-
Notifications
You must be signed in to change notification settings - Fork 0
Service Point Pricing Model
Source-verified 2026-06-21 against master 0139a346. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The Vehicle Service Point menu (Client/GUI/GUI_Menu_Service.sqf) prices four services — rearm, repair, refuel, heal — for every friendly vehicle and crewman in support range. All four prices flow through one shared helper, _martyServiceGetPrice, which is also reused by the "service all" batch buttons and the per-unit "full service" button. This page documents exactly how each number is computed: the per-action formulas, the experimental proportional-rearm scaling, the ammo-fraction math behind it, the artillery exemption, the catalog-price source, and which charge paths skip the affordability guard.
This is the complementary reference to Service Menu Affordability Guards, which documents only the debit-guard correctness bug — not how each price is computed.
Every price the menu shows comes from a single script-local lambda _martyServiceGetPrice, called as [_veh,_action] Call _martyServiceGetPrice, returning a rounded integer cost (Client/GUI/GUI_Menu_Service.sqf:28-78). It is dispatched purely on the _action string ("HEAL", "REFUEL", "REPAIR", "REARM"); any other action returns 0 (Client/GUI/GUI_Menu_Service.sqf:77).
Two early structural rules:
| Rule | Source |
|---|---|
HEAL is handled first and is the only action valid on a Man object |
Client/GUI/GUI_Menu_Service.sqf:34-42 |
After the HEAL branch, any Man returns 0 (vehicle-only services cannot price a soldier) |
Client/GUI/GUI_Menu_Service.sqf:44 |
Vehicle services read the unit's catalog array via _get = missionNamespace getVariable (typeOf _veh)
|
Client/GUI/GUI_Menu_Service.sqf:46-47 |
_get select QUERYUNITPRICE is the vehicle's purchase price from its per-classname query array; QUERYUNITPRICE = 2 is the price index in that array (Common/Init/Init_CommonConstants.sqf:8). When the class has no query entry (isNil "_get"), each vehicle action falls back to a flat price rather than erroring.
All formulas are evaluated at menu-tick time (the dialog loops every 0.1 s) and re-shown live, so the displayed price tracks the vehicle's current damage / fuel / ammo state.
| Action | Formula | Fallback / zero cases | Source |
|---|---|---|---|
| HEAL (Man) | round(getDammage _veh * WFBE_C_UNITS_SUPPORT_HEAL_PRICE) |
— | Client/GUI/GUI_Menu_Service.sqf:34-35 |
| HEAL (vehicle) | sum over crew _veh of round(getDammage _x * WFBE_C_UNITS_SUPPORT_HEAL_PRICE) for each alive crewman |
dead crew contribute 0 | Client/GUI/GUI_Menu_Service.sqf:36-41 |
| REFUEL |
round(missingFuel * (price / WFBE_C_UNITS_SUPPORT_REFUEL_PRICE)) where missingFuel = (fuel _veh - 1) * -1
|
0 if fuel >= 1; 200 if class unknown |
Client/GUI/GUI_Menu_Service.sqf:49-53 |
| REPAIR | round(getDammage _veh * (price / WFBE_C_UNITS_SUPPORT_REPAIR_PRICE)) |
0 if getDammage <= 0; 500 if class unknown |
Client/GUI/GUI_Menu_Service.sqf:56-60 |
| REARM |
round(price / WFBE_C_UNITS_SUPPORT_REARM_PRICE) (the base price, before proportional scaling) |
500 if class unknown |
Client/GUI/GUI_Menu_Service.sqf:62-65 |
Here price is _get select QUERYUNITPRICE (the unit's catalog cost). Refuel and repair both scale the catalog price by the fraction of the resource missing; rearm is a flat fraction of catalog cost (then optionally proportionally reduced, see below). Heal is the only action priced off damage alone, independent of catalog cost.
| Constant | Value | Role | Source |
|---|---|---|---|
WFBE_C_UNITS_SUPPORT_HEAL_PRICE |
125 | multiplier on per-target damage for heal | Common/Init/Init_CommonConstants.sqf:391 |
WFBE_C_UNITS_SUPPORT_REARM_PRICE |
14 | catalog-price divisor for rearm base | Common/Init/Init_CommonConstants.sqf:546 |
WFBE_C_UNITS_SUPPORT_REFUEL_PRICE |
16 | catalog-price divisor for refuel | Common/Init/Init_CommonConstants.sqf:548 |
WFBE_C_UNITS_SUPPORT_REPAIR_PRICE |
2 | catalog-price divisor for repair | Common/Init/Init_CommonConstants.sqf:550 |
QUERYUNITPRICE |
2 | index of price in the per-class query array | Common/Init/Init_CommonConstants.sqf:8 |
Because the constants are divisors, a larger number means a cheaper service: refuel (÷16) is the cheapest catalog fraction, repair (÷2) the most expensive. Worked example for a vehicle whose catalog price is 14000: full rearm base = round(14000/14) = 1000; full repair at 100% damage = round(14000/2) = 7000; full refuel from empty = round(1 * 14000/16) = 875.
The rearm branch has an experimental refinement: instead of always charging the full base price, it can charge only for the ammo the vehicle is actually missing. The gate is WFBE_C_SUPPORT_REARM_PROPORTIONAL, which defaults to 1 (enabled) (Common/Init/Init_CommonConstants.sqf:581). The branch reads it with a [..., 0] default so a missing variable is treated as off (Client/GUI/GUI_Menu_Service.sqf:67).
When enabled, the base price computed above is scaled:
_frac = _veh Call WFBE_CO_FNC_GetAmmoFraction; // 0..1
_basePrice = round(_basePrice * ((1 - _frac) max 0.1));
(Client/GUI/GUI_Menu_Service.sqf:67-72)
| Behavior | Detail | Source |
|---|---|---|
| Scaling factor |
(1 - ammoFraction) — pay for what is missing |
Client/GUI/GUI_Menu_Service.sqf:71 |
| Floor |
max 0.1 — a vehicle that is near-full still pays at least 10% of base |
Client/GUI/GUI_Menu_Service.sqf:71 |
| Artillery exemption | if the vehicle is artillery, proportional scaling is skipped entirely and it pays the full base price | Client/GUI/GUI_Menu_Service.sqf:68-69 |
| Gate default | WFBE_C_SUPPORT_REARM_PROPORTIONAL = 1 |
Common/Init/Init_CommonConstants.sqf:581 |
So a tank that has fired 40% of its magazines pays round(base * (0.4 max 0.1)) = round(base * 0.4); a tank that has fired nothing still pays the 10% floor; a self-propelled gun always pays full base regardless of how few rounds remain.
The exemption is decided by ([typeOf _veh, str sideJoined] Call IsArtillery) != -1 (Client/GUI/GUI_Menu_Service.sqf:68). IsArtillery (compiled at Common/Init/Init_Common.sqf:71) scans the per-side WFBE_<side>_ARTILLERY_CLASSNAMES table and returns the matching artillery-type index, or the sentinel -1 when the class is not artillery (Common/Functions/Common_IsArtillery.sqf:5-12). Any non--1 index means "this is a gun → charge full rearm."
WFBE_CO_FNC_GetAmmoFraction (compiled at Common/Init/Init_Common.sqf:53) returns the current magazine load as a 0..1 fraction of full complement, where 0 = empty and 1 = full (Common/Functions/Common_GetAmmoFraction.sqf:5-10).
| Step | Detail | Source |
|---|---|---|
| Null/dead guard | returns 0 (full price, fail-safe) if the vehicle is null or not alive |
Common/Functions/Common_GetAmmoFraction.sqf:47 |
| Full complement | hull magazine count from configFile >> CfgVehicles >> class >> "magazines" plus each turret's magazine array from WFBE_CO_FNC_GetVehicleTurretsGear
|
Common/Functions/Common_GetAmmoFraction.sqf:57-65 |
| Per-class cache | the full total is cached once per class in missionNamespace under Format["WFBE_AMMOFULL_%1", typeOf _veh] so config is walked only once per class per session |
Common/Functions/Common_GetAmmoFraction.sqf:50,53,66 |
| Degenerate guard | if the full total <= 0 (config unreadable / no ammo entries) returns 0 → full price, safe |
Common/Functions/Common_GetAmmoFraction.sqf:70 |
| Current count |
count (magazines _veh) (hull) plus, per turret path, count (_veh magazinesTurret <path>)
|
Common/Functions/Common_GetAmmoFraction.sqf:73-79 |
| Result |
((current / full) min 1) max 0 — clamped to 0..1
|
Common/Functions/Common_GetAmmoFraction.sqf:82 |
The two "degenerate → 0" guards are deliberately safe in the pricing direction: a 0 fraction makes (1 - _frac) equal 1, so an unreadable vehicle pays full base price rather than a free rearm.
The menu's "all" buttons and the per-unit "full service" button aggregate the same per-action prices.
| Builder | What it prices | Source |
|---|---|---|
_martyServiceBuildFull |
one vehicle's needed services: ["REPAIR","REFUEL","REARM","HEAL"] for vehicles, ["HEAL"] for a Man; sums each action whose individual price > 0 and records which actions were charged |
Client/GUI/GUI_Menu_Service.sqf:101-117 |
_martyServiceBuildBatch |
one action across every eligible unit in the list; de-duplicates by vehicle (_seen), skips dead and ineligible units, and sums each per-unit price > 0
|
Client/GUI/GUI_Menu_Service.sqf:120-150 |
Eligibility for the batch is _martyServiceCanUse → _martyServiceBlockReason: a vehicle is blocked (and excluded from the batch total) if it is destroyed, more than 2 m airborne, or moving faster than 20 (Client/GUI/GUI_Menu_Service.sqf:81-99). Infantry healing is never blocked by these movement rules (the Man early-out returns "").
The batch prices are refreshed every menu tick so the "all" buttons stay all-or-nothing (Client/GUI/GUI_Menu_Service.sqf:377-389), and the per-action totals are written to the ammo/repair/heal labels (Client/GUI/GUI_Menu_Service.sqf:391-393).
Both "all" and "full service" charge once up front, then queue the per-unit service scripts with a 0.35 s stagger:
| Path | Affordability check before debit | Debit | Source |
|---|---|---|---|
_martyServiceStartBatch |
if (_funds < _price) exitWith {...} |
-_price Call ChangePlayerFunds |
Client/GUI/GUI_Menu_Service.sqf:164-168 |
_martyServiceStartFull |
if (_funds < _price) exitWith {...} |
-_price Call ChangePlayerFunds |
Client/GUI/GUI_Menu_Service.sqf:204-208 |
Pre-paying means the rearm bill is fixed at the instant the button is pressed, using the ammo fraction at that moment; firing during the rearm timer cannot change the price (this snapshot guarantee is documented at the top of Client/Functions/Client_SupportRearm.sqf:1-9).
The single-unit buttons, however, are inconsistent about the affordability guard. Each runs if (...) then { -_price Call ChangePlayerFunds; Spawn SupportX }:
| Single-unit action | Guard before debit | Source |
|---|---|---|
| Rearm (MenuAction 1) |
if (_funds >= _rearmPrice) — guarded
|
Client/GUI/GUI_Menu_Service.sqf:484 |
| Repair (MenuAction 2) |
if (_repairPrice > 0) — no funds check (price-positive only) |
Client/GUI/GUI_Menu_Service.sqf:496 |
| Refuel (MenuAction 3) |
if (_funds >= _refuelPrice) — guarded
|
Client/GUI/GUI_Menu_Service.sqf:507 |
| Heal (MenuAction 5) |
if (_healPrice > 0) — no funds check (price-positive only) |
Client/GUI/GUI_Menu_Service.sqf:519 |
The repair and heal single-unit paths debit on a price-positive check alone, so they can drive funds negative if the button is somehow clicked while unaffordable — the button-enable logic (Client/GUI/GUI_Menu_Service.sqf:448-455) is the only thing normally preventing it. See Service Menu Affordability Guards for the full correctness analysis of this gap.
Pricing is fixed; the time a service takes is computed separately inside each SupportX worker and is not part of the bill. The workers apply a support-source coefficient (service point / depot / repair truck) and a class malus, then loop once per second. Repair, refuel, and heal additionally add the current damage/fuel deficit to the coefficient so worse-off vehicles take longer.
| Worker | Base time constant | Value | Source |
|---|---|---|---|
| Rearm | WFBE_C_UNITS_SUPPORT_REARM_TIME |
20 | Common/Init/Init_CommonConstants.sqf:547 |
| Repair | WFBE_C_UNITS_SUPPORT_REPAIR_TIME |
20 | Common/Init/Init_CommonConstants.sqf:551 |
| Refuel | WFBE_C_UNITS_SUPPORT_REFUEL_TIME |
10 | Common/Init/Init_CommonConstants.sqf:549 |
| Heal | WFBE_C_UNITS_SUPPORT_HEAL_TIME |
10 | Common/Init/Init_CommonConstants.sqf:545 |
Example rearm coefficients (multiplying REARM_TIME after rounding): repair truck nearby gives air ×3.4 / arty ×3 / heavy ×2.8 / light ×2.6; a service point gives the cheapest air ×1.9 / arty ×1.7 / heavy ×1.5 / light ×1.2 (Client/Functions/Client_SupportRearm.sqf:37-60). Repair/refuel/heal use their own coefficient tables and add the damage or fuel deficit (Client/Functions/Client_SupportRepair.sqf:28-51, Client/Functions/Client_SupportRefuel.sqf:29-52, Client/Functions/Client_SupportHeal.sqf:28-51).
A unit only appears in the priced service list if it is within range of a support source. The window is WFBE_C_UNITS_SUPPORT_RANGE = 70 for service points and depots, and WFBE_C_UNITS_REPAIR_TRUCK_RANGE = 40 for repair trucks (Common/Init/Init_CommonConstants.sqf:543,539). The menu collects each vehicle's nearby supports — service point, depot, repair truck, and repair-truck-built service points — before pricing it (Client/GUI/GUI_Menu_Service.sqf:284-317). The workers re-check this range every second and abort the service if no support remains in range or the vehicle goes more than 2 m airborne (e.g. Client/Functions/Client_SupportRearm.sqf:68-82).
- Service Menu Affordability Guards — the debit/affordability guard correctness bug across the single-unit and batch charge paths
- Tactical Support Menu Player Guide — player-facing walkthrough of the service and support menus
- Support, Specials and Tactical Modules Atlas — the wider support-action and tactical-module dispatch overview
-
Artillery Reference Per Faction — the per-faction
WFBE_<side>_ARTILLERY_CLASSNAMEStables behind the rearm artillery exemption - Kill and Score Pipeline — the bounty/score currency formulas (unrelated to service costs, for contrast)
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