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Player UI Workflow Map
This page maps what a player or commander can actually do from the client UI, and where each workflow lives in source. Use it before editing Rsc/Dialogs.hpp, Client/GUI/*, player actions, map-click behavior, HUD/title resources or WASP action surfaces.
Canonical implementation pages remain Client UI systems atlas, Client UI/HUD/menus, UI HUD and dialogs, Commander vote/reassignment, Gear/loadout/EASA atlas, Service menu affordability guards, UI IDD collision repair, Respawn/death lifecycle and WASP overlay.
| Flow | What the player can do | Source owners | Status |
|---|---|---|---|
| Join/init | Loading blackout, side/stack request, briefing diary, intro video, optional commander vote and new-player menu hint. |
initJIPCompatible.sqf:70, :224; Client/Init/Init_Client.sqf:416, :787, :958; briefing.sqf:11
|
Live. |
| WF menu entry | Scroll Options opens the main Warfare menu; vehicle action mirror also exists. |
Client/Functions/Client_AddWFMenuAction.sqf:17; Client/Action/Action_Menu.sqf:1; Client/FSM/updateactions.fsm:114
|
Live. |
| Main menu | Buy units, gear, team, voting, command, tactical, upgrade, economy, service, help, params, unflip, headbug and HUD/FPS toggles. |
Rsc/Dialogs.hpp:1019-1022; Client/GUI/GUI_Menu.sqf:32-208
|
Live; some help/tooltips are hardcoded. GPS zoom router actions 17/18 remain in GUI_Menu.sqf but no audited WF_Menu control emits them. |
| Buy units | Select factory/depot/airport, select unit and buy; client queues, debits and spawns. |
Rsc/Dialogs.hpp:1445-1448; Client/GUI/GUI_Menu_BuyUnits.sqf:90-156; Client/Functions/Client_BuildUnit.sqf:216-253
|
Live; client-authoritative purchase surface. |
| Buy gear/templates | Select target, switch gear / backpack / vehicle views, use Template / All / Primary / Secondary / Pistols / Equipment tabs, buy gear, create/delete/save templates. |
Rsc/Dialogs.hpp:530-533; Client/GUI/GUI_BuyGearMenu.sqf:8-19, :122-146, :418-509; Client/Functions/Client_UI_Gear_AddTemplate.sqf:132-150
|
Live; client-authoritative and template-filter debt. Exit-time _need_save triggers profile save at GUI_BuyGearMenu.sqf:509. |
| Team/vote/transfer | View terrain/FX/distance, transfer funds, disband AI, toggle vote popup and vote/select commander. |
Rsc/Dialogs.hpp:1233-1236, :409-412, :145-148, :237-240; GUI_Menu_Team.sqf:86-160; GUI_TransferMenu.sqf:57-75; GUI_VoteMenu.sqf:31-36
|
Live, with vote/reassignment cleanup routed through Commander vote/reassignment: server/UI no-commander semantics, GUI_VoteMenu.sqf:29,61 and GUI_Commander_VoteMenu.sqf:58 inclusive loops, GUI_VoteMenu.sqf:74-83 row coloring, and reassignment-by-name fragility. |
| Command | Commander changes team properties, respawn, auto-AI and buy-type settings. Move/Patrol/Defense are two-step: the button arms MenuAction, then a map click writes replicated move mode/destination variables and spawns marker/radio feedback. Task controls are visible but not sent. |
Rsc/Dialogs.hpp:1789-1792; GUI_Menu_Command.sqf:252-306, :315-344, :477-501
|
Mixed: property PVF is live, map-order executor proof is pending, task send is dormant/commented. |
| Tactical/supports | Artillery, fast travel, ICBM, paradrop ammo/vehicle/paratroops, unit cam and UAV. |
Rsc/Dialogs.hpp:2161-2164; GUI_Menu_Tactical.sqf:56-61, :239-344, :363-527, :541-605
|
Live; many paths are client-gated/debited. |
| Upgrade | Open live upgrade dialog and buy/sync upgrades. |
Rsc/Dialogs.hpp:4-7; GUI_Menu.sqf:161-165; GUI_UpgradeMenu.sqf:135-161
|
Live. Old RscMenu_Upgrade is stale. |
| Economy/build | Commander opens CoIn build, changes income %, sells structures and respawns supply trucks. |
Client/FSM/updateclient.sqf:220; Action_Build.sqf:1; coin_interface.sqf:29, :672-718; GUI_Menu_Economy.sqf:74-150
|
Live; high authority surface. GUI_Menu_Economy.sqf:10 does not reset mouseButtonUp even though :101-106 consumes it for map sell, so Economy map-click changes need stale-click smoke. |
| Service/EASA | Rearm, repair, refuel, heal and aircraft loadout dialog. |
Rsc/Dialogs.hpp:2870-2873, :3209-3212; GUI_Menu_Service.sqf:128-244; GUI_Menu_EASA.sqf:3-4, :47-50; EASA_Equip.sqf:8-38
|
Live; affordability/authority debt, stale EASA context risk, exact-funds rejection and unsupported-vehicle fail-open risk. |
| Respawn/RHUD/map/WASP | Respawn source/gear choice, countdown, dynamic spawn discovery through GetRespawnAvailable, respawn marker selector, RHUD/FPS overlay, map-click AI shortcuts, capture/title overlays and WASP actions. |
Client_OnKilled.sqf:155; GUI_RespawnMenu.sqf:10-48, :103-157; Client_UI_Respawn_Selector.sqf:19-35; Client_UpdateRHUD.sqf:3-95; Client_HandleMapSingleClick.sqf:20-179; WASP/actions/AddActions.sqf:15; WASP/baserep/viem.sqf:13-53; WASP/global_marking_monitor.sqf:57-73
|
Live with stale/commented WASP prototypes nearby; map double-click marker helper briefly disables all user input while polling for the marker dialog. |
| Surface | Class/action | Source refs | Status |
|---|---|---|---|
| Upgrade |
WFBE_UpgradeMenu, IDD 504000
|
Rsc/Dialogs.hpp:4-7; GUI_UpgradeMenu.sqf:135-161
|
Live. |
| Vote |
WFBE_VoteMenu, WFBE_Commander_VoteMenu
|
Rsc/Dialogs.hpp:145-148, :237-240; GUI_Menu.sqf:56-96
|
Live UI surface; use Commander vote/reassignment before changing outcome preview, target selection or reassignment smoke. |
| Respawn |
WFBE_RespawnMenu, IDD 511000; selector marker loop |
Rsc/Dialogs.hpp:314-317; GUI_RespawnMenu.sqf:103-157; Client_UI_Respawn_Selector.sqf:19-35
|
Live. |
| Transfer |
WFBE_TransferMenu, IDD 505000
|
Rsc/Dialogs.hpp:409-412; GUI_TransferMenu.sqf:57-75
|
Live. |
| Gear |
WFBE_BuyGearMenu, IDD 503000
|
Rsc/Dialogs.hpp:530-533; GUI_BuyGearMenu.sqf:418-509
|
Live, risky. |
| Main |
WF_Menu, IDD 11000
|
Rsc/Dialogs.hpp:1019-1022; GUI_Menu.sqf:32-208
|
Live. |
| Team |
RscMenu_Team, IDD 13000
|
Rsc/Dialogs.hpp:1233-1236; GUI_Menu_Team.sqf:86-160
|
Live. |
| Buy units |
RscMenu_BuyUnits, IDD 12000
|
Rsc/Dialogs.hpp:1445-1448; GUI_Menu_BuyUnits.sqf:90-156
|
Live, risky. |
| Command |
RscMenu_Command, IDD 14000
|
Rsc/Dialogs.hpp:1789-1792; GUI_Menu_Command.sqf:315-344
|
Live/partial. |
| Tactical |
RscMenu_Tactical, IDD 17000
|
Rsc/Dialogs.hpp:2161-2164; GUI_Menu_Tactical.sqf:363-527
|
Live, risky. |
| Old upgrade |
RscMenu_Upgrade, IDD 18000
|
Rsc/Dialogs.hpp:2425-2428; missing Client/GUI/GUI_Menu_Upgrade.sqf
|
Stale. |
| Service |
RscMenu_Service, IDD 20000
|
Rsc/Dialogs.hpp:2870-2873; GUI_Menu_Service.sqf:195-244
|
Live, guard debt. |
| EASA |
RscMenu_EASA, IDD 23000
|
Rsc/Dialogs.hpp:3209-3212; GUI_Menu_EASA.sqf:47-50
|
Live; duplicate IDD. |
| Economy |
RscMenu_Economy, IDD 23000
|
Rsc/Dialogs.hpp:3287-3290; GUI_Menu_Economy.sqf:74-150
|
Live; duplicate IDD/risky. |
| RHUD/action title |
RscOverlay, OptionsAvailable, both IDD 10200
|
Rsc/Titles.hpp:44-46, :164-171; Client_UpdateRHUD.sqf:7, :91
|
Live; duplicate title IDD. |
| Capture/end/build titles |
CaptureBar, EndOfGameStats, WFBE_ConstructionInterface
|
Rsc/Titles.hpp:126, :532, :723; coin_interface.sqf:29
|
Live. |
| Help |
RscMenu_Help, IDD 508000
|
Rsc/Dialogs.hpp:3446-3447; GUI_Menu_Help.sqf:5-10
|
Live display, but unload namespace cleanup is mismatched and the controller has no unload case. |
| WASP scroll actions | Recover HQ, base repair and skill actions |
WASP/actions/AddActions.sqf:15; WASP/baserep/viem.sqf:52; Client/Module/Skill/Skill_Apply.sqf:14-160
|
Mixed live/stale. |
| Risk | Evidence | Action |
|---|---|---|
| Client-authoritative player actions | Buy units (GUI_Menu_BuyUnits.sqf:143-156), buy gear (GUI_BuyGearMenu.sqf:418-449), tactical supports (GUI_Menu_Tactical.sqf:363-527), upgrades (GUI_UpgradeMenu.sqf:135-161), economy sale (GUI_Menu_Economy.sqf:104-150), CoIn (coin_interface.sqf:672-718) and WASP HQ repair (WASP/actions/Action_RepairMHQDepot.sqf:19-28). |
Keep UI as affordance only in future hardening; server should validate funds, cooldowns, ownership, side, distance and effect target. |
| Commander map-order executor unproven |
GUI_Menu_Command.sqf:252-306 writes wfbe_teammode / wfbe_teamgoto through shared setters, but source search found no general server loop consuming those vars into AIMoveTo / AIPatrol / AITownPatrol. |
Smoke Move/Patrol/Defense/Take Towns orders in Arma before treating the UI as a working AI-order executor. |
| Duplicate display/title IDs | EASA/Economy both use idd=23000; RscOverlay/OptionsAvailable both use 10200. |
Use UI IDD collision repair before adding findDisplay-based automation or new resources. |
| Visible command task partial |
GUI_Menu_Command.sqf:315-344 exposes task controls while SetTask sends are commented. |
Hide or restore with server-backed task flow; do not document as working task assignment. |
| Help dialog lifecycle mismatch |
Dialogs.hpp:3446-3447 sets dialog_HelpPanel on load but clears cti_dialog_ui_onlinehelpmenu on unload; GUI_Menu_Help.sqf:5-10 has no unload case. |
Clean namespace state before extending the help menu. |
| Help content is controller-owned |
GUI_Menu_Help.sqf:7-14, :63-105, :206 hardcodes the topic list and a long English help body in SQF rather than a separate data/stringtable source. |
Treat help edits as UI plus localization work; do not assume Dialogs.hpp alone owns visible help text. |
| Orphan main-menu GPS route |
GUI_Menu.sqf:202-208 handles MenuAction == 17/18, while the audited WF_Menu control set exposes actions 1-13, 16 and 19. |
Remove the dead router cases or restore visible controls deliberately; smoke main-menu HUD/GPS actions either way. |
| Stale upgrade dialog |
RscMenu_Upgrade points at missing Client/GUI/GUI_Menu_Upgrade.sqf; live path is WFBE_UpgradeMenu. |
Remove or repoint only with UI smoke. |
| Hardcoded UI text | New-player hint (Init_Client.sqf:958), HUD tooltips (Rsc/Dialogs.hpp:1208-1227), buy-unit/gear hints, artillery ammo hints and WASP RECOVER HQ. |
Move only in a dedicated localization pass; keep source copy stable during behavior patches. |
The player map-click layer has more behavior than a plain onMapSingleClick grep suggests. Init_Client.sqf:241-244 tracks Ctrl separately because Arma's map-click callback exposes Shift and Alt but not Ctrl; Client_HandleMapSingleClick.sqf:19-90 uses Ctrl-click to disband a nearby AI from the player's group; :95-164 handles plain-click selection behavior; :165-173 stores leader shift-click move orders for newly spawned units; and :174-179 preserves the debug teleport branch on plain clicks when WF_Debug is enabled. Smoke map UX with Ctrl, Shift, plain click, selected units and debug mode separately; they are intentionally multiplexed through one handler.
The command menu has its own map-click capture in addition to this global handler. GUI_Menu_Command.sqf:262-306 arms Move/Patrol/Defense with MenuAction, converts the next map click to world position, then calls SetTeamMovePos / SetTeamMoveMode and spawns temporary marker feedback. Keep that separate from the spawned-unit follow-up helper in Client_SendSpawnedUnitsToLeaderWaypoint.sqf, which only pushes newly bought units toward an already-known destination.
- Join a fresh client and confirm the loading blackout clears, briefing appears, side/stack checks complete and the WF menu hint is visible.
- Open the WF menu through the scroll action and verify main buttons open Buy Units, Gear, Team, Command, Tactical, Upgrade, Economy, Service and Help.
- Buy one infantry unit and one vehicle from an appropriate factory/depot, then confirm queue cleanup and funds behavior.
- Buy gear for self and save/delete a template; include profile-template save if testing Gear template profile filter.
- Commander smoke: open Command, Economy/CoIn, Upgrade and Tactical; verify partial task controls are either knowingly no-op or patched.
- Open EASA and Economy in separate flows and check no duplicate-IDD lookup assumptions appear in RPT.
- Die and respawn from camp/mobile/MASH/leader where available; confirm RHUD and marker overlays recover after respawn.
- Trigger WASP actions that are live in the current mission; do not revive old commented WASP init/action paths without a separate smoke.
Previous: Client UI/HUD/menus | Next: Client UI systems atlas
Related: Feature status | Server authority map | Testing workflow
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