-
Notifications
You must be signed in to change notification settings - Fork 0
Release 1 2 2 Build 91
Source-verified 2026-07-07 against
claude/build84-cmdcon36(c3cc5b1, Build 91 / release 1.2.2 candidate). Paths relative toMissions/[55-2hc]warfarev2_073v48co.chernarus/unless noted. Arma 2 OA 1.64. This page is the release index; each feature links to its canonical subsystem page. For "what is live right now", the authority is Current live state — this page documents the 1.2.2 candidate, which becomes live only after the owner deploys it.
| # | Feature | Flag / Param | Default | Canonical page |
|---|---|---|---|---|
| 1 | GUER activation lockout |
WFBE_C_GUER_LOCKOUT_MIN (lobby) |
20 min |
GUER Insurgents faction overview |
| 2 | GUER "Towns" menu button | none (per-side dialog swap) | on | Economy, towns and supply |
| 3 | Town capture flips remaining camps | WFBE_C_TOWN_CAPTURE_FLIPS_CAMPS |
1 |
Towns, camps and capture atlas |
| 4 | Capture bubble +10% |
WFBE_C_CAMPS_RANGE / _PLAYERS
|
12.65 / 5.5
|
Towns, camps and capture atlas |
| 5 | Full-map towns default |
WFBE_C_TOWNS_AMOUNT (lobby) |
4 (Full) |
Towns, camps and capture atlas |
| 6 | Carrier rework: camps + deck SCUD + L39 CAP |
WFBE_C_NAVAL_CAMPS_DECK / _CAP_L39
|
1 / 1
|
Naval HVT objectives atlas |
| 7 | Perimeter town defenders | WFBE_C_TOWNS_PERIMETER |
1 |
Town-garrison patrol/defense worker |
| 8 | FOB active markers (resistance-only) | none (rides WFBE_C_GUER_PLAYERSIDE) |
on | Map marker families content catalog |
| 9 | Keep-current-kit fix | none (correctness fix) | on | Respawn and death-loop lifecycle |
| 10 | Airlift GC exemption (wfbe_airlifted, #855) |
none (correctness fix) | on | Zeta cargo sling-load reference |
Every flag-gated feature is default-on in this build; the lobby params (WFBE_C_GUER_LOCKOUT_MIN, WFBE_C_TOWNS_AMOUNT) are owner-set in Rsc/Parameters.hpp, whose default= wins over any script fallback.
A new lobby param delays what a spawned GUER player can do for the first N minutes of the match — it does not gate GUER slot selection in the lobby, and it does not touch the stipend / kill-bounty loop.
| Setting | Value | Source |
|---|---|---|
WFBE_C_GUER_LOCKOUT_MIN values |
{0, 15, 20, 30} minutes |
Rsc/Parameters.hpp:726-731 |
| Default |
20 ("20 minutes"); 0 = Off |
Rsc/Parameters.hpp:730 |
| Script fallback (kept in sync) | 20 |
Common/Init/Init_CommonConstants.sqf:1979 |
| Confinement script |
execVM'd only when param > 0
|
Client/Init/Init_Client.sqf:620 |
While locked, an alive GUER player is snapped back if they stray past 150 m of their spawn (polled every 2 s), the Buy Units / Buy Gear / Towns WF-menu buttons (IDC 11001/11002/11008) are greyed (GUI_Menu.sqf:41), and the respawn-menu deploy timer is clamped up to the remaining lockout. The countdown is a hintSilent refreshed every 60 s (RESISTANCE LOCKDOWN — The insurgency activates in M:SS), with a one-shot RESISTANCE ACTIVATED hint at zero (Client/Functions/Client_GuerLockout.sqf:7-33). Full detail: GUER Insurgents faction overview.
The main WF-menu button IDC 11008 — config text $STR_WF_MAIN_EconomyMenu ("Economy"), MenuAction = 8 (Rsc/Dialogs.hpp:1194-1201) — is, for GUER/resistance only, relabeled to "Towns" (GUI_Menu.sqf:10, owner comment "renamed from Town Actions") and its handler opens the GUER Commissar/Towns panel WFBE_GDirCommissarMenu (idd 31000, GUI_Menu.sqf:235,347) instead of the standard RscMenu_Economy. WEST/EAST keep the button as "Economy" opening the unchanged Economy dialog. This is a per-side button/dialog swap on one shared button, not a tab added inside the Economy dialog. The panel is gated by AICOMV2_LANE_GUER_DIRECTOR and AICOMV2_GDIR_PANEL (both default 1, Common/Init/Init_CommonConstants.sqf:1932,1948). See Economy, towns and supply.
On town capture, a new inline block flips every remaining camp in the town to the new owner's sideID, gated by WFBE_C_TOWN_CAPTURE_FLIPS_CAMPS (default 1, Common/Init/Init_CommonConstants.sqf:2307, cmdcon45), at Server/FSM/server_town.sqf:296-328. This is a separate mechanism from — and runs in addition to — the pre-existing Server_SetCampsToSide bulk reset (still gated by WFBE_C_CAMPS_CREATE, server_town.sqf:386). See Towns, camps and capture atlas.
| Constant | Value | Was | Source |
|---|---|---|---|
WFBE_C_CAMPS_RANGE (AI scan radius) |
12.65 m |
11.5 |
Common/Init/Init_CommonConstants.sqf:1318 |
WFBE_C_CAMPS_RANGE_PLAYERS (player filter) |
5.5 m |
5 |
Common/Init/Init_CommonConstants.sqf:1319 |
The owner's 2026-07-07 pass raised both camp-capture ranges +10%. WFBE_C_CAMPS_RANGE feeds the nearEntities scan radius; WFBE_C_CAMPS_RANGE_PLAYERS is a post-scan filter that drops players (not AI) past that distance (Server/FSM/server_town_camp.sqf:12-13,53,55-57). The surviving in-source comment on line 1318 still describes the older B74.2 "10 → 11.5" step and is itself stale.
WFBE_C_TOWNS_AMOUNT default changed from 7 ("RemovedSmallTowns", which hid 17 named towns incl. Kabanino/Vybor/Pustoshka) to 4 ("Full") (Rsc/Parameters.hpp:503-508; script fallback Common/Init/Init_CommonConstants.sqf:1618). Common/Init/Init_TownMode.sqf has no removal case for index 4, so TownTemplate stays empty and every town spawns. See Towns, camps and capture atlas.
The naval HVT carriers were substantially reworked. Full runtime map: Naval HVT objectives atlas.
| Change | Value | Source |
|---|---|---|
| Capturable deck camps per carrier |
2 (6 total), Land_Fort_Watchtower + FlagCarrierGUE, runtime-built |
Server/Init/Init_NavalHVT.sqf:920-964 |
| Camps gate |
WFBE_C_NAVAL_CAMPS_DECK default 1
|
Common/Init/Init_CommonConstants.sqf:2223 |
| SCUD launcher | deck-mounted via attachTo to the hull deck part at deckZ + 1.6 m, on the runtime-derived middle carrier (currently Khe Sanh Charlie), not hardcoded |
Server/Init/Init_NavalHVT.sqf:166-199,351-393 |
| SCUD clearance |
WFBE_C_NAVAL_SCUD_CLEARANCE = 1.6 m |
Common/Init/Init_CommonConstants.sqf:2224 |
| CAP | 2× L39_TK_EP1 circuit patrol over all 3 carriers + a periodic inland-airfield leg (NEAF/NWAF every 3rd lap) |
Server/Init/Init_NavalHVT.sqf:685-702,632-651 |
| CAP gate |
WFBE_C_NAVAL_CAP_L39 default 1 (supersedes legacy Mi24_P + An2) |
Common/Init/Init_CommonConstants.sqf:2182 |
| Deck-height fix (cmdcon45) | Alpha/Bravo pads + SCUD/camp props set to engine-verified 15.9 m ASL (were z=0 inside the hull) |
Server/Init/Init_NavalHVT.sqf:213,220 |
| Hangar branch now live |
wfbe_is_carrier_hvt now has a setter, so the carrier hangar/air-shop respawn branch runs on capture |
Server/Init/Init_NavalHVT.sqf:603; server_town.sqf:411
|
nil-_jet1 guard |
_jet1/_jet2 pre-set to objNull before the arming branch (fixes a prior live-RPT undefined-read in the orbit/despawn ticks) |
Server/Init/Init_NavalHVT.sqf:626 |
The naval camps are built at runtime (not from mission.sqm) because carrier towns never receive synced LocationLogicCamp entities; each build logs NAVALHVT-CAMP: <carrier> built 2 deck camps .... wfbe_naval_marker still has no setter mission-wide, so the marker-recolour-on-capture branch remains dead. SCUD flight/warhead mechanics are unchanged and stay canonical on SCUD saturation strike mechanic.
Server/FSM/server_town_ai.sqf now spawns every town-garrison group on a bearing-even ring at the town edge — 0.70–0.95× town range (~420–570 m, since town range is always 600) around the town center, with (360 / group count) bearing spacing plus ±20° jitter — instead of clustering at camps / town center (server_town_ai.sqf:316-337). Gated by WFBE_C_TOWNS_PERIMETER (default 1, Common/Init/Init_CommonConstants.sqf:1977); 0 reverts to legacy camp/center placement. It changes only where groups spawn — group count and composition are decided earlier and are untouched. Applies to every owning side. See Town-garrison patrol/defense worker.
A GUER field FOB (Barracks / Light / Heavy) now gets a standalone resistance-only map marker the moment its authoritative build check passes, deleted when a player (non-teamkill) destroys it.
| Property | Value | Source |
|---|---|---|
| Marker name | guer_fob_<floor x>_<floor y> |
Server/PVFunctions/RequestFOBStructure.sqf:79 |
| Type / color / size |
mil_objective / ColorGreen / [1,1]
|
RequestFOBStructure.sqf:79; Client/PVFunctions/WildcardMarker.sqf:62-66
|
| Text | FOB <type> - forward base active - spawn and resupply here |
WildcardMarker.sqf:58-59 |
| Side gate | dispatched with SIDE-typed destination resistance (only resistance clients run the handler) |
Client/Functions/Client_HandlePVF.sqf:40 |
| Delete | on player, non-teamkill FOB kill only | Server/Functions/Server_BuildingKilled.sqf:69-80 |
It rides the existing WildcardMarker PVF (a local createMarkerLocal), not the consolidated marker-loop engine, and has no dedicated flag — it fires whenever a GUER FOB build succeeds under WFBE_C_GUER_PLAYERSIDE (default 1). See Map marker families content catalog.
Correctness fix (no flag). On the death screen, toggling to KEEP CURRENT when the player has no saved wfbe_custom_gear now captures their live inventory into wfbe_custom_gear (cost 0) instead of silently falling through to default role/faction gear on respawn (Client/GUI/GUI_RespawnMenu.sqf:99-115). The captured shape is [weapons−backpack, magazines, backpack, [], [primary,pistol,secondary]]. This satisfies the unchanged downstream guard at Client/Functions/Client_OnRespawnHandler.sqf:146 (custom gear applied only when wfbe_custom_gear is non-nil and default gear was not chosen). See Respawn and death-loop lifecycle.
Correctness fix (no flag), PR #855 / commit c3cc5b1. Client/Module/ZetaCargo/Zeta_Hook.sqf:35-37 stamps wfbe_airlifted = true (public) the moment a hull is slung; Zeta_Unhook.sqf:9-11 and the hook monitor's auto-detach path clear it. Server/Functions/Server_HandleEmptyVehicle.sqf:37 now resets the empty-vehicle GC timer if the hull has alive crew or is flagged wfbe_airlifted, so a crewless (by design) airlifted hull is no longer deleteVehicle'd mid-flight when the WFBE_C_UNITS_EMPTY_TIMEOUT fuse (lobby default 300 s, Rsc/Parameters.hpp:266) elapses. See Zeta cargo sling-load reference.
For the RC25 / release-1.2.2 deploy smoke, window every RPT to the last MISSINIT and confirm:
| Item | Marker | RPT |
|---|---|---|
| Release marker | WASPRELEASE|v1|candidate=release-1.2.2|... |
server |
| Carrier camps |
NAVALHVT-CAMP: <carrier> built 2 deck camps ... on all 3 carriers; zero Init_NavalHVT.sqf nil _jet1 errors |
server |
| GUER director | one AICOMSTAT|v3|DIRECTOR|GUER|<tick>|GDIR_LEDGER ... per tick (one GDIR_DUPLICATE_BLOCKED expected only if the double-exec persists) |
HC (ArmA2OA.RPT) |
| Menu health | zero GUI_Menu_GuerCommissar.sqf / GUI_RespawnMenu.sqf error lines |
client |
| Carrier air buy |
BUYTRACE|v1|factory-pos|...|spawnPos=[...,~15.9] (on-deck) after a carrier air buy |
client |
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