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Modded Maps Status And Content
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 Modded_Missions/ unless noted. Arma 2 OA 1.64.
Seven modded-terrain variants exist under Modded_Missions/. None are packaged in the current release archive (see Tools and build workflow) and none have a generated version.sqf in the tracked checkout. They range from near-playable to bare stubs. This page catalogs terrain parameters, required mod addons, mission.sqm status, and the specific boot-blocking files missing from each folder.
All seven modded terrains are registered in Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/. The TerrainType field controls which faction family the mission uses at runtime: FOREST maps inherit Chernarus-style faction defaults (IS_chernarus_map_dependent = true); DESERT maps inherit Takistan-style defaults. The startingDistanceInMeters value becomes the STARTING_DISTANCE preprocessor define in the generated version.sqf. isNavalTerrain = true emits #define IS_NAVAL_MAP, which sets IS_naval_map = true at initJIPCompatible.sqf:15–17 (Eden copy).
| Map (display name) | inGameMapName |
Slot count | TerrainType |
startingDistanceInMeters |
isNavalTerrain |
Source |
|---|---|---|---|---|---|---|
| Everon (Eden) | eden |
55 | FOREST |
7500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/EDEN.cs:5–10 |
| Napf | Napf |
55 | FOREST |
12500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/NAPF.cs:5–10 |
| Taviana (Tavi) | tavi |
55 | FOREST |
7500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/TAVI.cs:5–10 |
| Sahrani | smd_sahrani_a2 |
55 | FOREST |
10500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/SMD_SAHRANI_A2.cs:5–10 |
| Lingor | lingor |
55 | FOREST |
7500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/LINGOR.cs:5–10 |
| Dingor | dingor |
61 | DESERT |
7500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/DINGOR.cs:5–10 |
| Isla Duala | isladuala |
61 | DESERT |
5500 | true | Tools/LoadoutManager/Data/Terrains/Implementations/ModdedMaps/ISLADUALA.cs:5–10 |
Slot count (55 vs 61) follows the TerrainType: FOREST → [55-2hc], DESERT → [61-2hc]. See Tools/LoadoutManager/Data/Terrains/BaseTerrain.cs:162–163 for the switch.
Display names come from the [EnumMember(Value = "…")] annotations in Tools/LoadoutManager/Data/Terrains/TerrainName.cs: Everon for EDEN, Isla Duala for ISLADUALA, Taviana for TAVI, Sahrani for SMD_SAHRANI_A2.
The playable-area boundary radius (WFBE_BOUNDARIESXY, metres) is set at runtime in Common/Init/Init_Boundaries.sqf via a switch (toLower(worldName)) block. Values below are from the Chernarus source mission, which is the canonical copy; Eden's tracked copy reproduces identical values.
worldName |
_boundariesXY (m) |
Source |
|---|---|---|
eden |
12800 | Missions/[55-2hc]warfarev2_073v48co.chernarus/Common/Init/Init_Boundaries.sqf:6 |
napf |
20500 | Common/Init/Init_Boundaries.sqf:11 |
lingor |
10300 | Common/Init/Init_Boundaries.sqf:12 |
smd_sahrani_a2 |
20480 | Common/Init/Init_Boundaries.sqf:13 |
tavi |
25600 | Common/Init/Init_Boundaries.sqf:14 |
dingor |
10300 | Common/Init/Init_Boundaries.sqf:15 |
isladuala |
10240 | Common/Init/Init_Boundaries.sqf:7 |
When WFBE_C_GAMEPLAY_BOUNDARIES_ENABLED is 0, the boundary value is still stored in WFBE_BOUNDARIESXY but the out-of-bounds kick is not enforced (Init_Boundaries.sqf:19–38).
Only Eden and Taviana have a tracked mission.sqm. The others have no mission.sqm in the repo checkout and cannot boot without one.
| Folder | mission.sqm |
addOns[] key entries |
Version / briefing name | Source |
|---|---|---|---|---|
[55-2hc]warfarev2_073v48co.eden |
Present |
sap_everon, PRACS_Molatian_MiG21, cacharacters2, warfare2vehicles
|
[55] Warfare V48 Everon 1.01 |
[55-2hc]warfarev2_073v48co.eden/mission.sqm:4–14 |
[55-2hc]warfarev2_073v48co.tavi |
Present |
tavi, PRACS_Molatian_MiG21, cacharacters2, warfare2vehicles
|
[55] Warfare V48 Taviana 1.11 |
[55-2hc]warfarev2_073v48co.tavi/mission.sqm:4–14 |
[55-2hc]warfarev2_073v48co.Napf |
Missing | — | — | folder listing |
[55-2hc]warfarev2_073v48co.lingor |
Missing | — | — | folder listing |
[55-2hc]warfarev2_073v48co.smd_sahrani_a2 |
Missing | — | — | folder listing |
[61-2hc]warfarev2_073v48co.dingor |
Missing | — | — | folder listing |
[61-2hc]warfarev2_073v48co.isladuala |
Missing | — | — | folder listing |
Both Eden and Taviana require PRACS_Molatian_MiG21 in addition to their terrain pack. This addon unlocks the ibrPRACS_MiG21mol aircraft, which IS_mod_map_dependent gates in Common/Config/Core_Units/Units_CO_RU.sqf:216,239 (OPFOR aircraft list and airport unit list). The define is set by #define IS_MOD_MAP_DEPENDENT in the generated version.sqf and read at initJIPCompatible.sqf:116–118 (Eden copy).
LoadoutManager generation for modded terrains is currently commented out (Tools/LoadoutManager/SqfFileGenerators/SqfFileGenerator.cs:132–133). Modded_Missions/ is also excluded from the release archive (Tools/LoadoutManager/ZipManager.cs:10). Each folder's completeness tier is:
| Folder | Tier | Key missing files | Notes |
|---|---|---|---|
eden |
Boot-incomplete |
version.sqf, stringtable.xml, loadScreen.jpg, Sounds/description.ext; Common/Functions/Common_GetTotalCamps.sqf (compiled at Common/Init/Init_Common.sqf:59,136) |
description.ext present and includes version.sqf at line 39; mission.sqm present; initJIPCompatible.sqf present. Conflict markers in Client/Action/Action_RepairMHQ.sqf, Client/Module/Skill/Skill_Apply.sqf (lines 25–26, 98), Common/Config/Core_Structures/Structures_CO_RU.sqf. |
Napf |
Boot-incomplete |
version.sqf, mission.sqm, stringtable.xml, loadScreen.jpg, Sounds/description.ext; Music/description.ext (conflict marker at description.ext:43–46 shows it was removed in one branch); Common/Functions/Common_GetTotalCamps.sqf
|
description.ext present with conflict markers at lines 43–46. initJIPCompatible.sqf present. Conflict markers also in Client/Module/Skill/Skill_Init.sqf, Common/Config/Core_Structures/Structures_CO_US.sqf, Common/Config/Core_Units/Units_RU.sqf, Common/Module/IRS/IRS_OnIncomingMissile.sqf. |
lingor |
Hard boot blocker |
description.ext entirely absent (no manifest include chain); mission.sqm, initJIPCompatible.sqf, version.sqf, stringtable.xml, loadScreen.jpg, all Sounds/Music/Textures; Common/Functions/Common_GetTotalCamps.sqf
|
Conflict markers in Client/Client_UpdateRHUD.sqf, Client/Module/Nuke/nukeincoming.sqf, five Common/Config/Core_Root/Root_*.sqf files, Common/Init/Init_Unit.sqf. |
smd_sahrani_a2 |
Stub |
description.ext, mission.sqm, initJIPCompatible.sqf, version.sqf, and all server-init/generated/sound/texture files |
Only Client/, Common/, briefing.sqf present. |
tavi |
Stub |
description.ext, initJIPCompatible.sqf, version.sqf, and all server-init/generated/sound/texture files |
mission.sqm and Common/ content present; all other runtime essentials absent. |
dingor |
Overlay/stub |
mission.sqm, initJIPCompatible.sqf, version.sqf, Sounds/description.ext (referenced by description.ext) |
description.ext present. Only Client/, Server/, Textures/, WASP/ directories present. |
isladuala |
Stub | Everything — only Client/ directory exists |
No description.ext, no mission.sqm, no bootstrap. |
To bring any of these to a bootable state: (1) run LoadoutManager against the terrain after un-commenting the modded-write call at SqfFileGenerators/SqfFileGenerator.cs:132; (2) resolve all conflict markers; (3) supply or author a mission.sqm; (4) verify Common/Functions/Common_GetTotalCamps.sqf is present (it compiles at Init_Common.sqf:59–60 and :136–137). The FOREST stubs (Sahrani, Tavi, Lingor) source their files from Chernarus during generation; DESERT stubs (Dingor, Isla Duala) source from Takistan.
- Content-Structure-And-Maps — folder layout, generated-mission tiers, modded completeness context
- Tools-And-Build-Workflow — LoadoutManager propagation rules, ZipManager packaging, skip-list
- Chernarus-Map-Content-Reference — authoritative source map: towns, airports, boundaries, faction indices
- Takistan-Map-Content-Reference — vanilla generated Takistan reference
-
Faction-Unit-And-Vehicle-Roster-Catalog — unit and vehicle lists per faction, including
IS_mod_map_dependent-gated entries
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