqm is part of the lifecycle, not just terrain metadata. Town logic objects run Common\Init\Init_Town.sqf from their init fields, and the WF_Logic object sets town-mode removal lists before running Common\Init\Init_TownMode.sqf.
Verified anchors:
| Source | Runtime role |
|---|---|
mission.sqm:128 and following town logic entries |
Town objects call Common\Init\Init_Town.sqf with name, dubbing name, start SV, max SV, range and group templates. Current source scan found 40 such explicit Init_Town.sqf calls. |
mission.sqm:3265 |
WF_Logic sets totalTowns = 43, disables simulation and seeds Towns_Removed* lists before ExecVM "Common\Init\Init_TownMode.sqf". |
Common/Init/Init_Town.sqf:18 |
Each town waits for townModeSet && WFBE_Parameters_Ready before applying town state. |
Common/Init/Init_Town.sqf:42 |
Town object setup then waits for commonInitComplete. |
Common/Init/Init_Town.sqf:92 |
Server-side town model/camp setup waits for serverInitComplete. |
Common/Init/Init_Town.sqf:134 |
AI/patrol follow-up waits for townInitServer. |
This means town lifecycle bugs can live in mission object init, town init scripts and server FSMs together. Regex-only scans of SQF files will miss the mission.sqm entry layer.
Common/Init/Init_Common.sqf compiles most shared helpers and config. The central idea is that config arrays and helper functions are available to both server and clients before side-specific runtime code starts using them. For the exact consumer waits, use Lifecycle wait-chain.
Major common responsibilities include:
- combat handlers: reload, AT, AA, artillery, alarm;
- economy helpers: team funds, side supply, income, commander team;
- structure and town helpers: factories, closest town/camp/depot, side structures;
- network helpers:
Common_SendToClient,Common_SendToClients,Common_SendToServer; - config loading: core models, gear, root definitions, defenses, groups;
- module initialization: ICBM, IR smoke, CIPHER, boundaries.
Server/Init/Init_Server.sqf is authoritative. It compiles server functions, creates resistance center, initializes side logic and team state, starts global town scripts, starts cleanup/restorer loops, starts anti-stack if enabled, publishes server FPS, runs performance audit on server, launches day/night authority, and starts victory/resource loops.
Notable server loops:
Server/FSM/server_town.sqfServer/FSM/server_town_ai.sqfServer/FSM/server_victory_threeway.sqfServer/FSM/updateresources.sqfServer/FSM/server_collector_garbage.sqfServer/FSM/emptyvehiclescollector.sqf- dropped item, crater, ruin and mine cleaners;
- building restorer;
-
Server/Module/serverFPS/monitorServerFPS.sqf.
Source anchors: serverInitComplete = true at Server/Init/Init_Server.sqf:117, serverInitFull = true at :507, town AI at :514, victory at :528 and resource loop at :531.
Client/Init/Init_Client.sqf initializes player-side behavior. It compiles client functions, registers damage/fired handlers, adds map/menu/action behaviors, starts day/night client sync when needed, applies skill/module actions, sends join/anti-stack handshakes, and starts client update loops.
Global gameplay hotkeys are wired here through findDisplay 46 KeyDown handlers. Gear filler hotkeys are separate in Client/Init/Init_Keybind.sqf.
Headless support is gated by the OA version check in initJIPCompatible.sqf. When supported and configured, Headless/Init/Init_HC.sqf loads client PVF handling and common init pieces needed for delegated AI.
Headless/Init/Init_HC.sqf currently uses a fixed delay and then sends ["RequestSpecial", ["connected-hc", player]] to the server. There is no explicit waitUntil {serverInitFull} barrier in that file, so HC timing bugs should be investigated against Lifecycle wait-chain and AI/headless together.
Source verification: Headless/Init/Init_HC.sqf:12 is sleep 20; :15 sends the connected-hc request. The server sets serverInitComplete = true early at Server/Init/Init_Server.sqf:117, waits for commonInitComplete && townInit at :127, and only later sets serverInitFull = true at :507. Treat the HC sleep as a timing proxy, not a real dependency barrier.
Confirmed finding cross-link: Deep-review findings DR-37 is the boot wait-chain review; use Lifecycle wait-chain before reordering init flags or replacing waits.
Anscombe's lifecycle readout was source-checked against the actual Missions/[55-2hc]warfarev2_073v48co.chernarus tree. The report's Migrations path spelling was a typo; the substantive claims were confirmed and split between this page and Lifecycle wait-chain:
- This page owns the entrypoint/include graph, role dispatch, mission-object town init layer and per-role init responsibilities.
- Lifecycle wait-chain owns the machine-role truth table, ordered boot timelines, global flag dependency graph, JIP waits and HC timing caveat.
- Keep future lifecycle additions in the page that owns the behavior. If the note is about "which file starts what", add it here. If it is about "what waits on what", add it to the wait-chain page.
Previous: Architecture overview | Next: Lifecycle wait-chain
Main map: Home | Fast path: Quickstart | Agent file: agent-context.json
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- 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
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- Wiki mirror reconciliation
- Navigation inventory
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- 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 Commissar Panel
- 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