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Naval HVT Objectives Atlas
Source-verified 2026-07-07 against claude/build84-cmdcon36 (c3cc5b1, Build 91 / release 1.2.2 candidate). Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The naval HVT feature adds a whole new objective family to Chernarus: three pre-placed offshore LHD "carrier" objectives off the east coast, each one a real capturable town logic that starts GUER-owned and defends itself with a GUER combat air patrol (a proximity-gated circuit of jets by default). Capturing a carrier is a multi-part payoff: it becomes a friendly deck-spawn for GUER respawns, it carries 2 capturable camp bunkers of its own, and whichever carrier is geometrically the middle one of the three (currently Khe Sanh Charlie) carries the SCUD saturation-strike launcher.
This page is the runtime map for the placement + capture + integration flow. It deliberately does not restate the SCUD strike numbers (warheads, ballistic flight, MIRV) — those live on SCUD Saturation Strike Mechanic. It also distinguishes the naval CAP (defined here) from the unrelated GUER Air Defense Loop, which is a separate town-defender loop in its own file.
The single most important caveat: one part of the post-capture integration in server_town.sqf is still dead code that reads a variable nobody sets (the wfbe_naval_marker recolour); the carrier hangar/aircraft-sell branch that used to be dead is now wired and live (Build 91). The live respawn integration is the deck-spawn in Client_OnRespawnHandler.sqf. The "Dead Vs Live Integration" table below is the load-bearing part of this page — read it before touching the carrier hangar block.
Everything is behind one constant. Set it to 0 for a byte-for-byte vanilla session.
| Constant | Value | Source | Meaning |
|---|---|---|---|
WFBE_C_NAVAL_HVT |
1 (default) |
Common/Init/Init_CommonConstants.sqf:1136 |
Master gate. 0 = no objects, no logic, no CAP, no SCUD. |
WFBE_C_SCUD_COST |
25000 |
Init_CommonConstants.sqf:1139 |
Funds cost for a SCUD launch (consumed by SCUD page). |
The gate is checked in four independent places, all with a default-on fallback of 1:
-
Server/Init/Init_Server.sqf:52compiles the SCUD strike handler only when on. -
Server/Init/Init_Server.sqf:852execVMsInit_NavalHVT.sqfonly when on. -
Server/Init/Init_NavalHVT.sqf:26-28self-guards and logs a skip line if off. -
Server/FSM/server_town.sqf:283guards the post-capture block (combined with the per-locationwfbe_is_naval_hvttag).
Despite the orchestrator header comment saying "2 naval logics" (Init_NavalHVT.sqf:103), the code spawns, tags, and registers three LHD HVTs. They are pre-placed game logics in mission.sqm, each calling Init_Town.sqf so they enter towns[] as ordinary town objects.
| Asset | Town name | Sea area | Payoff | mission.sqm |
|---|---|---|---|---|
| [A] | Khe Sanh Alpha |
NE sea | carrier deck-spawn | mission.sqm:55-56 |
| [B] | Khe Sanh Bravo |
SE sea | carrier deck-spawn | mission.sqm:77-78 |
| [C] | Khe Sanh Charlie |
Skalisty Island sea | carrier deck-spawn + SCUD pad | mission.sqm:99-100 |
Each mission.sqm init line is [this,"Khe Sanh X","+",10,50,400,["LargeTown1"]] execVM "Common\Init\Init_Town.sqf" plus this enableSimulation false — so every carrier is a LargeTown1-template town with starting SV 10, max SV 50, town value 400 (mission.sqm:56,78,100). The name variable that the orchestrator matches on is written by Init_Town.sqf:31 (_town setVariable ["name",_townName]).
No starting-mode in Server/Init/Init_Towns.sqf assigns the carriers, so they fall through to the per-town default: Init_Town.sqf:90 sets any logic with no sideID to WFBE_DEFENDER_ID. WFBE_DEFENDER = resistance (Common/Init/Init_Common.sqf:297), so WFBE_DEFENDER_ID resolves to the GUER/resistance side id, which is WFBE_C_GUER_ID = 2 (Init_CommonConstants.sqf:32). The CAP and SCUD-action loops also defensively fall back to WFBE_C_GUER_ID when reading the logic sideID (Init_NavalHVT.sqf:221,303).
Server/Init/Init_NavalHVT.sqf runs once, server-only, after town init. End-to-end:
| Stage | Source | Behavior |
|---|---|---|
| Server + gate guard | Init_NavalHVT.sqf:27-31 |
Exits on client (:27); exits if IS_naval_map == false (:28, e.g. Takistan); exits + logs if WFBE_C_NAVAL_HVT != 1 (:29-31). |
| Wait for town init | Init_NavalHVT.sqf:35-36 |
waitUntil townInit then waitUntil towns so the pre-placed logics exist in towns[]. |
| Locate the 3 logics | Init_NavalHVT.sqf:106-122 |
Scans towns[], matches getVariable "name" against the three Khe Sanh strings; warns + exits if any is missing. |
| Force sea level | Init_NavalHVT.sqf:125-127 |
setPosASL each logic to z=0 (sea surface) for accurate capture-radius detection. |
| Water sanity check | Init_NavalHVT.sqf:131-135 |
diag_log a NAVALHVT-WARN if any logic is not over surfaceIsWater — catches a bad land coordinate server-side. |
| Derive [x,y] anchors | Init_NavalHVT.sqf:139-142 |
2-element anchors from logic positions for the prop spawners. |
| Spawn LHD hulls | Init_NavalHVT.sqf:152,173,193 |
Builds each carrier via WFBE_NavalHVT_SpawnLHD, heading 90. |
| Deck-Z + tags | Init_NavalHVT.sqf:160-166,180-186,195-201 |
Computes top-of-hull Z, stores wfbe_naval_deckz and wfbe_is_naval_hvt=true (both broadcast) on each logic. |
| SCUD + camp deck props | Init_NavalHVT.sqf:277-393,861-1038 |
Resolves the geometrically-middle carrier, adds its SCUD pad ref + addAction-dispatch loop and an attachTo'd erect MAZ_543_SCUD_TK_EP1; separately builds 2 capturable camp bunkers + reseats the depot on the deck of all 3 carriers. |
| Register logics | Init_NavalHVT.sqf:212,282 |
Publishes WFBE_NAVAL_HVT_PLATFORMS ([Charlie]) and WFBE_NAVAL_HVT_LOGICS ([A,B,C]). |
| Start CAP loops | Init_NavalHVT.sqf:289-376 |
One proximity-gated GUER CAP thread per logic. |
The header comments are explicit about the A2-not-A3 placement discipline (Init_NavalHVT.sqf:11-16):
-
setPosASLis used for every sea object (SpawnPropatInit_NavalHVT.sqf:52, hull parts, pads, SCUD, camps).setPos/setPosATLwould snap to the seabed. - All
createVehiclecalls are GLOBAL/server-authoritative so AI and collision see them. - The hull is built from an 11-part offset list
WFBE_C_NAVAL_LHD_OFFSETS(Init_NavalHVT.sqf:81-93):Land_LHD_1..6,Land_LHD_house_1,Land_LHD_house_2,Land_LHD_house_2_CP,Land_LHD_elev_L,Land_LHD_elev_R. All offsets are[0,0,0](the model geometry holds the ~250m layout internally);house_2_CPandelev_Lwere previously dropped by an earlier commit and restored (Init_NavalHVT.sqf:76-80). - Each prop is
enableSimulation false+allowDamage false(SpawnProp:67-68), so the carrier hull is indestructible static scenery — only the underlying town logic'ssideIDis capturable. - The flight deck sits at an engine-verified
15.9m ASL, not a guessed16/22(Init_NavalHVT.sqf:220). Alpha's and Bravo'sHeliHCivilheli pads aresetPosASL'd explicitly to that height (Init_NavalHVT.sqf:212-213,241-242) — a prior bug placed them atz=0(sea level, inside the hull); this is fixed, not open.
A carrier is captured by the ordinary town-capture loop (server_town.sqf) — there is no special naval capture math; the LHD is a LargeTown1 town with a tiny SV (10/50), so it flips like any small town once a side dominates the capture radius. See Towns, camps and capture atlas for the generic capture/SV mechanics.
What is naval-specific is the post-capture block in server_town.sqf:281-316, gated on WFBE_C_NAVAL_HVT == 1 && _location getVariable "wfbe_is_naval_hvt" (:283). On capture of a tagged carrier it:
- Resolves the new owner side and broadcasts a
"naval-hvt-captured"HandleSpecial to clients (no inbound warning) and logs it (:289-290). - Attempts to recolour a
wfbe_naval_markermap marker (:293-296). - If the location is tagged
wfbe_is_carrier_hvt, deletes the old owner's hangar and respawns one for the new owner viaWFBE_C_HANGAR, writingwfbe_hangar+wfbe_airfield_sideon awfbe_airfield_logic_ref(:300-314).
Item 2 is still dead at this commit; item 3 is now live (Build 91) — see below.
This is the load-bearing accuracy point. The orchestrator tags each carrier logic with exactly wfbe_is_naval_hvt + wfbe_naval_deckz (Init_NavalHVT.sqf:164-165,184-185,199-200), and as of Build 91 also sets wfbe_is_carrier_hvt (Init_NavalHVT.sqf:603). It never sets wfbe_naval_marker — a whole-mission grep confirms zero setVariable writers for it.
server_town.sqf reads |
Set anywhere? | Effect |
|---|---|---|
wfbe_is_naval_hvt (:283) |
Yes, Init_NavalHVT.sqf:165,185,200
|
LIVE — the naval post-capture block does run on carrier capture. |
wfbe_naval_marker (:293) |
No setter anywhere | DEAD — defaults to "", the marker recolour at :294-296 never fires. |
wfbe_is_carrier_hvt (server_town.sqf:411) |
Yes, Init_NavalHVT.sqf:603
|
LIVE — the carrier hangar/aircraft-sell respawn branch (server_town.sqf:411-435) now runs on carrier capture. |
wfbe_airfield_logic_ref (:301) |
Yes, Init_NavalHVT.sqf:318 (self-reference) |
LIVE — set to the carrier logic itself; the hangar-respawn branch executes on carrier capture. |
Practical consequence: capturing a carrier flips its sideID, fires the announcement, and now also emits a MATCH|v1|MILESTONE|CARRIER_CAP| telemetry line (server_town.sqf:398-401). Because of the deck-spawn integration below it becomes a friendly respawn, and — no longer aspirational — the carrier hangar / aircraft-sell shop on the deck now respawns for the new owner as part of the B74.2 carrier air-shop wiring (Init_NavalHVT.sqf:585-608; server_town.sqf:411-435). It still does not recolour a dedicated naval marker: wfbe_naval_marker has no setter anywhere, so the marker-recolour branch (server_town.sqf:404-407) remains dead.
There are two airfield-respawn code paths that touch carriers; only one is live.
Client_OnRespawnHandler.sqf:58-59 (GUER) and :64-69 (WEST/EAST, B74.2) are the working integration. For a GUER respawn, if the chosen town has wfbe_is_naval_hvt, the player is placed on the deck (:58-59). For WEST/EAST, if the assigned respawn spawn point is a naval-HVT town that side holds, they are also deck-spawned (:64-69). For a resistance/GUER respawn it picks a friendly town _t (honoring the player's selected town when valid, else a random GUER-held/neutral town), then:
- if
_t getVariable "wfbe_is_naval_hvt"is true, itsetPosASLthe unit to the carrier's deck:[x, y, deckZ + 2]usingwfbe_naval_deckz(default16) (:50-51); - otherwise it uses the normal
GetRandomPositionground spawn (:53).
So once a carrier is GUER-held, respawning GUER players land on its deck rather than in the water. This is the real "carrier" payoff at this commit.
Client_GetClosestAirport.sqf:13 scans nearEntities [WFBE_Logic_Airfield, _range] and, for sideJoined == resistance, only accepts an airfield whose wfbe_airfield_side == resistance. This is the GUER airfield-ownership gate that the dead server_town.sqf block was meant to feed (it writes wfbe_airfield_side at :312). Because the carriers are not registered as WFBE_Logic_Airfield (the orchestrator never registers them; grep for airfield in Init_NavalHVT.sqf finds only a TODO comment at :22) and the carrier-hangar branch is dead, carriers never appear here. Treat the wfbe_airfield_side / wfbe_hangar carrier wiring as a designed-but-unwired path, not a live aircraft-sell shop.
The same wfbe_hangar / wfbe_airfield_side variables ARE live for ordinary land airfields via the Task-12 capture block at server_town.sqf:460-557 (:556 sets wfbe_airfield_side) — see Town capture, garrison and airfield rebuild. The naval block was copied from that pattern but its inputs were never populated.
The one client-side naval display that is live: updatetownmarkers.sqf:71-73 prefixes the carrier's town name onto its marker text for any wfbe_is_naval_hvt town, so the LHDs show up named on the map. (This is unrelated to the dead wfbe_naval_marker recolour.)
Each carrier gets its own proximity-gated GUER combat air patrol, defined inline in the orchestrator (Init_NavalHVT.sqf:615-859) — one spawned thread per logic. This is the patrol the prompt asks to verify against GUER Air Defense Loop: they are separate loops in separate files and do not share code. The GUER Air Defense Loop (Server/Server_GuerAirDef.sqf:1-2) keeps Ka-137s/Mi-24s over active GUER-held towns; the naval CAP keeps its own patrol over each carrier. Cross-link them as related GUER air, not as one loop.
By default this is a twin-L39_TK_EP1 circuit patrol, not the legacy Hind/An2 orbit; WFBE_C_NAVAL_CAP_L39 defaults to 1 and supersedes both WFBE_C_NAVAL_CAP_THREE_HINDS and the base Hind+An2 path when >0 (Init_NavalHVT.sqf:630, Common/Init/Init_CommonConstants.sqf:2182).
| Property | Value | Source |
|---|---|---|
| Loop cadence |
sleep 10 per cycle |
Init_NavalHVT.sqf:654 |
| Arming radius | any player within 1800 m of the asset |
Init_NavalHVT.sqf:662 |
| Arm condition | only while sideID == WFBE_C_GUER_ID (stops arming once captured) |
Init_NavalHVT.sqf:672 |
| nil-guard |
_jet1/_jet2/_jetPilot1/_jetPilot2 pre-set to objNull before the arming branch, fixing a live-RPT bug where orbit/despawn ticks read them undefined |
Init_NavalHVT.sqf:626 |
| Jets (default path) | 2x L39_TK_EP1, setVelocity 90 m/s at spawn (avoids the zero-velocity stall-dive), flyInHeight 550/600 |
Init_NavalHVT.sqf:685-702 |
| Pilot class |
WFBE_GUER_PILOT_CLASS (default GUE_Soldier) |
Init_NavalHVT.sqf:690-691 |
| EASA randomisation | if WFBE_C_NAVAL_EASA_RANDOM > 0 (default 1), both jets get a random EASA loadout stamped for client pickup |
Init_NavalHVT.sqf:710-719 |
| GC protection |
wfbe_naval_cap=true tagged on group + both jets |
Init_NavalHVT.sqf:722-724 |
| Circuit route | 3-point circuit over the 2 outer carriers + the middle carrier, altitude 550, built once at arm time | Init_NavalHVT.sqf:632-645 |
| Airfield leg | every 3rd lap, one leg to an inland airfield (alternating NEAF/NWAF), altitude 550 | Init_NavalHVT.sqf:646-651,798-802 |
| Route advance | jet1 pilot advances to the next leg when within 500m, or after a 120s timeout (anti-stall) | Init_NavalHVT.sqf:806-812 |
| Formation | jet2 pilot follows the same leg offset by +300/+300 m |
Init_NavalHVT.sqf:814 |
| Legacy fallback (flag=0) | 3x Mi24_P (WFBE_C_NAVAL_CAP_THREE_HINDS) or Mi24_P + An2_1_TK_CIV_EP1, fixed-radius orbit around the carrier |
Init_NavalHVT.sqf:727-828 |
| Despawn | inactivity timer hits >= 120s with no player in radius → delete crew + aircraft + group |
Init_NavalHVT.sqf:835-855 |
Because the arm gate checks GUER ownership (Init_NavalHVT.sqf:672), a captured carrier stops generating new CAP — but already-airborne CAP is not force-despawned on capture, only on the inactivity timeout.
The SCUD payoff is no longer hardcoded to Khe Sanh Charlie. Init_NavalHVT.sqf:166-199 computes which of the 3 carriers is geometrically the MIDDLE one (the pair with the largest separation is the "outer" pair; the remaining carrier is the middle) and stores it as WFBE_NAVAL_MIDDLE_LOGIC/WFBE_NAVAL_MIDDLE_ANCHOR. In the current mission.sqm layout this still resolves to Khe Sanh Charlie (Init_NavalHVT.sqf:280-283), but the mapping is derived, not fixed.
- A
HeliHCivilpad is created at the middle carrier's deck (_scudDeckZ, default15.9), taggedwfbe_is_scud_pad, and linked back to the logic aswfbe_scud_pad_ref(Init_NavalHVT.sqf:294-299). -
WFBE_NAVAL_HVT_PLATFORMSis published as[_scudLogic](Init_NavalHVT.sqf:300) — the SCUD validation inSupport_ScudStrike.sqf:36-39iterates exactly this list. - The addAction is gated server-side (owning-side team leader within 50m of the visual launcher, not the pad) and then dispatched to the client — the actual
addActioncall lives inClient/PVFunctions/HandleSpecial.sqf:91-117(case"scud-action-add"), not inInit_NavalHVT.sqf(Init_NavalHVT.sqf:302-336). - The visual
MAZ_543_SCUD_TK_EP1is spawned in deck-part model space (_scudDeckPart modelToWorld [8, -14, 0]), raised via thescudLaunchaction, thenattachTo'd to the deck hull part atdeckZ + WFBE_C_NAVAL_SCUD_CLEARANCE(default1.6) so it cannot slide off (Init_NavalHVT.sqf:351-393). It sits ON the deck, not inside the hull and not at a hardcodedz=16.
The four SCUD strings (STR_WF_SCUD_ACTION, STR_WF_SCUD_NO_FUNDS, STR_WF_SCUD_SELECT_TARGET, STR_WF_SCUD_LAUNCHED) exist in stringtable.xml as before.
Each carrier carries 2 capturable camp bunkers of its own, built at runtime by Init_NavalHVT.sqf:861-1038, guarded by WFBE_C_NAVAL_CAMPS_DECK (default 1, always-on correctness fix — Common/Init/Init_CommonConstants.sqf:2223).
| Property | Value | Source |
|---|---|---|
| Camps per carrier | 2 (6 total across the 3 carriers) | Init_NavalHVT.sqf:961 |
| Bunker model |
WFBE_C_CAMP = Land_Fort_Watchtower (same class land-town camps use) |
Common/Config/Core_Models/CombinedOps_W.sqf:5 |
| Flag model |
WFBE_C_CAMP_FLAG = FlagCarrierGUE
|
Common/Config/Core_Models/CombinedOps_W.sqf:6 |
| Damage coefficient |
WFBE_C_CAMP_HEALTH_COEF = 30
|
Common/Config/Core_Models/CombinedOps_W.sqf:8 |
| Placement | deck-part model-space offsets [-10,18,0] and [-10,-18,0] (port side, clear of the SCUD at [8,-14]) |
Init_NavalHVT.sqf:961 |
| Capture logic | HeliHEmpty stand-in logic per camp, tagged wfbe_camp_bunker; side/supply copied from the town; starts Server/FSM/server_town_camp.sqf
|
Init_NavalHVT.sqf:940-964 |
| Depot |
WFBE_C_DEPOT = Land_fortified_nest_big_EP1, reseated to the carrier anchor at deck height via a bounded nearestObjects search |
Init_NavalHVT.sqf:965-974,1024-1035 |
Why runtime-built and not mission.sqm-synced: carrier towns never receive LocationLogicCamp entities from Init_Town.sqf, so a wait for a synced camps variable always times out empty — every carrier previously shipped with zero capturable camps. The code comment documents the live-RPT symptom directly (Init_NavalHVT.sqf:920-927). A dormant re-seat path for synced camps still exists (Init_NavalHVT.sqf:977-1022) but never fires for these towns.
| Status | Finding | Evidence |
|---|---|---|
| Now live | Carrier hangar / aircraft-sell respawn block is wired: wfbe_is_carrier_hvt is set on every naval logic. |
Init_NavalHVT.sqf:603; server_town.sqf:411-435. |
| Correctness fix | Alpha/Bravo heli pads and SCUD/camp props previously sat at sea level inside the hull (z=0); now set to the engine-verified deck height 15.9m. |
Init_NavalHVT.sqf:213,220,295. |
| By design | Default naval CAP is a 2x L39_TK_EP1 circuit patrol, not Mi24_P+An2; the legacy pair is only used when WFBE_C_NAVAL_CAP_L39=0. |
Init_NavalHVT.sqf:630,676-726; Common/Init/Init_CommonConstants.sqf:2182. |
| Doc note | SCUD carrier is derived at runtime (largest-separation-pair geometry), not hardcoded to Charlie, though it currently resolves to Charlie. |
Init_NavalHVT.sqf:166-199,280-283. |
| Dead code | Naval HVT marker recolour on capture never fires. |
server_town.sqf:293-296; wfbe_naval_marker unset. |
| Doc drift | Orchestrator header says "2 naval logics" but the code handles 3 (towns[] lookup, parts, CAP loops, WFBE_NAVAL_HVT_LOGICS). |
Init_NavalHVT.sqf:103 vs :106-118,376,282. |
| Needs in-engine review | LHD part offsets, deck-Z, and anchor coordinates are best-guess; flagged by the author. |
Init_NavalHVT.sqf:18-23,57-59; NAVALHVT-WARN water check at :131-135. |
| Behavior note | Already-airborne CAP is not force-despawned when its carrier is captured; only the 120s inactivity timer or game-over removes it. Re-arming correctly stops after capture. |
Init_NavalHVT.sqf:300-373 (:319 arm gate, :363 despawn). |
| Typo (noted, unfixed) |
WFBE_GUERAIRPORTUNITS vs WFBE_GUEAIRPORTUNITS air-sell typo called out by the author but left for the air-sell integration. |
Init_NavalHVT.sqf:22. |
| Change type | Minimum smoke |
|---|---|
| Master gate | Boot with WFBE_C_NAVAL_HVT=0: no LHDs, no CAP, no SCUD action; RPT shows the skip line (Init_NavalHVT.sqf:27). |
| Placement | Boot on; confirm three named carriers over water (no NAVALHVT-WARN in RPT), hulls indestructible, decks at ~z16. |
| CAP | Approach within 1800m of a GUER carrier → 2x L39 arm and fly the 3-carrier circuit (watch for the periodic airfield leg); leave for 120s → both despawn; capture the carrier, confirm CAP stops re-arming. |
| Camps | On a GUER-held carrier, confirm 2 capturable camp bunkers exist on the deck and can be captured like a land camp. |
| SCUD deck | Confirm the erect SCUD model sits flush on the deck of the middle carrier (not floating/sunk), and does not slide when the carrier logic reseats. |
| Capture | Flip a carrier; confirm sideID changes and the naval-hvt-captured log/announce fires with a `MATCH |
| Respawn | As GUER, with a friendly carrier, respawn and confirm you land on the deck (deckZ+2), not in the sea. |
| SCUD pad | On the GUER-held middle carrier (currently Khe Sanh Charlie), as team leader within 50m, confirm the SCUD action appears; full strike behavior is smoked on the SCUD page. |
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- 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