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SQF Code Atlas
Historical guardrail: before changing supply mission, JIP, town-AI, marker or performance-sensitive SQF, read Developer history and upstream lessons. Miksuu history shows repeated follow-up fixes in those areas, so code changes should cite current source and upstream evidence separately.
This page is the first deeper code-level atlas for the Chernarus source mission. It is generated from source inspection, not memory.
Source mission: Missions/[55-2hc]warfarev2_073v48co.chernarus
- A source-first map of compile registration and execution owners.
- A dependency map for how mission-side systems wire into runtime, plus canonical link targets for deeper subsystem playbooks.
- A duplicate-control surface: it keeps authoritative pointers but avoids re-stating full deep-review evidence in every feature page.
- Path:
docs/wiki/SQF-Code-Atlas.md. - Source owner:
Missions/[55-2hc]warfarev2_073v48co.chernarus. - Runtime anchors:
initJIPCompatible.sqf,Common/Init/Init_Common.sqf,Init_Server.sqf,Init_Client.sqf,Init_HC.sqf. - Scope boundary: this atlas maps compile ownership and risk hotspots; implementation order and authority behavior live in subsystem atlases and feature lanes.
This page is the source map for compiled SQF entrypoints and runtime handoffs. Use it to find the owning script family, then follow the owner page for branch matrices, patch gates or Arma smoke requirements.
| Need | Start here | Then route to |
|---|---|---|
| Boot order and wait gates | Init Owners | Mission entrypoints and lifecycle, Lifecycle wait-chain |
| Compile ownership and function maps | Compile Registry Summary | Function and module index, Architecture overview |
| PVF and direct public-variable channels | PVF Contract, Direct Public Variable Channels | Public variable channel index, Networking and public variables, PVF dispatch implementation |
| Server runtime loops and authority | Init Owners | Server gameplay runtime atlas, Server runtime and operations, Server authority migration map |
| Client UI, HUD and menu entrypoints | Init Owners | Client UI systems atlas, Player UI workflow map |
| Branch health and patch routing | This page for source ownership only | Feature status register, Source fix propagation queue, Hardening roadmap |
| Generated/source propagation | Compile Registry Summary | Tools and build workflow, Agent release readiness ledger, Current source status snapshot |
Snapshot refreshed 2026-06-13 from the source mission in this docs checkout, docs/developer-wiki-index at 04a60e43: Missions/[55-2hc]warfarev2_073v48co.chernarus, all .sqf files, Select-String -SimpleMatch 'preprocessFile'. Rechecked 2026-06-14 on docs head 94b09c73: targeted git diff --name-only 34212d6a..HEAD and 4277a2ad..HEAD checks over checked Chernarus and maintained Vanilla PVF, bootstrap, common/client/server/headless init, AI supply-truck, server-FPS, MASH marker, SEND_MESSAGE, AttackWave, SetTask and LogGameEnd paths returned no source changes. The count command still returns the same numbers below (738 total, 460 preprocessFileLineNumbers, 278 plain preprocessFile, 22 commented). This deliberately counts preprocessFile as a substring of preprocessFileLineNumbers, so plain preprocessFile is total - preprocessFileLineNumbers. See Deep-review findings DR-5 for why these counts must be regenerated before relying on them.
This snapshot is branch-local. Current stable origin/master@0139a346 has PVF dispatcher differences from the older docs-head snapshot below, while Miksuu b8389e74, perf 0076040f and historical release commit a96fdda2 have their own branch/root-specific server-init and PVF shapes. Rerun the command on each target branch before using these counts as branch evidence.
The source mission in this checkout contains 738 preprocessFile references:
| Kind | Count | Notes |
|---|---|---|
preprocessFileLineNumbers |
460 | Preferred for source-backed runtime errors and debugging. |
plain preprocessFile
|
278 | Older or performance/legacy style compiles; still common in init files. |
| commented compile references | 22 | Includes disabled systems, duplicate old lines and experiments. |
Regenerate from the repo root with:
$root = 'Missions/[55-2hc]warfarev2_073v48co.chernarus'
$rootFull = (Resolve-Path -LiteralPath $root).Path
$records = Get-ChildItem -LiteralPath $root -Recurse -Filter *.sqf | ForEach-Object {
Select-String -LiteralPath $_.FullName -SimpleMatch 'preprocessFile' | ForEach-Object {
$rel = $_.Path.Substring($rootFull.Length) -replace '^[\\/]+',''
[pscustomobject]@{ Path = $rel; Text = $_.Line.Trim() }
}
}
$total = @($records).Count
$lineNumbers = @($records | Where-Object Text -Match '(?i)preprocessFileLineNumbers').Count
$commented = @($records | Where-Object Text -Match '^\s*(//|/\*|\*)').Count
[pscustomobject]@{ Total = $total; PreprocessFileLineNumbers = $lineNumbers; PlainPreprocessFile = $total - $lineNumbers; Commented = $commented }Target area counts:
| Target area | Count |
|---|---|
root/bootstrap .sqf files |
7 |
Common |
492 |
Client |
142 |
Server |
92 |
Headless |
4 |
WASP |
1 |
Top source registrars, with ties not meaningful:
| Registrar | Count |
|---|---|
Common/Init/Init_Common.sqf |
196 |
Client/Init/Init_Client.sqf |
111 |
Server/Init/Init_Server.sqf |
90 |
Common/Config/Core_Root/Root_TKA.sqf |
12 |
Common/Config/Core_Root/Root_GUE.sqf |
12 |
Common/Config/Core_Root/Root_USMC.sqf |
12 |
Common/Config/Core_Root/Root_US_Camo.sqf |
11 |
Common/Config/Core_Root/Root_TKGUE.sqf |
11 |
Common/Config/Core_Root/Root_RU.sqf |
11 |
Common/Config/Core_Root/Root_PMC.sqf |
11 |
This is the compact owner-order map. Use it for orientation, then use Lifecycle wait-chain for the exact waitUntil dependencies.
flowchart TD
Boot["initJIPCompatible.sqf"] --> Params["Init_Parameters.sqf / Init_CommonConstants.sqf"]
Params --> Common["Common/Init/Init_Common.sqf"]
Params --> TownObjects["mission.sqm town init fields"]
Common --> Server["Server/Init/Init_Server.sqf"]
Common --> Client["Client/Init/Init_Client.sqf"]
Common --> HC["Headless/Init/Init_HC.sqf"]
Server --> Full["serverInitFull / long server loops"]
Client --> JIP["JIP replicated-state waits"]
HC --> Connected["RequestSpecial connected-hc"]
Owner caveats:
-
initJIPCompatible.sqf:52-56detects roles and:214-238dispatches Common, Server, Client and HC owners. -
Common/Init/Init_Common.sqfis shared but not owner-pure; theisServerbranch around:301-307means some server-only setup lives in the common init file. -
Common/Init/Init_Common.sqf:370-371sets common completion flags that later server/client waits assume. -
Headless/Init/Init_HC.sqf:12-15announces HC after a fixed sleep, not an explicitserverInitFullwait. -
Server/Init/Init_Server.sqf:64,69,83,89,91,93in this docs checkout show duplicate live binds forWFBE_CO_FNC_LogGameEnd,WFBE_SE_FNC_PlayerObjectsListandWFBE_SE_FNC_AwardScorePlayer. Stableorigin/mastercf2a6d6aand releasea96fdda2keep one live bind per function in both maintained roots; Miksuub8389e74keeps the old duplicate shape and perf0076040ffixes Chernarus only. Use Server init bind cleanup and keep compile cleanup separate from behavior patches unless smoke covers the touched function.
Early bootstrap compiles the log function first, checks headless-client identity, prepares server connect/disconnect callbacks, then compiles MP parameters and common constants. This file is the role router; use Lifecycle wait-chain reference for the canonical role truth table and Lifecycle wait-chain reference for branch ordering.
Key compile targets:
Common/Functions/Common_LogContent.sqfHeadless/Functions/HC_IsHeadlessClient.sqfServer/Functions/Server_OnPlayerConnected.sqfServer/Functions/Server_OnPlayerDisconnected.sqfCommon/Init/Init_Parameters.sqfCommon/Init/Init_CommonConstants.sqf
Common init owns shared helpers, old global helper names, newer WFBE_CO_FNC_* helpers, profile helpers, core config loading, root faction imports, public variable function setup, boundaries, ICBM, IRS smoke and CIPHER module loading.
Important categories:
- Combat/event helpers:
HandleAT,HandleRocketTraccer, reload handlers, missile/bomb handlers. - Economy/state helpers: side supply, team funds, team move mode, team respawn, upgrades, towns held/income.
- Object creation helpers: teams, town units, vehicles, static defense crew, backpacks, vehicle cargo and turrets.
- Network helpers:
WFBE_CO_FNC_SendToClient,WFBE_CO_FNC_SendToClients,WFBE_CO_FNC_SendToServer. - Config loaders: model core, gear core, faction roots, defenses, town groups.
- Module entrypoints: ICBM, IRS, CIPHER.
Risk notes:
-
WFBE_CO_FNC_SendToServerswitches between old broadcast behavior andpublicVariableServer-optimized behavior depending onWF_A2_Vanilla. - Gear config loads only on
local player, while class/core config loads more broadly. - Root faction files compile side-specific units, structures, artillery, squads and upgrades; changes here affect buy menus, AI and production.
Server init owns AI, town, building, construction, special support, supply mission, AntiStack, attack wave, headless delegation and long server loops.
Important categories:
- Legacy server functions: AI buy, AI respawn, AI orders, building damage/killed, defense construction, special supports and team updates.
- AI order helpers are compiled as plain
preprocessFilebinds atServer/Init/Init_Server.sqf:13-18; their source-backed caller/status table lives in Function and module index. - New
WFBE_SE_FNC_*functions: town attack pathing, town groups, empty vehicle handling, PVF dispatch, town defenses, commander voting, upgrades and HQ death/repair flows. - Supply mission handlers:
supplyMissionStarted,supplyMissionCompleted,supplyMissionActive,isSupplyMissionActiveInTown,playerObjectsList,supplyMissionTimerForTown. - AntiStack handlers: database retrieve/store/flush/set-map, player score sampling, team score compare, launch-side ACK.
- Direct event-channel systems: attack waves, MASH marker, server FPS, day/night, global game stats.
Risk notes:
- In this docs checkout,
Server/Init/Init_Server.sqf:36comments theUpdateSupplyTruckcompile but:383still raw-spawnsUpdateSupplyTruck;Server/AI/AI_UpdateSupplyTruck.sqfalso references missingServer/FSM/supplytruck.fsm. Stable/release log-disable the path instead, so route branch claims through AI commander autonomy. - In this docs checkout,
WFBE_CO_FNC_monitorServerFPScompile lines are commented (Init_Server.sqf:65,90) butserverFpsGUI.sqfandmonitorServerFPS.sqfstill exec atInit_Server.sqf:578,595. Stable/release keepserverFpsGUI.sqfonly and annotate/remove the redundant monitor; route runtime claims through Server gameplay runtime atlas. -
WFBE_SE_FNC_MASH_MARKERappears once active and once commented in server init, but DR-34 resolves the status: the MASH map-marker feature is dead/abandoned.Client/Init/Init_Client.sqf:132comments out the receiver compile,WFBE_CL_MASH_MARKER_CREATEDhas no emitter, and the live server PVEH inServer/Module/MASH/MASHMarker.sqfis orphaned. MASH tents remain a separate deployable officer feature.
Client init owns player object setup, player event handlers, UI helpers, PVF reception, supply mission client entrypoints, gear template helpers, action menus, profile variables, CoIn construction, skill modules, keybinds, markers, RHUD and Valhalla low-gear support.
Important categories:
- Player setup:
sideJoined, temp respawn position, fired handlers, damage handler, RPG drop support and map icon combat state. - Legacy client functions: build unit, player funds, respawn handlers, support repair/refuel/rearm/heal, UI list helpers.
- New
WFBE_CL_FNC_*functions: action menu helper, delegation, gear UI, map click, PVF dispatch, kill handler, respawn selector, supply mission UI. - Long loops and modules: watchdog player AI, Zeta cargo, skill system, EASA, countermeasures, keybinds, markers, CoIn, Valhalla.
Risk notes:
-
TaskSystemis commented in the legacy client function block. - MASH receiver, old full-map icon blinking and old AddUnitToTrack compile lines are commented.
- Combat icon blinking is guarded by
WFBE_C_MAP_ICON_BLINKING_ENABLED; avoid reintroducing unconditional fired-handler or marker scan loops.
Headless init compiles the same delegation helpers used by clients plus WFBE_CL_FNC_HandlePVF. Headless support is version-gated earlier in initJIPCompatible.sqf; see Lifecycle wait-chain reference for the boot wait and AI, headless and performance for delegation mechanics.
Common/Init/Init_PublicVariables.sqf builds the registered PVF command lists and registers WFBE_PVF_<Command> event handlers. This atlas keeps only the ownership shape; Public variable channel index owns the command inventory, branch splits and authority notes.
The compile summary above owns the older docs-head no-drift proof for checked PVF/init source paths. For local orientation, the source registry anchors remain Common/Init/Init_PublicVariables.sqf:23 for _serverCommandPV, :39 for HandleParatrooperMarkerCreation, :42 for _clientCommandPV and :46-52 for the PVEH registration loops. For current stable origin/master@0139a346, orientation anchors are Init_PublicVariables.sqf:29 for _serverCommandPV, :38 for HandleParatrooperMarkerCreation, :52 for _clientCommandPV and :55-61 for PVEH registration loops. Branch command counts, queue PVFs and paratrooper-registration splits live in the current branch registry matrix; do not restate them here.
PVF dispatch mechanics:
- Server-bound packets start as
[Command, payload...];Common_SendToServer/Common_SendToServerOptimizedrewrites index 0 toSRVFNC<Command>. - Client-bound packets use the command at index 1;
Common_SendToClientandCommon_SendToClientsrewrite it toCLTFNC<Command>. - Hosted server paths call the handler locally and may also broadcast in multiplayer.
- Client filtering in
Client_HandlePVF.sqfsupports side destinations and player UID destinations. - Current stable
origin/master@0139a346dispatchers resolve_scriptthroughmissionNamespace getVariableand spawn onlyCODEatServer_HandlePVF.sqf:14-15andClient_HandlePVF.sqf:32-33; docs head94b09c73, Miksuub8389e74, perf0076040fand historical release commita96fdda2still have the historicalCall Compile _scriptdispatch shape. Current stable still lacks explicit allowlist/logging plus sender authentication; branch-specific status lives in PVF dispatch implementation.
PV-adjacent files outside the standard registered PVF command lists:
-
Server/PVFunctions/AttackWave.sqfandServer/Functions/Server_AttackWave.sqfare compiled directly in server init rather than through the standard PVF command list (Init_Server.sqf:94-95). Direct-channel authority proof lives in Attack-wave authority and the channel inventory lives in Public variable channel index. -
WFBE_CO_FNC_LogGameEndis wired live toServer/Functions/Server_LogGameEnd.sqffrom duplicate docs-checkout binds atInit_Server.sqf:64,89; the staleServer/PVFunctions/LogGameEnd.sqftwin exists but is not the live compile target. Branch status and cleanup rules live in Server init bind cleanup.
Not all networking uses the PVF wrapper. The canonical inventory is Public variable channel index; keep direct channel additions there first so BattlEye filter work and direct-PV authority reviews use one source of truth.
For code-reading orientation, the important shape is: direct channels have their own addPublicVariableEventHandlers, so a PVF dispatch fix does not validate their payloads. The highest-risk examples are ATTACK_WAVE_INIT (DR-41 direct authority), wfbe_supply_temp_east / wfbe_supply_temp_west (side-supply mutation class), the dead MASH marker relay (DR-34), and kickAFK as the only current BattlEye-filtered PV feature channel.
This table is a triage map only. Owner pages hold branch matrices, implementation decisions and smoke gates.
| Source anchor | Target | Current signal | Owner route |
|---|---|---|---|
Server/Init/Init_Server.sqf:36,383; Server/AI/AI_UpdateSupplyTruck.sqf:17
|
Server/AI/AI_UpdateSupplyTruck.sqf; Server/FSM/supplytruck.fsm
|
Compile is commented, docs checkout still raw-spawns the worker when the config gate opens, and the worker calls a missing FSM. | AI commander autonomy audit |
Client/Init/Init_Client.sqf:75,744 |
Client/Functions/Client_TaskSystem.sqf |
Compile and old town-task spawn are commented; target file still exists. | Abandoned feature revival, Client UI systems atlas |
Client/Init/Init_Client.sqf:132 |
Client/Module/MASH/receiverMASHmarker.sqf |
Receiver compile is commented while the receiver file exists; shared MASH marker relay remains orphaned on docs-shaped roots. | Respawn and death lifecycle |
Client/Init/Init_Client.sqf:138,782 |
Client/Functions/Client_BlinkMapIcons.sqf |
Old full-map icon blinking compile/exec comments point at a missing plural helper; guarded singular blinking remains separate. | Dead/stale code register, Marker cleanup/restoration |
Client/Init/Init_Client.sqf:140 |
Client/Functions/Client_AddUnitToTrack.sqf |
Old unit-tracking compile comment points at a missing helper. | Dead/stale code register |
Common/Init/Init_Common.sqf:10 |
Common/Functions/Common_HandleATReloadVehicle.sqf |
Compile is commented and the helper file still exists, so this is archive/revive work rather than a missing-file error. | Abandoned feature revival, Dead/stale code register |
Common/Init/Init_Common.sqf:11 |
Common/Functions/Common_HandleBombs.sqf |
Compile is commented and the target helper is absent; newer bomb/missile handlers are separate live ordnance guardrails. | Abandoned feature revival, Dead/stale code register |
Server/Init/Init_Server.sqf:65,90,595 |
Server/Module/serverFPS/monitorServerFPS.sqf |
Compile lines are commented but docs checkout still execs the second FPS publisher; stable/release use a single-publisher shape. | Hosted server FPS loop sleep, Server gameplay runtime atlas |
Only three .fsm files exist in the source mission:
Client/FSM/updateactions.fsmClient/FSM/updateavailableactions.fsmClient/kb/hq.fsm
Server-side long-running systems are mostly .sqf loop scripts under Server/FSM. The missing Server/FSM/supplytruck.fsm is therefore concrete evidence of an incomplete old AI logistics path rather than just a naming convention mismatch.
- Use
-LiteralPathin PowerShell for mission paths containing[55-2hc]; plain-Pathtreats brackets as wildcards. - Prefer adding new registered function names in the existing init owner for that side: common in
Init_Common, server inInit_Server, client inInit_Client. - If adding a PVF command, update both the command list and the corresponding
Client/PVFunctionsorServer/PVFunctionsfile, then document payload shape. - Avoid
Call Compileon data strings unless following an established PVF/localization pattern and the source is controlled. - For performance-sensitive loops, preserve existing parameter guards and
WF_Debuglogging style.
Previous: Gameplay systems atlas | Next: Public variable channel index
Main map: Home | Fast path: Feature status register | Agent file: agent-context.json
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