-
Notifications
You must be signed in to change notification settings - Fork 0
Modules Atlas
Claude-owned, source-verified (2026-06-02). Behavioral map of the
Client/Module/*,Server/Module/*andCommon/Module/*subsystems — most are config-gated QoL/combat features (gate = aWFBE_C_MODULE_WFBE_<X>constant; see Variable and naming conventions). The high-stakes module (Nuke/ICBM) and the integration modules (AntiStack, supplyMission, MASH) have dedicated findings; this page documents the previously-undocumented ones. Paths relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/. Arma 2 OA 1.64.
-
Nuke / ICBM — Deep-review findings DR-27 (CRITICAL: forged
RequestSpecial→ server-applied map-wide kill).Client/Module/Nuke/. -
EASA (aircraft loadout) — DR-28 (client-authoritative).
Client/Module/EASA/. -
AntiStack (external DB) — DR-7..DR-10.
Server/Module/AntiStack/,Client/Module/AntiStack/. -
supplyMission — DR-39 (dead twin + pull-based JIP).
Server/Module/supplyMission/. -
MASH markers — DR-34 (dead both ends).
Client/Module/MASH/,Server/Module/MASH/. -
UAV — DR-27 round (the
_button == 007branch iscomment 'DISABLED',uav_interface.sqf:226/uav_interface_oa.sqf:100).Client/Module/UAV/. -
serverFPS — DR-19 (hosted busy-loop).
Server/Module/serverFPS/. -
AFKkick —
kickAFKPV is the one BattlEye-filtered channel (DR-30).Client/Module/AFK/,Server/Module/afkKick/.
Compiles WFBE_CO_MOD_IRS_CreateSmoke/DeploySmoke/HandleMissile/OnIncomingMissile (IRS_Init.sqf:5-8). Tunables (IRS_Init.sqf:10-14): WFBE_IRS_AREA_OPERATING=35, WFBE_IRS_AUTO_DETECT_RANGE=200, WFBE_IRS_FLARE_DELAY=60, WFBE_IRS_MISSILE_CHECK_RANGE=200. Flow: a built tank/car gets an incomingMissile EH (Client_BuildUnit.sqf:342,356) that spawns WFBE_CO_MOD_IRS_OnIncomingMissile → deploys IR smoke when a missile enters range. Gate: WFBE_C_MODULE_WFBE_IRSMOKE > 0 and the side owns WFBE_UP_IRSMOKE (upgrade level doubles smoke at level 2). Per-vehicle wfbe_irs_flares broadcast.
CM_Init.sqf:1-3 compiles CM_Countermeasures, CM_Flares, CM_Spoofing. Gate: WFBE_C_MODULE_WFBE_FLARES > 0 && WF_A2_Vanilla (Init_Client.sqf:590); on built aircraft, CM is removed unless enabled + the side owns WFBE_UP_FLARESCM (Client_BuildUnit.sqf:276-283). Vanilla-only by design.
Reaktiv_Init.sqf:5 compiles WFBE_CO_MOD_Reaktiv_OnDamageReceived (Reaktiv_OnHandleDamage.sqf). Applies a HandleDamage-based per-hit-selection damage model (the init's comment block enumerates hull/turret/track/engine selections for an Abrams under R_M136_AT). Modifies how AT hits map to vehicle hitpoints.
Engine.sqf toggles a stealth mode: saves current fuel into the vehicle's Fuel variable and setFuel 0 (engine cannot run), swapping the addAction to STEALTH OFF → Startengine.sqf which restores fuel. Added to built tanks/wheeled-APCs (Client_BuildUnit.sqf:336-337). Client addAction-driven, local.
Client polling loop that rights nearby flipped ground vehicles after they stay stuck briefly. Parameters (:9-13): _scanDelay=3, _tiltLimit=0.35, _stuckDelay=10, _cooldown=45, _maxSpeed=2. Per-vehicle linear checks (tilt/speed/grounded/dry/cooldown) before flipping. Local, bounded by scan delay.
Zeta_Init.sqf defines the lifter allow-list Zeta_Lifter (MH60S, MV22, C130J, Mi17 variants, UH60M, CH-47, Merlin, …), liftable Zeta_Types = ["Car","Motorcycle","Tank","Ship"], default hook offset [0,0,-10], and a special C-130 offset (Zeta_Special/Zeta_SpecialPosition). Zeta_Hook.sqf/Zeta_Unhook.sqf attach/detach cargo. Client-driven.
Init_Valhalla.sqf compiles VALHALLA_FNC_LowGear and installs KeyDown/KeyUp EHs on display 46 tracking the carForward action keys (Local_KeyPressedForward) to drive a "high climbing mode" (Local_HighClimbingModeOn). Plus an AI low-gear manager variant (Common_AI_LowGear.sqf, Func_Client_AI_LowGear_Manager.sqf). Client-local movement enhancement.
Skill_Init.sqf compiles WFBE_SK_FNC_Apply and defines class→group maps (WFBE_SK_V_Engineers, WFBE_SK_V_Soldiers, plus LR/Officer/Salvage/Sniper/SpecOps via Skill_*.sqf). Each group grants abilities: Engineer (repair/salvage/camps-restore), Soldier (double team size + camp restore), Officer (incl. Actions/Officer_Undeploy_MASH.sqf), etc. Applied per player based on unit classname.
Server-side system that assigns unassigned AI infantry into nearby empty/compatible vehicles heading toward their waypoint, to reduce on-foot AI. Config hook: missionNamespace setVariable ["NEURO_TAXI_CONDITION", "<code>"] decides boarding eligibility (e.g. excludes vehicles flagged WFBE_Taxi_Prohib). Helpers clear assignments when a unit is dead or >900 m away (NEURO_BE_ClearVehiclePositions), measure emptiness, and (per the body) paradrop AI at altitude. Server-authoritative AI behavior.
Pure utility library: CIPHER_CompareString (lexicographic compare via toArray) and CIPHER_Sort (selection sort), used by list-building UI code. No network or gameplay side effects — safe to call anywhere.
- Module gates are config constants (
WFBE_C_MODULE_WFBE_*) read at boot; toggling them is the supported on/off switch. - Combat modules attach their EHs at unit creation in
Client/Functions/Client_BuildUnit.sqf(IRS/CM/Engines/Reaktiv-class), so they are client-local on the buyer's machine — consistent with the factory locality model (DR-33). - The only module with an authority/forgery defect is Nuke/ICBM (DR-27); the rest are cosmetic/QoL or AI behavior with no client→server trust surface beyond the shared PVF dispatcher.
Conventions: Variable and naming conventions | Function index: Function and module index | Findings: Deep-review findings
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 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