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Upgrade Research Cross Faction 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/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Each faction has a dedicated upgrade config file under Common/Config/Core_Upgrades/. Every file sets five missionNamespace arrays (ENABLED, COSTS, LEVELS, LINKS, TIMES) and one AI_ORDER array, then calls Check_Upgrades.sqf to patch any gaps in the AI build order. The 24 array positions map to constants defined in Common/Init/Init_CommonConstants.sqf:37-59.
| Idx | Constant | UI Label (from Labels_Upgrades.sqf:54-78) |
|---|---|---|
| 0 | WFBE_UP_BARRACKS |
Barracks |
| 1 | WFBE_UP_LIGHT |
Light Factory |
| 2 | WFBE_UP_HEAVY |
Heavy Factory |
| 3 | WFBE_UP_AIR |
Aircraft Factory |
| 4 | WFBE_UP_PARATROOPERS |
Paratroopers |
| 5 | WFBE_UP_UAV |
UAV |
| 6 | WFBE_UP_SUPPLYRATE |
Supply Rate |
| 7 | WFBE_UP_RESPAWNRANGE |
Respawn Range |
| 8 | WFBE_UP_AIRLIFT |
Airlift |
| 9 | WFBE_UP_FLARESCM |
Countermeasures (Custom Flares) |
| 10 | WFBE_UP_ARTYTIMEOUT |
Artillery Cooldown |
| 11 | WFBE_UP_ICBM |
ICBM |
| 12 | WFBE_UP_FASTTRAVEL |
Fast Travel |
| 13 | WFBE_UP_GEAR |
Gear |
| 14 | WFBE_UP_AMMOCOIN |
Build Ammo |
| 15 | WFBE_UP_EASA |
EASA |
| 16 | WFBE_UP_SUPPLYPARADROP |
Supply Paradrop |
| 17 | WFBE_UP_ARTYAMMO |
Artillery Ammo |
| 18 | WFBE_UP_IRSMOKE |
IR Smoke |
| 19 | WFBE_UP_AIRAAM |
Aircraft AA Missiles |
| 20 | WFBE_UP_AAR |
Anti-Air Radar |
| 21 | WFBE_UP_UNITCOST |
Unit Cost Modifier |
| 22 | WFBE_UP_CBRADAR |
Counter-Battery Radar |
| 23 | WFBE_UP_PATROLS |
Patrols |
Sources: Common/Init/Init_CommonConstants.sqf:37-59, Common/Config/Core_Upgrades/Labels_Upgrades.sqf:54-78.
Each upgrade config file receives the faction string as _this (the _side parameter) and is called via ExecVM or Call Compile preprocessFileLineNumbers from the corresponding Common/Config/Core_Root/Root_<faction>.sqf. Example dispatch line: Common/Config/Core_Root/Root_US.sqf:137.
| File | Faction string (_side) | AAR (idx 20) purchasable? | Supply Lv3 cost | Build Ammo link |
|---|---|---|---|---|
Upgrades_CO_US.sqf |
CO_US | Yes (LEVELS[20] = 2) | 8,000 | GEAR 5 |
Upgrades_CO_RU.sqf |
CO_RU | Yes (LEVELS[20] = 2) | 8,000 | GEAR 5 |
Upgrades_GUE.sqf |
GUE | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_CO_GUE.sqf |
CO_GUE | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_INS.sqf |
INS | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_CDF.sqf |
CDF | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_RU.sqf |
RU | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_OA_US.sqf |
OA_US | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_OA_TKA.sqf |
OA_TKA | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_OA_TKGUE.sqf |
OA_TKGUE | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
Upgrades_USMC.sqf |
USMC | Yes (LEVELS[20] = 2) | 6,000 | GEAR 2 |
AAR availability note: CO_US and CO_RU have LEVELS[20] = 2 (AAR purchasable, 2 levels). GUE, CO_GUE, INS, CDF, RU, OA_US, OA_TKGUE, and USMC have LEVELS[20] = 2 and ENABLED[20] = true — AAR is purchasable at 2 levels for these factions. OA_TKA has AAR enabled at its own index. The erroneous Upgrades_GUE.sqf:82 line reference pointed into the LINKS array, not the LEVELS array; the actual LEVELS array for GUE ends before line 82. The index-21 slot (UNITCOST) is disabled in INS/CDF/RU/OA_US/OA_TKGUE/USMC via ENABLED[21] = false; GUE and CO_GUE have UNITCOST and CBR (idx 22) enabled at level 2.
Module-gated upgrades: ten module-gated upgrade slots resolve their ENABLED value at runtime from module constants, not hardcoded booleans. See Upgrades_CO_US.sqf:11-28 for the full pattern. The ten slots are: UAV (WFBE_<side>UAV nil-check), Custom Flares (WFBE_C_MODULE_WFBE_FLARES == 1), Artillery Timeout (WFBE_C_ARTILLERY > 0), ICBM (WFBE_C_MODULE_WFBE_ICBM > 0), Fast Travel (WFBE_C_GAMEPLAY_FAST_TRAVEL > 0), EASA (WFBE_C_MODULE_WFBE_EASA > 0), Artillery Ammo (WFBE_C_ARTILLERY > 0), IR Smoke (WFBE_C_MODULE_WFBE_IRSMOKE > 0), Aircraft AA Missiles (WFBE_C_MODULE_WFBE_FLARES == 1 — same gate as Custom Flares), Counter-Battery Radar (WFBE_C_STRUCTURES_COUNTERBATTERY > 0). Custom Flares and Aircraft AA Missiles share one module gate.
All faction files share costs for most upgrades; the two meaningful differences are Supply Rate level 3 and Build Ammo dependency, documented in Section 2 above. The tables below show the exact COSTS arrays from source.
Upgrades_CO_US.sqf:31-56, Upgrades_CO_RU.sqf:31-56
| Upgrade | Lv 1 | Lv 2 | Lv 3 | Lv 4 | Lv 5 | Lv 6 |
|---|---|---|---|---|---|---|
| Barracks | 540 | 1,350 | 2,070 | — | — | — |
| Light Factory | 250 | 950 | 1,900 | 3,500 | — | — |
| Heavy Factory | 1,200 | 4,400 | 9,500 | 10,500 | — | — |
| Aircraft Factory | 1,200 | 4,000 | 9,200 | 10,500 | 17,600 | — |
| Paratroopers | 1,500 | 2,500 | 3,500 | — | — | — |
| UAV | 2,000 | — | — | — | — | — |
| Supply Rate | 2,700 | 4,800 | 8,000 | — | — | — |
| Respawn Range | 500 | 1,500 | — | — | — | — |
| Airlift | 1,000 | — | — | — | — | — |
| Countermeasures | 4,500 | — | — | — | — | — |
| Artillery Cooldown | 800 | 1,400 | 2,200 | 3,700 | 6,100 | 10,000 |
| ICBM | 49,500 (+80,000 supply) | — | — | — | — | — |
| Fast Travel | 1,500 | — | — | — | — | — |
| Gear | 250 | 650 | 1,200 | 2,100 | 2,400 | — |
| Build Ammo | 750 | — | — | — | — | — |
| EASA | 4,000 | — | — | — | — | — |
| Supply Paradrop | 2,000 | — | — | — | — | — |
| Artillery Ammo | 2,500 | — | — | — | — | — |
| IR Smoke | 3,000 | 9,000 | — | — | — | — |
| Aircraft AA Missiles | 7,500 | — | — | — | — | — |
| Anti-Air Radar | 5,000 | 12,500 | — | — | — | — |
| Unit Cost Modifier | 25,000 | 50,000 | — | — | — | — |
| Counter-Battery Radar | 3,500 | 6,500 | — | — | — | — |
| Patrols | 300 | 1,600 | 2,400 | 3,200 | — | — |
All costs are [cash, 0] except ICBM which costs [49500, 80000]. Upgrades_CO_US.sqf:31-56.
3b. GUE / CO_GUE / INS / CDF / RU / OA_US / OA_TKGUE / USMC (identical costs among these, AAR unavailable)
Upgrades_GUE.sqf:31-56 (canonical; confirmed identical in CO_GUE, INS, CDF, RU, OA_US, OA_TKGUE, USMC)
Differs from CO_US/CO_RU in two cells:
| Upgrade | CO_US / CO_RU | GUE / INS / CDF / RU / OA_US / OA_TKGUE / USMC / CO_GUE |
|---|---|---|
| Supply Rate Lv 3 | 8,000 | 6,000 |
| Anti-Air Radar Lv 1 | 5,000 | 5,000 (costs present but LEVELS[20] = 0; upgrade unavailable) |
| Anti-Air Radar Lv 2 | 12,500 | 12,500 (idem) |
| Unit Cost Modifier Lv 1 | 25,000 | (guard — COSTS[21] = [999999,0]) |
All other cost entries are identical to the CO_US table above. Upgrades_GUE.sqf:38,53-54.
Upgrades_OA_TKA.sqf:31-56
OA_TKA is the only faction that combines AAR enabled (ENABLED[20] = true, costs 5,000 / 12,500) with the cheaper Supply Rate level 3 (6,000). All other cost values match the GUE/INS/etc. column above.
Upgrades_CO_US.sqf:58-83 — these values are identical across all factions except where AAR is disabled (those factions set LEVELS[20] = 0 and LEVELS[21] = 0).
| Upgrade | Max levels (all factions with upgrade enabled) | AAR-disabled factions |
|---|---|---|
| Barracks | 3 | 3 |
| Light Factory | 4 | 4 |
| Heavy Factory | 4 | 4 |
| Aircraft Factory | 5 | 5 |
| Paratroopers | 3 | 3 |
| UAV | 1 | 1 |
| Supply Rate | 3 | 3 |
| Respawn Range | 2 | 2 |
| Airlift | 1 | 1 |
| Countermeasures | 1 | 1 |
| Artillery Cooldown | 6 | 6 |
| ICBM | 1 | 1 |
| Fast Travel | 1 | 1 |
| Gear | 5 | 5 |
| Build Ammo | 1 | 1 |
| EASA | 1 | 1 |
| Supply Paradrop | 1 | 1 |
| Artillery Ammo | 1 | 1 |
| IR Smoke | 2 | 2 |
| Aircraft AA Missiles | 1 | 1 |
| Anti-Air Radar | 2 (all factions) | n/a |
| Unit Cost Modifier | 2 | 0 (same factions that have AAR unavailable) |
| Patrols | 4 | 4 |
Disable mechanism differs between AAR and UNITCOST. AAR (idx 20) has LEVELS[20] = 2 and ENABLED[20] = true in GUE and all other factions — AAR is purchasable everywhere. UNITCOST (idx 21) is disabled in GUE via ENABLED[21] = false (Upgrades_GUE.sqf:27) while LEVELS[21]=2 and COSTS[21] hold real values; in INS/CDF/RU/OA_US/OA_TKGUE/USMC the UNITCOST and CBR slots use index-padding (COSTS = [[999999,0]], LEVELS = 0). CBR (idx 22) is disabled in GUE via ENABLED[22] = false (Upgrades_GUE.sqf:28).
Two distinct time profiles exist. CO_US and CO_RU share the same faster progression for some upgrades; all other factions share the second profile.
Upgrades_CO_US.sqf:120-145, Upgrades_GUE.sqf:120-145
| Upgrade | CO_US / CO_RU | All other factions |
|---|---|---|
| Barracks | 30 / 60 / 90 s | 30 / 60 / 90 s |
| Light Factory | 40 / 70 / 100 / 130 s | 40 / 60 / 80 / 100 s |
| Heavy Factory | 30 / 50 / 80 / 100 s | 50 / 70 / 90 / 110 s |
| Aircraft Factory | 60 / 80 / 100 / 120 / 140 s | 60 / 75 / 90 / 105 / 120 s |
| Paratroopers | 35 / 55 / 75 s | 35 / 55 / 75 s |
| UAV | 60 s | 60 s |
| Supply Rate | 60 / 80 / 120 s | 60 / 80 / 120 s |
| Respawn Range | 30 / 60 / 90 s | 30 / 60 / 90 s |
| Airlift | 30 s | 30 s |
| Countermeasures | 100 s | 100 s |
| Artillery Cooldown | 40 / 70 / 100 / 130 / 160 / 190 s | 40 / 70 / 100 / 130 / 160 / 190 s |
| ICBM | 300 s | 300 s |
| Fast Travel | 60 s | 60 s |
| Gear | 25 / 50 / 75 / 100 / 125 s | 25 / 50 / 75 / 100 / 125 s |
| Build Ammo | 40 s | 40 s |
| EASA | 90 s | 90 s |
| Supply Paradrop | 50 s | 50 s |
| Artillery Ammo | 60 s | 60 s |
| IR Smoke | 120 / 180 s | 120 / 180 s |
| Aircraft AA Missiles | 120 s | 120 s |
| Anti-Air Radar | 50 / 125 s (CO_US/CO_RU); also 50/125 (OA_TKA) | 0 (padded, not shown) |
| Unit Cost Modifier | 120 / 200 s (CO_US/CO_RU); OA_TKA same | 0 (padded) |
| Patrols | 90 / 150 / 240 / 240 s | 90 / 150 / 240 / 240 s |
Bold entries mark where CO_US/CO_RU diverge from the other factions. The Heavy Factory sequence is notably reversed: CO_US/CO_RU are faster at early levels but level 1 takes only 30 s vs. 50 s for other factions. Light Factory and Aircraft Factory are slower in CO_US/CO_RU at high levels than the standard profile.
Respawn Range note: TIMES[7] contains three entries in source ([30,60,90]) but LEVELS[7] = 2 for all factions; the third time value (90 s) is padded and never reached.
Links are prerequisites: a given upgrade level cannot be purchased until all listed [upgrade_index, level] pairs are already owned. Format per entry: [[WFBE_UP_X, lvl], ...]. An empty inner array [] means no prerequisites for that level.
The two groupings below cover all meaningful link differences.
Upgrades_CO_US.sqf:85-118
| Upgrade | Level | Prerequisites |
|---|---|---|
| Barracks | 1 | GEAR 2 |
| Barracks | 2 | GEAR 3 |
| Barracks | 3 | GEAR 5 |
| Paratroopers | 1 | BARRACKS 1, AIR 1, GEAR 1 |
| Paratroopers | 2 | BARRACKS 2, AIR 2, GEAR 2 |
| Paratroopers | 3 | BARRACKS 3, AIR 3, GEAR 3 |
| UAV | 1 | AIR 2 |
| Respawn Range | 1 | LIGHT 1 |
| Respawn Range | 2 | (none) |
| Airlift | 1 | AIR 1 |
| Countermeasures | 1 | AIR 2 |
| ICBM | 1 | AIR 5 |
| Fast Travel | 1 | LIGHT 1, SUPPLY 1 |
| Build Ammo | 1 | GEAR 5 |
| EASA | 1 | AIR 1 |
| Supply Paradrop | 1 | AIRLIFT 1 |
| Artillery Ammo | 1 | GEAR 1, HEAVY 1 |
| IR Smoke | 1 | HEAVY 3 |
| IR Smoke | 2 | (none) |
| Aircraft AA Missiles | 1 | AIR 3 |
| Anti-Air Radar | 1 | (none) |
| Anti-Air Radar | 2 | (none) |
| Patrols | 1 | (none) |
| Patrols | 2 | LIGHT 1 |
| Patrols | 3 | HEAVY 2 |
| Patrols | 4 | HEAVY 2 |
Upgrades_GUE.sqf:85-118 (identical in all named files)
Differences from CO_US/CO_RU:
| Upgrade | Level | CO_US/CO_RU | Other factions |
|---|---|---|---|
| Heavy Factory | all | 3 entries [[],[],[]]
|
4 entries [[],[],[],[]] (same content but Heavy has 4 levels in array shape)
|
| Build Ammo | 1 | GEAR 5 | GEAR 2 |
| ICBM | 1 | AIR 5 | AIR 3 |
All other link entries are identical between the two groups. The lighter Build Ammo prerequisite (GEAR 2 vs. GEAR 5) makes ammo depot access notably cheaper to unlock for non-CO factions.
The AI commander follows the WFBE_C_UPGRADES_<side>_AI_ORDER array in sequence. Check_Upgrades.sqf appends any enabled levels missing from this list at runtime. Check_Upgrades.sqf:1-41.
Two distinct orders exist:
Upgrades_CO_US.sqf:148-185
BARRACKS 1, GEAR 1, LIGHT 1, SUPPLY 1, BARRACKS 2, GEAR 2, LIGHT 2,
BARRACKS 3, LIGHT 3, RESPAWNRANGE 1, SUPPLY 2, HEAVY 1, HEAVY 2,
SUPPLY 3, HEAVY 3, GEAR 3,
RESPAWNRANGE 2, AIR 1, AIRLIFT 1, AIR 2,
FLARESCM 1, PARATROOPERS 1, PARATROOPERS 2, AIR 3, UAV 1,
PARATROOPERS 3, EASA 1, SUPPLYPARADROP 1, AIRAAM 1,
GEAR 4, LIGHT 4, AAR 1, AAR 2,
CBRADAR 1, CBRADAR 2,
PATROLS 1, PATROLS 2, PATROLS 3, PATROLS 4
Note: CO_US/CO_RU explicitly order RESPAWNRANGE 1 and 2 (lines 158, 172). There is no RESPAWNRANGE 3 for this faction (LEVELS[7] = 2); Check_Upgrades.sqf has nothing to append for that index. GEAR 4 and LIGHT 4 are at the tail of the explicit list; AAR 1 and AAR 2 are the final two entries. ARTYTIMEOUT is absent from the CO_US and CO_RU AI order entirely — all three levels were stripped because WFBE_C_AI_COMMANDER_ARTILLERY=0 by default disables the AI arty fire pipeline, making arty-cooldown upgrades a wasted spend for the AI commander (Upgrades_CO_US.sqf:167-168, Upgrades_CO_RU.sqf:167-168).
Upgrades_GUE.sqf:148-182 (array content lines 149-181; line 182 is the closing ]];) — identical in CO_GUE, INS, CDF, RU, OA_US, OA_TKA, OA_TKGUE, USMC
BARRACKS 1, GEAR 1, LIGHT 1, SUPPLY 1, BARRACKS 2, GEAR 2, LIGHT 2,
BARRACKS 3, LIGHT 3, RESPAWNRANGE 1, SUPPLY 2, HEAVY 1, HEAVY 2,
ARTYTIMEOUT 1, SUPPLY 3, HEAVY 3, ARTYTIMEOUT 2, GEAR 3,
RESPAWNRANGE 2, ARTYTIMEOUT 3, AIR 1, AIRLIFT 1, RESPAWNRANGE 3,
AIR 2, FLARESCM 1, PARATROOPERS 1, PARATROOPERS 2, AIR 3, UAV 1,
PARATROOPERS 3, EASA 1, SUPPLYPARADROP 1, AIRAAM 1,
PATROLS 1, PATROLS 2, PATROLS 3, PATROLS 4
Key differences from CO_US/CO_RU:
- RESPAWNRANGE 3 is explicitly ordered (after AIRLIFT 1, before AIR 2).
- GEAR 4, LIGHT 4, AAR 1, AAR 2 are absent (AAR not available; Gear/Light level 4 left to Check_Upgrades.sqf auto-append).
- Total explicit entries: 37 vs. 36 for CO_US/CO_RU.
| Difference | CO_US, CO_RU | OA_TKA | GUE, CO_GUE, INS, CDF, RU, OA_US, OA_TKGUE, USMC |
|---|---|---|---|
| AAR enabled | Yes | Yes | Yes |
| AAR cost (Lv1/Lv2) | 5,000 / 12,500 | 5,000 / 12,500 | n/a |
| Supply Lv3 cost | 8,000 | 6,000 | 6,000 |
| Build Ammo prerequisite | GEAR 5 | GEAR 2 | GEAR 2 |
| ICBM prerequisite | AIR 5 | AIR 3 | AIR 3 |
| Light Factory research times (Lv2/3/4) | 70/100/130 s | 60/80/100 s | 60/80/100 s |
| Heavy Factory research times (Lv1/2/3/4) | 30/50/80/100 s | 50/70/90/110 s | 50/70/90/110 s |
| Aircraft Factory research times (Lv2/3/4/5) | 80/100/120/140 s | 75/90/105/120 s | 75/90/105/120 s |
| AI order includes AAR | Yes | No (Check_Upgrades patches if needed) | No |
| AI order includes RESPAWNRANGE 3 explicitly | No | Yes | Yes |
| Unit Cost Modifier (idx 21) enabled | Yes (max 2) | Yes (max 2) | No (max 0) |
Sources: Upgrades_CO_US.sqf:31-145, Upgrades_GUE.sqf:31-145, Upgrades_OA_TKA.sqf:31-145.
Each COSTS entry is [[cash, supply], ...] where supply is nearly always 0. The ICBM is the only upgrade with a non-zero supply component: [49500, 80000]. Upgrades_CO_US.sqf:43.
The LINKS array is parallel to LEVELS: one sub-array per upgrade, each sub-array containing one entry per level. A level entry is itself a flat array of [upgrade_index, level] pairs. An empty level entry means no prerequisites. Upgrades_CO_US.sqf:85-118.
All factions in current master have LEVELS[20] = 2 and ENABLED[20] = true for AAR (Upgrades_GUE.sqf:82,26). No faction uses a LEVELS=0 guard to block AAR. AAR costs are at Upgrades_GUE.sqf:54: [[5000,0],[12500,0]]. There is no 999999 cost guard on AAR in any faction. The 999999 cost and ENABLED = false belong to COSTS[21] / ENABLED[21] (the UNITCOST index-padding slot — Upgrades_GUE.sqf:27,54), which is a separate, fully disabled slot. LEVELS = 0 is sufficient to block research-menu display and purchase for AAR; no cost guard is required on that index.
When adding a new upgrade to any faction file, the array length must be consistent across ENABLED, COSTS, LEVELS, LINKS, and TIMES. Check_Upgrades.sqf will only auto-append missing AI_ORDER entries; it will not catch length mismatches in the other arrays.
- Upgrades-And-Research-Atlas — upgrade system mechanics, research loop, and how the WFBE_C_UPGRADES_* arrays are read at runtime
- Economy-Towns-And-Supply — supply income rates that the Supply Rate upgrade modifies
- Gear-Loadout-And-EASA-Atlas — EASA and Gear upgrade effects on loadout availability
- Modules-Atlas — WFBE_C_MODULE_WFBE_* constants that gate ICBM, Flares, EASA, IR Smoke, and Aircraft AA Missiles upgrades
- Commander-HQ-Lifecycle-Atlas — how the commander accesses and spends the research budget
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- 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