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Takistan Map Content Reference
Source-verified 2026-06-21 against then-current master cf2a6d6a4; current origin/master is 0139a346, so recheck cited paths before current-head claims. Paths relative to Missions_Vanilla/[61-2hc]warfarev2_073v48co.takistan/ unless noted. Paths prefixed
Common/without a mission qualifier share source with Missions/[55-2hc]warfarev2_073v48co.chernarus/Common/. Arma 2 OA 1.64.
| Property | Value | Source |
|---|---|---|
| Mission file | [61-2hc]warfarev2_073v48co.takistan |
folder name |
| Slot count | 34 (player="PLAY CDG" entries) |
mission.sqm:2847,2869,… |
Total towns (totalTowns) |
31 | mission.sqm:633 |
| Airport logic objects | 2 (LocationLogicAirport) |
mission.sqm:1241,1423 |
Naval flag (isNavalTerrain) |
false — no boat classes generated |
Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:10 |
| Terrain type | DESERT |
Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:6 |
| In-game map name | takistan |
Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:9 |
Boundary (WFBE_BOUNDARIESXY) |
12800 m | Common/Init/Init_Boundaries.sqf:8 |
| Starting distance | 7500 m | Tools/LoadoutManager/Data/Terrains/Implementations/VanillaMaps/TAKISTAN.cs:7 |
| Chernarus-map-dependent flag |
false — IS_CHERNARUS_MAP_DEPENDENT is never defined in this mission |
initJIPCompatible.sqf:114-116 |
| Faction profile flag |
IS_Takistan_Faction_On_This_Map = true, IS_Russian_Faction_On_This_Map = false
|
initJIPCompatible.sqf:265-270 |
| Maintenance tier | Faithful generated target (see Content Structure And Maps) | — |
At runtime IS_chernarus_map_dependent is false (the preprocessor define IS_CHERNARUS_MAP_DEPENDENT is absent), so the Takistan faction branch executes throughout shared Common/ code.
| Side | Faction key | Faction index in WFBE_C_UNITS_FACTIONS_*
|
Source |
|---|---|---|---|
| WEST | US |
1 (WFBE_C_UNITS_FACTION_WEST = 1) |
Common/Init/Init_CommonConstants.sqf:1041 |
| EAST | TKA |
2 (WFBE_C_UNITS_FACTION_EAST = 2) |
Common/Init/Init_CommonConstants.sqf:1042 |
| GUER | TKGUE |
2 (WFBE_C_UNITS_FACTION_GUER = 2) |
Common/Init/Init_CommonConstants.sqf:1043 |
Faction arrays: WFBE_C_UNITS_FACTIONS_WEST = ['CDF','US','USMC'], WFBE_C_UNITS_FACTIONS_EAST = ['INS','RU','TKA'], WFBE_C_UNITS_FACTIONS_GUER = ['GUE','PMC','TKGUE'] (Common/Init/Init_CommonConstants.sqf:1031-1033).
Supply helicopter pool on Takistan: WFBE_C_SUPPLY_HELI_TYPES = ['UH60M_EP1','Mi17_TK_EP1'] (WEST UH-60M / EAST Mi-17 TK). On Chernarus the pool is ['MH60S','Mi17_Ins'] (Common/Init/Init_CommonConstants.sqf:181).
Config_GUE.sqf defines four resistance squad templates. The infantry templates use TK_GUE_*_EP1 classnames specific to the Takistan resistance faction; the fourth template uses PMC classnames. The file ends by setting three vehicle-crew fallback variables that retain Chernarus-era GUE_* classnames — a known drift not corrected in master (Server/Config/Config_GUE.sqf:86-88).
| Template | Leader | Composition | Type index | Source |
|---|---|---|---|---|
| Infantry Squad | TK_GUE_Warlord_EP1 |
AR + 2× EP1 Soldier + Sniper + HAT + AT + AAT | 0 (Inf) | Server/Config/Config_GUE.sqf:10-17 |
| Rifle Squad A | TK_GUE_Warlord_EP1 |
AR + 2× Soldier_2 + Sniper + HAT + AT + AAT | 0 (Inf) | Server/Config/Config_GUE.sqf:28-35 |
| Rifle Squad B | TK_GUE_Warlord_EP1 |
AR + 2× Soldier_3 + Sniper + HAT + AT + AAT | 0 (Inf) | Server/Config/Config_GUE.sqf:46-53 |
| Weapon Squad (PMC) | Soldier_TL_PMC |
3× AT + 2× Bodyguard_M4 + MG + AA | 0 (Inf) | Server/Config/Config_GUE.sqf:64-71 |
WFBE_GUERRESCREW / WFBE_GUERRESSOLDIER / WFBE_GUERRESPILOT drift: These three variables are set to GUE_Soldier_Crew, GUE_Soldier_1, and GUE_Soldier_Pilot in both the Chernarus and Takistan Config_GUE.sqf files (Server/Config/Config_GUE.sqf:86-88). Takistan-equivalent classnames (TK_GUE_Soldier_Crew, etc.) are not used. Consumers that spawn individual resistance crew members will spawn Chernarus-faction models on Takistan.
Two LocationLogicAirport objects are placed in the mission editor. No additional init string beyond this enableSimulation false is set on either; airport behaviour is governed by shared Common/ code that reads LocationLogicAirport objects at runtime.
| # | Position (X, Z, Y) | Azimuth | Logic ID | Source |
|---|---|---|---|---|
| Airport 1 | 8191.4, 296.0, 1803.5 | 60° | 66 | mission.sqm:665-669 |
| Airport 2 | 5689.9, 83.0, 11181.2 | 220° | 78 | mission.sqm:847-851 |
No naval marker (LocationLogicNaval) exists in the Takistan mission — consistent with isNavalTerrain = false.
One random vehicle is spawned per playable side from the respective pool at mission start. The pool is compiled from WASP/unsort/StartVeh.sqf at Server/Init/Init_Server.sqf:306 and selected at :430 (WEST) and :447 (EAST). No GUER start vehicle pool exists in this file; the resistance side does not receive a random start vehicle.
| Classname | Source line |
|---|---|
UAZ_MG_INS |
WASP/unsort/StartVeh.sqf:2 |
UAZ_AGS30_RU |
:3 |
UAZ_SPG9_INS |
:4 |
BTR40_MG_TK_INS_EP1 |
:5 |
LandRover_MG_TK_EP1 |
:6 |
LandRover_SPG9_TK_EP1 |
:7 |
BRDM2_TK_EP1 |
:8 |
GAZ_Vodnik_HMG |
:9 |
BTR60_TK_EP1 |
:10 |
Ural_ZU23_INS |
:12 |
BTR90 |
:12 |
| Classname | Source line |
|---|---|
M1126_ICV_M2_EP1 |
WASP/unsort/StartVeh.sqf:16 |
M1126_ICV_mk19_EP1 |
:17 |
M1129_MC_EP1 |
:18 |
M1135_ATGMV_EP1 |
:19 |
HMMWV_M1151_M2_DES_EP1 |
:20 |
HMMWV_M998_crows_MK19_DES_EP1 |
:21 |
HMMWV_TOW |
:23 |
LAV25 |
:23 |
Pandur2_ACR |
:24 |
BAF_Jackal2_L2A1_W |
:25 |
All 31 towns are listed below in mission.sqm appearance order. Each LocationLogicDepot object passes these arguments to Common\Init\Init_Town.sqf: [logic, displayName, dubbingName, startSV, maxSV, townValue, townTypeTemplate(s)].
dubbingName = "+" means no separate dubbing string is used (the display name is used as the dubbing identifier). Town-type templates determine the AI defense composition loaded by Init_Town.sqf; multiple templates means the engine picks one at runtime.
| # | Display name | Start SV | Max SV | Town value | Town type template(s) |
mission.sqm line |
|---|---|---|---|---|---|---|
| 1 | Chak Chak | 20 | 80 | 800 |
LargeTown1, LargeTown2
|
800 |
| 2 | Huzrutimam | 10 | 50 | 600 |
MediumTown1, MediumTown2
|
894 |
| 3 | Landay | 10 | 40 | 400 | SmallTown1 |
976 |
| 4 | Loy Manara | 30 | 120 | 1000 |
HugeTown1, HugeTown2
|
1021 |
| 5 | Sultansafee | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
1103 |
| 6 | Jaza | 10 | 40 | 400 | SmallTown1 |
1265 |
| 7 | Chardarakht | 10 | 50 | 500 |
MediumTown1, MediumTown2
|
1312 |
| 8 | Hazar Bagh | 10 | 30 | 400 | SmallTown1 |
1382 |
| 9 | Chaman | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
1447 |
| 10 | Shukurkalay | 10 | 60 | 600 |
MediumTown1, MediumTown2
|
1493 |
| 11 | Sakhee | 20 | 80 | 800 |
LargeTown1, LargeTown2
|
1575 |
| 12 | Jilavur | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
1644 |
| 13 | Khushab | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
1726 |
| 14 | Mulladoost | 10 | 60 | 600 |
MediumTown1, MediumTown2
|
1808 |
| 15 | Kakaru | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
1890 |
| 16 | Anar | 10 | 50 | 500 |
SmallTown1, MediumTown1
|
1960 |
| 17 | Feeruz Abad | 30 | 120 | 1200 |
HugeTown1, HugeTown2
|
2041 |
| 18 | Timurkalay | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
2123 |
| 19 | Falar | 10 | 50 | 600 |
MediumTown1, MediumTown2
|
2205 |
| 20 | Garmarud | 10 | 50 | 600 |
MediumTown1, MediumTown2
|
2287 |
| 21 | Garmsar | 30 | 120 | 1000 |
HugeTown1, HugeTown2
|
2368 |
| 22 | Imarat | 10 | 50 | 500 |
SmallTown1, SmallTown2, MediumTown1
|
2450 |
| 23 | Gospandi | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
2532 |
| 24 | Ravanay | 10 | 40 | 400 | SmallTown1 |
2602 |
| 25 | Karachinar | 10 | 40 | 500 |
SmallTown1, SmallTown2
|
2648 |
| 26 | Nur | 10 | 50 | 500 |
SmallTown1, SmallTown2
|
2706 |
| 27 | Zavarak | 20 | 80 | 800 |
LargeTown1, LargeTown2
|
2752 |
| 28 | Bastam | 20 | 70 | 800 |
LargeTown1, LargeTown2
|
2822 |
| 29 | Nagara | 30 | 120 | 1000 |
HugeTown1, HugeTown2
|
2927 |
| 30 | Rasman | 30 | 120 | 1000 |
HugeTown1, HugeTown2
|
3008 |
| 31 | Shamali | 10 | 40 | 500 |
SmallTown1, SmallTown2
|
3126 |
Total totalTowns variable: set to 31 on the WF_Logic object at mission.sqm:61. This is the source of truth used by Init_TownMode.sqf.
| Type | Count | Start SV range | Max SV range | Town value range |
|---|---|---|---|---|
SmallTown1 only |
4 (Landay, Jaza, Hazar Bagh, Ravanay) | 10 | 30–40 | 400 |
SmallTown1/SmallTown2 (two templates) |
10 | 10 | 40–50 | 500 |
SmallTown1/MediumTown1 (mixed small/medium) |
1 (Anar) | 10 | 50 | 500 |
SmallTown1, SmallTown2, MediumTown1 (three templates) |
1 (Imarat) | 10 | 50 | 500 |
MediumTown1/MediumTown2
|
6 | 10 | 50–60 | 500–600 |
LargeTown1/LargeTown2
|
4 | 20 | 70–80 | 800 |
HugeTown1/HugeTown2
|
5 | 30 | 120 | 1000–1200 |
The WF_Logic object at mission.sqm:633 pre-populates four removal arrays used by Init_TownMode.sqf to subset active towns based on the WFBE_C_TOWNS_AMOUNT parameter. Towns are listed by their internal removal key (no spaces, camelCase).
| Mode | Removed towns (keys) | Active count |
|---|---|---|
XSmall |
FeeruzAbad, Nagara, Garmsar, Bastam, Zavarak, ChakChak, Sakhee, Garmarud, Falar, Chaman, Mulladoost, Nur, Karachinar, Rasman, Ravanay, Imarat, Shamali, Gospandi, Landay, Jaza, Timurkalay, Sultansafee, Shukurkalay, Jilavur, Khushab, Kakaru, Anar, HazarBagh | 3 |
Small |
FeeruzAbad, Garmsar, Zavarak, ChakChak, LoyManara, Sakhee, Garmarud, Falar, Chaman, Mulladoost, Chardarakht, Karachinar, Ravanay, Imarat, Landay, Jaza, Timurkalay, Huzrutimam, Sultansafee, Shukurkalay, Jilavur, Khushab, Kakaru, Anar, HazarBagh | 6 |
Medium |
FeeruzAbad, Garmsar, Zavarak, ChakChak, LoyManara, Sakhee, Chaman, Chardarakht, Nur, Karachinar, Ravanay, Landay, Jaza, Timurkalay, Huzrutimam, Sultansafee, Shukurkalay, Jilavur, Kakaru, Anar, HazarBagh | 10 |
Large |
Chaman, HazarBagh, Nur, Landay | 27 |
Source: mission.sqm:633 (single line containing the WF_Logic init string).
Note: the XSmall row leaves only 3 active towns (31 − 28 removed). These are: Huzrutimam, Loy Manara, and Chardarakht (the three towns absent from the XSmall removal array at mission.sqm:633).
Key differences relevant to cross-map development work:
| Property | Chernarus | Takistan | Source |
|---|---|---|---|
| Mission file | [55-2hc]…chernarus |
[61-2hc]…takistan |
folder names |
| Slot count | 34 (player="PLAY CDG" count in Chernarus mission.sqm — master Chernarus is an AI-vs-AI eval build with reduced slots) |
34 (player="PLAY CDG" count) |
mission.sqm |
totalTowns |
46 | 31 |
mission.sqm:3332 (Chernarus), mission.sqm:61 (Takistan) |
| Boundary | 15360 m | 12800 m | Common/Init/Init_Boundaries.sqf:5,8 |
IS_chernarus_map_dependent |
true |
false |
initJIPCompatible.sqf:114-116 |
| WEST faction |
USMC (index 2) |
US (index 1) |
Common/Init/Init_CommonConstants.sqf:409,413 |
| EAST faction |
RU (index 1) |
TKA (index 2) |
Common/Init/Init_CommonConstants.sqf:410,414 |
| GUER faction |
GUE (index 0) |
TKGUE (index 2) |
Common/Init/Init_CommonConstants.sqf:411,415 |
| Supply helicopters |
MH60S, Mi17_Ins
|
UH60M_EP1, Mi17_TK_EP1
|
Common/Init/Init_CommonConstants.sqf:181 |
| Naval marker | Yes (Zodiac/PBX content) | No | Tools/LoadoutManager/…/TAKISTAN.cs:10 |
| GUE resistance infantry |
GUE_Commander, GUE_Soldier_MG, etc. |
TK_GUE_Warlord_EP1, TK_GUE_Soldier_AR_EP1, etc. |
Server/Config/Config_GUE.sqf:10-17 |
| GUERRESCREW / GUERRESSOLDIER / GUERRESPILOT |
GUE_Soldier_Crew / GUE_Soldier_1 / GUE_Soldier_Pilot
|
same values (not updated to TK_GUE equivalents) — known drift | Server/Config/Config_GUE.sqf:86-88 |
| GUE structure classnames |
Gue_WarfareBBarracks, Gue_WarfareBLightFactory, … |
TK_GUE_WarfareBBarracks_EP1, TK_GUE_WarfareBLightFactory_EP1, … |
Common/Config/Core_Structures/Structures_CO_GUE.sqf:8-10 |
- Takistan Features - oilfield, land SCUD, AI SCUD, AICOM terrain tuning and non-naval behavior that make Takistan play differently from Chernarus.
- Content Structure And Maps — mission folder layout, terrain support in LoadoutManager, and the generated-folder maintenance tier table.
-
Towns, Camps And Capture Atlas — town init chain (
Init_Town.sqf), camp capture,Init_TownMode.sqf, server ownership loops, and economy consumers. - Economy, Towns And Supply — supply value model, income loop, supply mission flow, and the income display/runtime mismatch.
- Assets, Config, Localization And Parameters Atlas — parameters, stringtable, description.ext structure, and localization keys.
-
Variable And Naming Conventions —
WFBE_C_*,WFBE_UP_*, and faction/index constant naming patterns.
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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
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- Economy system reference
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- 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
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- Construction logic list cleanup
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- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
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- Upgrades and research atlas
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- Current supply helicopters PR1
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- Vehicle theft economy pitch
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- Content, reference and catalogs
- Faction unit/vehicle roster catalog
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- 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
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- 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
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- 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