-
Notifications
You must be signed in to change notification settings - Fork 0
Server Paradrop Delivery Function Reference
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Three server-side scripts deliver air support to a clicked map position: Support_Paratroopers.sqf (AI infantry by parachute), Support_ParaAmmo.sqf (ammo crates by parachute) and Support_ParaVehicles.sqf (a repair/cargo vehicle by parachute). They share a common skeleton — map-edge spawn-point selection, a CARELESS pilot, a fly-to-target loop, a payload drop, then a fly-home/cleanup loop — but each handles its payload differently. The atlas and player guide name these scripts and cover cost/authority; this page documents the function bodies those pages omit. Player-facing costs and cooldowns live in Tactical support menu player guide; authority gaps live in Support specials and tactical modules atlas.
All three are compiled at server init and invoked from the RequestSpecial → HandleSpecial server router. The argument array is [<caseKey>, _side, _destination, _playerTeam] (select 1/2/3), where <caseKey> is the dispatch string ("Paratroops", "ParaAmmo", or "ParaVehi") consumed by Server_HandleSpecial.sqf:5's switch (_args select 0) before the full array is passed on; _destination is the clicked position and _playerTeam is the requesting commander's group. (The AI wildcard W4 bypasses this router and calls Support_Paratroopers.sqf directly with nil at element 0 — see table row below.)
| Fact | Value | Citation |
|---|---|---|
| Compile binding (ammo) | KAT_ParaAmmo = Compile preprocessFile "Server\Support\Support_ParaAmmo.sqf"; |
Server/Init/Init_Server.sqf:46 |
| Compile binding (paratroopers) | KAT_Paratroopers = Compile preprocessFile "...Support_Paratroopers.sqf"; |
Server/Init/Init_Server.sqf:47 |
| Compile binding (vehicle) | KAT_ParaVehicles = Compile preprocessFile "...Support_ParaVehicles.sqf"; |
Server/Init/Init_Server.sqf:48 |
Router case Paratroops
|
_args spawn KAT_Paratroopers; |
Server/Functions/Server_HandleSpecial.sqf:43-44 |
Router case ParaVehi
|
_args spawn KAT_ParaVehicles; |
Server/Functions/Server_HandleSpecial.sqf:47-48 |
Router case ParaAmmo
|
_args spawn KAT_ParaAmmo; |
Server/Functions/Server_HandleSpecial.sqf:51-52 |
| Second paratrooper caller (AI commander wildcard W4, Airborne Assault) |
[nil, _side, _destination, _cmdTeam] Spawn (Compile preprocessFile "Server\Support\Support_Paratroopers.sqf"); (level forced to 3, then restored) |
Server/Functions/AI_Commander_Wildcard.sqf:614-621 |
Every script runs the same five phases. Line numbers below are per script.
| Phase | Behaviour | Paratroopers | ParaAmmo | ParaVehicles |
|---|---|---|---|---|
| Spawn-point pick | If WFBE_BOUNDARIESXY is set, build 4 map-corner points at z 400+random(200) with dirs [45,145,225,315]; else fall back to a 2-point set at [0,0]/[15000,0] with dirs [45,315]
|
:14-26 |
:12-24 |
:12-24 |
| Index into points |
_ran chosen randomly over the point set |
_ran = floor(random count _ranPos) :44
|
_ran = round(random((count _ranPos)-1)) :27
|
_ran = round(random((count _ranPos)-1)) :27
|
| Transport group | One "paradrop" group via WFBE_CO_FNC_CreateGroup
|
:45 |
:28 |
:28 |
| Pilot posture | Group setBehaviour 'CARELESS', setCombatMode 'STEALTH', pilot disableAI 'AUTOTARGET'/'TARGET'
|
:59-61 |
:34-37 |
:35-38 |
| Move out / loop / move home |
AIMoveTo to target, poll loop until arrival/death/timeout, AIMoveTo back to spawn, poll loop, cleanup |
:92-147 |
:38,45-52,96-108 |
:39,51-58,78-90 |
Notes that apply to all three:
-
WFBE_BOUNDARIESXYis set per-island inCommon/Init/Init_Boundaries.sqf:28(and:35); when no island boundaries are defined it stays nil and the scripts use the 2-point fallback. - The pilot CARELESS/STEALTH posture set above is immediately re-stamped by
AIMoveTo, which forcessetCombatMode "RED",setBehaviour "AWARE",setFormation "COLUMN",setSpeedMode "FULL"on the group (Server/AI/Orders/AI_MoveTo.sqf:6-9).AIMoveTo = Compile preprocessFile "Server\AI\Orders\AI_MoveTo.sqf"(Server/Init/Init_Server.sqf:19); it appends a singleAIWPAddwaypoint at the destination (AI_MoveTo.sqf:32). For these unset (non-AICOM)"paradrop"groups,wfbe_aicom_hc/wfbe_aicom_foundedare nil, so the script reads 1-arg +isNiland treats them asfalse(AI_MoveTo.sqf:20-25). -
_vehicle setVehicleInit "[this, sideID] ExecVM 'Common\Init\Init_Unit.sqf';"thenprocessInitCommandsre-registers each transport as a side unit (Paratroopers:52,71; ParaAmmo:40-41; ParaVehicles:41-42). - The transport's
'killed'/'Killed'EH routes toWFBE_CO_FNC_OnUnitKilledwith the side id baked in (Paratroopers:51; ParaAmmo:39; ParaVehicles:40). - Timeout is 500 s (
time - _starttime > 500), and the outbound loop also aborts if the requesting team's leader is no longer a player (Paratroopers:101; ParaAmmo:48; ParaVehicles:54).
Each faction Core_Root file sets the per-side payload via Format ["WFBE_%1...", _side]. The scripts read these by side string. Citations below use CDF as the canonical example; every faction sets the same keys.
| Variable | Read by | Meaning | Example (CDF) | Citation |
|---|---|---|---|---|
WFBE_%1PARACHUTELEVEL<lvl> |
Paratroopers :31
|
Unit-class array for the bought paradrop tier (levels 1-3) | ['CDF_Soldier_TL',...] |
Common/Config/Core_Root/Root_CDF.sqf:25-27 |
WFBE_%1PARACARGO |
Paratroopers :32,50
|
Transport aircraft for paratroopers | 'Mi17_CDF' |
Common/Config/Core_Root/Root_CDF.sqf:29 |
WFBE_%1PILOT |
Paratroopers :43; ParaAmmo :30; ParaVehicles :32
|
Pilot unit class | side default | Common/Config/Core_Root/Root_CDF.sqf |
WFBE_%1PARAVEHI |
ParaAmmo :29; ParaVehicles :29
|
Transport aircraft for the ammo/vehicle drop | 'Mi17_CDF' |
Common/Config/Core_Root/Root_CDF.sqf:34 |
WFBE_%1PARAAMMO |
ParaAmmo :59
|
Array of crate classes to drop | ['RUBasicAmmunitionBox','RUBasicWeaponsBox','RULaunchersBox'] |
Common/Config/Core_Root/Root_CDF.sqf:32 |
WFBE_%1PARAVEHICARGO |
ParaVehicles :45
|
Vehicle class dropped under the transport | 'BRDM2_CDF' |
Common/Config/Core_Root/Root_CDF.sqf:33 |
WFBE_%1PARACHUTE |
ParaAmmo :71; ParaVehicles :68
|
Parachute model the payload attaches to | 'ParachuteMediumWest' |
Common/Config/Core_Root/Root_CDF.sqf:35 |
The full per-faction variable list is in Faction root variables reference. Note the RU ammo-paradrop config caveat: WFBE_%1PARAAMMO is set at Common/Config/Core_Root/Root_RU.sqf:42 but the atlas flags a comment-swallow risk on the starting-vehicles line — see the atlas for the repair item.
Private[...] header at :1; args _side :3, _destination :4, _playerTeam :5; _sideID = _side Call GetSideID :6; _starttime = time :7. Returns nothing (spawned).
| Step | Behaviour | Citation |
|---|---|---|
| Upgrade tier |
_currentLevel = (_side Call WFBE_CO_FNC_GetSideUpgrades) select WFBE_UP_PARATROOPERS, then read WFBE_%1PARACHUTELEVEL%2
|
:29-31 (WFBE_UP_PARATROOPERS = 4, Common/Init/Init_CommonConstants.sqf:41) |
| Nil guard |
exitWith if units or WFBE_%1PARACARGO model are nil |
:34 |
| Transport sizing |
_vehicle_cargo = getNumber(CfgVehicles >> model >> 'transportSoldier'); exitWith if 0; _vehicle_count = ceil((count _units)/_vehicle_cargo)
|
:37-39 |
| Build aircraft | Loop 1..vehicle_count: createVehicle [...,"FLY"], add killed EH, push to _vehicles, spawn pilot via WFBE_CO_FNC_CreateUnit + moveInDriver, doMove _destination, set CARELESS/STEALTH + disableAI, flyInHeight (300 + random 15), lockDriver true
|
:48-66 |
| Load troops |
forEach _units: spawn each unit into _playerTeam (note: the requesting team, not the transport group _grp — the _grp variant is commented out at :80), moveInCargo _vehicle, swap to next aircraft once _built_inf >= _vehicle_cargo
|
:78-87 |
| Move to target | [_grp, _destination, "MOVE", 10] Call AIMoveTo |
:92 |
| Arrival loop |
while {true}: sleep 1; abort on no-alive-vehicle, no-alive-driver, leader-not-player or time-_starttime > 500; set _greenlight=true when leader vehicle within 300 m of target |
:96-106 |
| Eject | If greenlight: _delay = if plane then 0.35 else 0.85; for each cargo unit (crew - [driver,gunner,commander]) action ["EJECT", vehicle], sleep _delay, then SendToClient the per-trooper HandleParatrooperMarkerCreation callback |
:109-119 |
| Fly home / fail | On greenlight, AIMoveTo back to spawn + arrival loop; else deleteVehicle each paratrooper |
:121-138 |
| Cleanup | Delete each transport's crew, then the vehicle, then deleteGroup _grp
|
:140-147 |
Statistics: [str _side,'VehiclesCreated',_built] Call UpdateStatistics :68 and [str _side,'UnitsCreated', _built] Call UpdateStatistics :89. Note _built is reused as the troop counter accumulator at :86 (_built = _built + _built_inf), so the UnitsCreated value at :89 reflects partially-filled aircraft accounting rather than a clean head count.
The per-trooper client callback HandleParatrooperMarkerCreation is registered as a PVF receiver at Common/Init/Init_PublicVariables.sqf:38; its client edge (revive marker) is documented in Paratrooper marker revival.
Private[...] header :1; _args :3, _side :4, _sideID :5, _playerTeam :7. Single transport (no sizing loop). Returns nothing.
| Step | Behaviour | Citation |
|---|---|---|
| Build transport |
createVehicle WFBE_%1PARAVEHI [...,"FLY"], spawn pilot, moveInDriver, CARELESS/STEALTH, disableAI, AIMoveTo to target, add 'Killed' EH (via Call Compile), setVehicleInit + processInitCommands, flyInHeight (200 + random 20)
|
:29-42 |
| Stats |
VehiclesCreated 1 and UnitsCreated 1
|
:31-32 |
| Outbound loop |
sleep 1; abort on dead pilot/vehicle/null; on timeout (>500) or leader-not-player, setDammage 1 on cargo+pilot+vehicle and deleteGroup; exit when within 100 m |
:45-52 |
| Crate-drop spawn |
[_vehicle,_side] Spawn { ... }: read WFBE_%1PARAAMMO (:59); exitWith WARNING if not an array (:60); forEach _ammos with sleep 0.8 between crates |
:54-93 |
| Per-crate chute | Nested [_chopper,_ammo,_side] Spawn: create WFBE_%1PARACHUTE at z 20, snap it to the chopper position minus 11 m and match dir, attachTo the crate, waitUntil {getPos _ammo select 2 < 3}, detach
|
:62-78 |
| Re-create crate | After landing, capture type+pos, deleteVehicle _ammo, re-createVehicle the same class at the landed position, re-add the 'Killed' EH, sleep 5, then deleteVehicle _chute
|
:80-89 |
| Fly home + cleanup |
AIMoveTo back to spawn, arrival loop (200 m), deleteVehicle _pilot, deleteVehicle _vehicle, deleteGroup _grp
|
:96-108 |
Source caveat: the crate-respawn EH at :85 references _sideID inside the nested Spawn scope, but only _chopper, _ammo, _side are passed in (:67-69) — _sideID is the outer-script local and is not in scope there, so the formatted EH receives an undefined side id. The crate is detached, deleted, and re-spawned (:78-83) so the parachute can be removed cleanly without the box riding the chute back up.
Private[...] header :1; _args :3, _side :4, _sideID :5, _playerTeam :7. Structurally mirrors ParaAmmo but drops one attached vehicle. Returns nothing.
| Step | Behaviour | Citation |
|---|---|---|
| Build transport |
createVehicle WFBE_%1PARAVEHI [...,"FLY"], stats, pilot moveInDriver + doMove, CARELESS/STEALTH, disableAI, AIMoveTo, 'Killed' EH, setVehicleInit + processInitCommands, flyInHeight (300 + random 75)
|
:29-43 |
| Create cargo vehicle |
_cargoVehicle = [WFBE_%1PARAVEHICARGO,[0,0,50],_sideID,0,false] Call WFBE_CO_FNC_CreateVehicle, then attachTo [_vehicle,[0,0,-3]] (slung 3 m below) |
:45-46 |
| Empty-vehicle registration |
emptyQueu = emptyQueu + [_cargoVehicle]; [_cargoVehicle] Spawn WFBE_SE_FNC_HandleEmptyVehicle — the dropped vehicle enters the standard empty-vehicle cleanup queue |
:48-49 |
| Outbound loop |
sleep 1; abort on dead pilot/vehicle/cargo/null; timeout/leader-not-player → setDammage 1 on cargo+pilot+vehicle+cargoVehicle and deleteGroup; exit within 100 m |
:51-58 |
| Drop |
detach _cargoVehicle :60, then [_cargoVehicle,_side] Spawn { ... }: sleep 2, abort if not alive, create WFBE_%1PARACHUTE, snap to vehicle pos minus 11 m + match dir, attachTo, `waitUntil {getPos select 2 < 10 |
|
| Fly home + cleanup |
AIMoveTo back to spawn, arrival loop (200 m), deleteVehicle _pilot, deleteVehicle _vehicle, deleteGroup _grp
|
:78-90 |
Unlike the ammo box, the cargo vehicle is not deleted-and-respawned after landing — it is detached and left in place (and remains tracked through emptyQueu / WFBE_SE_FNC_HandleEmptyVehicle).
| Aspect | Paratroopers | ParaAmmo | ParaVehicles |
|---|---|---|---|
| Transport count |
ceil(count units / transportSoldier) (multi-aircraft) :39
|
1 :29
|
1 :29
|
| Transport var |
WFBE_%1PARACARGO :32
|
WFBE_%1PARAVEHI :29
|
WFBE_%1PARAVEHI :29
|
| Payload | infantry from WFBE_%1PARACHUTELEVEL<lvl> :31
|
crate array WFBE_%1PARAAMMO :59
|
one WFBE_%1PARAVEHICARGO :45
|
| Drop method |
action ["EJECT"] per unit, delay 0.35/0.85 :110-116
|
per-crate chute attach + re-spawn :62-89
|
single chute attach, no re-spawn :62-76
|
| flyInHeight |
300 + random 15 :64
|
200 + random 20 :42
|
300 + random 75 :43
|
| Post-land tracking | client revive marker per trooper :117
|
re-create crate + killed EH :83-85
|
emptyQueu + HandleEmptyVehicle :48-49
|
| Stats |
VehiclesCreated _built :68, UnitsCreated _built :89
|
VehiclesCreated 1 :31, UnitsCreated 1 :32
|
VehiclesCreated 1 :30, UnitsCreated 1 :31
|
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