-
Notifications
You must be signed in to change notification settings - Fork 0
Tactical Support Menu Player Guide
Source-verified 2026-06-21 against master cf2a6d6a4. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
The Tactical Support Menu is the commander's primary special-action surface. It is opened from the main WF Menu (the Special button is enabled only for the team leader). The menu lists up to nine support options; items are greyed out when their prerequisite upgrade is missing, their personal fund balance is too low, or the cooldown has not elapsed.
The Special button in Client/GUI/GUI_Menu.sqf is enabled only when commandInRange is true and the player is leader WFBE_Client_Team. commandInRange is set by the client FSM whenever a friendly Command Center building is within range (Client/FSM/updateavailableactions.fsm:199).
The list is built at runtime from four parallel arrays: _addToList (display names), _addToListID (internal IDs), _addToListFee (personal-fund cost deducted at firing — not side supply), and _addToListInterval (per-item cooldown in seconds). The list is then alphabetically sorted with lbSort, so the in-game order differs from the declaration order below. (Client/GUI/GUI_Menu_Tactical.sqf:56-62)
| ID (internal) | Display name | Personal fee | Cooldown | Upgrade gate | Module gate |
|---|---|---|---|---|---|
Fast_Travel |
Fast Travel | $0 (free mode) or per-km fee (fee mode) | none |
WFBE_UP_FASTTRAVEL (index 12) |
WFBE_C_GAMEPLAY_FAST_TRAVEL > 0 |
ICBM |
ICBM | $75,000 | — |
WFBE_UP_ICBM (index 11) |
WFBE_C_MODULE_WFBE_ICBM > 0 AND !IS_air_war_event
|
Paradrop_Ammo |
Paradrop Ammo | $9,500 | 800 s |
WFBE_UP_SUPPLYPARADROP (index 16) |
always available when upgrade bought |
Paradrop_Vehicle |
Paradrop Vehicle | $3,500 | 600 s |
WFBE_UP_SUPPLYPARADROP (index 16) |
always available when upgrade bought |
Paratroopers |
Paratroopers | $8,500 |
WFBE_C_PLAYERS_SUPPORT_PARATROOPERS_DELAY (1200 s) |
WFBE_UP_PARATROOPERS (index 4) |
always available |
Units_Camera |
Unit Camera | $0 | none | commandInRange |
always available |
UAV |
UAV | $12,500 | — (one active at a time) |
WFBE_UP_UAV (index 5) |
UAV classname set for side |
UAV_Destroy |
UAV Destroy | $0 | — | UAV must be alive | — |
UAV_Remote_Control |
UAV Remote Control | $0 | — | UAV must be alive | — |
Sources: Client/GUI/GUI_Menu_Tactical.sqf:56-62 (arrays), Client/GUI/GUI_Menu_Tactical.sqf:244-285 (enable checks), Common/Init/Init_CommonConstants.sqf:286 (paratroopers delay).
Paradrop Ammo uses an 800 s interval; Paradrop Vehicle uses a 600 s interval. Both read and write the same
lastSupplyCallvariable, so firing either resets the other.Client/GUI/GUI_Menu_Tactical.sqf:61.
What it does. Teleports the player (and nearby friendly group vehicles within WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE = 175 m) to the clicked map destination. A map animation plays during transit; the player is placed safely at the destination using PlaceSafe. Client/GUI/GUI_Menu_Tactical.sqf:379-461.
Two modes controlled by WFBE_C_GAMEPLAY_FAST_TRAVEL (Common/Init/Init_CommonConstants.sqf:235):
| Value | Behaviour |
|---|---|
0 |
Disabled — item greyed out regardless of upgrade |
1 (default) |
Free — no fee deducted |
2 |
Fee per km — deducted from personal funds at travel time |
Fee mode parameters (all hardcoded, not mission parameters):
| Constant | Value | Meaning |
|---|---|---|
WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE |
175 m | Proximity required to a valid origin (HQ, fully-capped town, or Command Center) |
WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE_MAX |
3500 m | Maximum destination distance shown on map |
WFBE_C_GAMEPLAY_FAST_TRAVEL_PRICE_KM |
$215 | Cost per km in fee mode |
WFBE_C_GAMEPLAY_FAST_TRAVEL_TIME_COEF |
0.8 | Scales map animation duration relative to distance |
Source: Common/Init/Init_CommonConstants.sqf:244-247.
Valid origins. The code checks (in priority order): deployed side HQ within range → closest fully-captured town within range → side Command Center within range. If none qualify, the button is disabled. Client/GUI/GUI_Menu_Tactical.sqf:146-193.
Valid destinations. Fully-captured friendly towns and side Command Centers that are more than 175 m away and no more than 3500 m away. In fee mode destinations the player cannot afford are also excluded. Yellow mil_circle markers appear on the map to indicate reachable destinations. Clicking within 500 m of a marker confirms the jump. Client/GUI/GUI_Menu_Tactical.sqf:194-226, 381-424.
Vehicles carried. Any vehicle in the player's group that is within WFBE_C_GAMEPLAY_FAST_TRAVEL_RANGE of the origin, is moving-capable (canMove), is not a static weapon, and is not stopped or on a WAIT/STOP command is teleported with the player. Client/GUI/GUI_Menu_Tactical.sqf:409.
Upgrade cost (USMC baseline): $1,500 (one level). Prerequisites: Light Factory level 1 + Supply level 1. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:44,103. Costs shown are from Upgrades_USMC.sqf; Combined Ops (CO) Chernarus loads Upgrades_CO_US.sqf for the West side when WF_A2_CombinedOps is true. Verify against the CO file if values differ.
What it does. Spawns a UAV at the nearest side Command Center and gives the player remote control via the OA interface (Client/Module/UAV/uav_interface_oa.sqf) plus a spotter script that marks enemy contacts on the map. Client/Module/UAV/uav.sqf:1-55.
Cost. $12,500 deducted from personal funds at the moment of spawn. Client/Module/UAV/uav.sqf:50.
One active at a time. Selecting UAV while playerUAV is already alive re-opens the interface rather than spawning a second aircraft. Client/Module/UAV/uav.sqf:4-12.
Gunner slot is BLUFOR-only. The gunner crew member (and Hellfire capability) is created only when sideJoined == west. OPFOR UAVs spawn with a driver only. Client/Module/UAV/uav.sqf:42-46.
UAV classnames by faction:
| Faction root | Vehicle classname |
|---|---|
| USMC | MQ9PredatorB |
| US | MQ9PredatorB_US_EP1 |
| US Camo | MQ9PredatorB_US_EP1 |
| CDF | MQ9PredatorB |
| RU | Pchela1T |
| INS | Pchela1T |
| GUE, TKA, TKGUE, PMC | no UAV variable set — UAV item disabled |
Sources: Common/Config/Core_Root/Root_USMC.sqf:18, Root_US.sqf:18, Root_CDF.sqf:18, Root_RU.sqf:17, Root_INS.sqf:17. GUE/TKA/TKGUE/PMC root files contain no UAV assignment; the uav.sqf exits early when the variable is nil or empty (Client/Module/UAV/uav.sqf:15-16).
UAV Destroy. Sets damage 1 on all crew and the vehicle and nulls playerUAV. No cost. Enabled only while the UAV is alive. Client/GUI/GUI_Menu_Tactical.sqf:278-280,329-335.
UAV Remote Control. Re-opens the UAV interface without respawning the aircraft. Enabled only while the UAV is alive. Client/GUI/GUI_Menu_Tactical.sqf:281-283,336-339.
Upgrade cost (USMC baseline): $2,000 (one level). Prerequisite: Air Factory level 2. Research time: 60 s. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:37,95,126.
What it does. Sends a faction transport aircraft loaded with AI infantry to the clicked map position. The server selects a random map-edge spawn point, flies the aircraft to the target, and drops soldiers by parachute. Server/Support/Support_Paratroopers.sqf.
Cost. $8,500 from personal funds. Cooldown: 1200 s (20 minutes). Client/GUI/GUI_Menu_Tactical.sqf:60,61.
Upgrade levels. Three levels unlock progressively heavier squad compositions. Example for USMC:
| Level | Squad composition (classnames) |
|---|---|
| 1 | SL, LAT, Soldier ×2, AR, Medic |
| 2 | SL, AT ×3, AA, MG, Medic, Spotter, Sniper |
| 3 | FR Assault, HAT ×4, AA ×2, FR AR, FR AC, Medic, FR Marksman, AT, Sniper |
Source: Common/Config/Core_Root/Root_USMC.sqf:31-33. RU uses equivalent compositions from Root_RU.sqf:30-32. The aircraft is the faction PARACARGO vehicle (C130J for USMC, Mi17_Ins for RU).
Upgrade cost (USMC baseline): $1,500 / $2,500 / $3,500 for levels 1/2/3. Prerequisites: Barracks + Air Factory + Gear all at matching level. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:36,90-93.
Both call RequestSpecial on the server and share the same lastSupplyCall cooldown variable. Both require the WFBE_UP_SUPPLYPARADROP upgrade (index 16). Paradrop Ammo interval is 800 s; Paradrop Vehicle interval is 600 s. Client/GUI/GUI_Menu_Tactical.sqf:61,267-272,509-529.
| Item | Fee | Cooldown | Server handler | Delivered asset (USMC) | Delivered asset (RU) |
|---|---|---|---|---|---|
| Paradrop Ammo | $9,500 | 800 s |
ParaAmmo / Server/Support/Support_ParaAmmo.sqf
|
MH-60S dropping ammo crates (USBasicAmmunitionBox, USBasicWeaponsBox, USLaunchersBox) |
Mi-17 dropping RU ammo crates (RUBasicAmmunitionBox, RUBasicWeaponsBox, RULaunchersBox) |
| Paradrop Vehicle | $3,500 | 600 s |
ParaVehi / Server/Support/Support_ParaVehicles.sqf
|
MH-60S carrying parachuted MtvrRepair
|
Mi-17 carrying parachuted KamazRepair
|
Sources: Common/Config/Core_Root/Root_USMC.sqf:38-40, Root_RU.sqf:36-38, Server/Init/Init_Server.sqf:40,42.
Upgrade cost (USMC baseline): $2,000 (one level). Prerequisite: Airlift upgrade level 1. Research time: 50 s. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:48,108,137.
What it does. Launches a ballistic missile strike on the clicked map position. The commander sees a confirmation prompt before the fee is deducted. A red mil_warning marker and ellipse appear on the map; both are cleaned up after impact. All players on both sides receive an audio and text warning message. Client/GUI/GUI_Menu_Tactical.sqf:463-507.
Costs. The personal-fund fee is $75,000 (deducted client-side at fire). The upgrade purchase cost is $49,500 personal + $80,000 side supply (the second element of the cost tuple). Research time: 300 s. Common/Config/Core_Upgrades/Upgrades_USMC.sqf:43,132.
Damage radius. 800 m (ICBM_DAMAGE_RADIUS). Radiation zone radius: 900 m (ICBM_RADIATION_RADIUS). Client/Module/Nuke/ICBM_Init.sqf:1-2.
Time to impact. Default 1 minute (WFBE_ICBM_TIME_TO_IMPACT = 1). Configurable as a mission parameter. Common/Init/Init_CommonConstants.sqf:256.
Gates.
| Gate | Condition |
|---|---|
| Module |
WFBE_C_MODULE_WFBE_ICBM > 0 (default 1) |
| Event exclusion |
IS_air_war_event must be false — ICBM is disabled during the Air War event |
| Role | Caller must be in commanderTeam
|
| Funds | Personal balance >= $75,000
|
| Upgrade |
WFBE_UP_ICBM (index 11) purchased — requires Air Factory level 3 |
Sources: Client/GUI/GUI_Menu_Tactical.sqf:253-260, Common/Config/Core_Upgrades/Upgrades_USMC.sqf:17,43,101, Common/Init/Init_CommonConstants.sqf:254,256, initJIPCompatible.sqf:128-141.
What it does. Opens the Unit Camera dialog (RscMenu_UnitCamera) which lists all human players in the side and lets the commander spectate any of them. No fee. Client/GUI/GUI_Menu_Tactical.sqf:284-285,340-342.
Gate. commandInRange must be true (player's group is near a Command Center). No upgrade required. The button is greyed out away from base.
- Support-Specials-And-Tactical-Modules-Atlas — server-authority and trust-boundary detail for RequestSpecial calls
- Upgrade-Research-Cross-Faction-Reference — full upgrade trees with costs, times, and prerequisites for all factions
- Commanders-Handbook — broader commander role overview including economy, construction, and unit management
- Factory-And-Purchase-Systems-Atlas — how the upgrade tree integrates with the factory build chain
- Supply-Mission-Architecture — side supply mechanics that fund the ICBM upgrade purchase
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