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Victory And Endgame Atlas
Canonical developer map for match end detection, winner/loser semantics, client outro flow, win-stat persistence and the patch-ready victory correctness risks. This page turns Deep-review findings DR-11, DR-12, DR-13 and DR-36 into a practical source-backed implementation guide.
Source anchors below are relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ in the docs checkout unless a section names another ref. Current source-continuity checkpoint: docs/source HEAD@c2b614e8cc87; targeted diffs from 4c87efd2, d30d23466, a0a86da2 and the earlier victory checkpoint 2f2132f8 to HEAD over the checked Chernarus and maintained Vanilla endgame/init/logger paths returned no source changes.
| If you need to... | Start here | Then route to... |
|---|---|---|
| Patch match-end winner/loser correctness | Patch-ready risks, Safer patch shape | Hardening roadmap, Source fix propagation queue |
| Understand server startup and loop ownership | Startup and ownership, Current default detection | Server gameplay runtime atlas, Server runtime and operations |
| Understand the live 80%/30min territorial clock | Territorial victory reference | Current branch scope, Smoke checklist |
| Touch the client outro, RHUD or endgame display | Endgame broadcast and client semantics | Client UI systems atlas, UI IDD collision repair |
| Audit final AntiStack persistence | Final score persistence and mission shutdown | AntiStack database extension audit |
| Clean stale logger/init bind archaeology | Stale duplicate logger | Server init bind cleanup, Dead/stale code register |
| Check current owner status | Current branch scope | Feature status, Pending owner decisions |
Source refreshed: 2026-06-24. Checked refs: docs/source HEAD@c2b614e8cc87 (source-unchanged from 4c87efd2 / d30d23466 / a0a86da2 / 2f2132f8 for the paths below), current stable/B74.1 origin/master@f8a76de34 / origin/claude/b74.1-aicom@f8a76de34, previous B74.2 origin/claude/b74.2-aicom@d472da6a, current B74.2 origin/claude/b74.2-aicom@21b62b04, current B69 origin/claude/b69@8d465fce, adjacent B74 origin/claude/b74-aicom-spend@b23f557f, direct Miksuu master@b8389e748243, origin/perf/quick-wins@0076040f, historical release commit a96fdda2, and earlier live-support branch origin/claude/b57-soak-proposals@b8a1505f. Current origin exposes no release/*, victory or endgame heads on 2026-06-24, and gh pr list --head claude/b74.2-aicom --state all returned no PR route.
| Scope | Current evidence | Development meaning |
|---|---|---|
| Default victory condition | Docs/source, current Miksuu b8389e748243, origin/perf/quick-wins@0076040f and historical a96fdda2 keep the older Chernarus/Vanilla shape: _victory == 0 at server_victory_threeway.sqf:11, mixed elimination/all-towns condition at :23, HandleSpecial ["endgame", sideID] at :24, WF_Winner at :31, WFBE_GameOver at :33, and opposite-side logger call at :35-41. Current stable/B74.1/current B74.2 Chernarus removes the _victory == 0 trap (server_victory_threeway.sqf:11-16), short-circuits later sides after WFBE_GameOver (:23-26), guards the full combined condition (:39-45), then still writes WF_Winner, WASPSTAT and LogGameEnd with _x (:53,:57-65). Current stable/B74.1/current B74.2 maintained Vanilla remains gated/mixed at :11,:29, writes WF_Winner at :37, writes WASPSTAT _x at :41-46, and logs [_x] at :49. Checked d472da6a..21b62b04 is empty for the maintained-root victory loop, client endgame, stats label, constants, live logger and client-special paths; origin/master..origin/claude/b74.2-aicom touches only source-Chernarus constants among those paths. |
Current stable/B74.1/current B74.2 is a partial rescue, not closure. Chernarus now has the guard/short-circuit, but explicit winner/loser variables, maintained Vanilla propagation and branch-aligned client/logger/WASPSTAT semantics remain patch-ready. |
| Victory constants | Docs/Miksuu/perf keep WFBE_C_VICTORY_THREEWAY at Common/Init/Init_CommonConstants.sqf:401-402; current stable/B74.1 uses Chernarus :856-857 and maintained Vanilla :728-729; current B74.2 line-drifts source Chernarus to :869-870 while maintained Vanilla stays :728-729; B69 uses Chernarus :824-825 and Vanilla :728-729; B74 uses Chernarus :837-838 and Vanilla :728-729; historical a96fdda2 uses :417-418. |
Cite the target branch when discussing line refs. Non-zero victory modes still need an owner decision or implementation; current stable/B74.1/current B74.2/B69/B74 Chernarus stop the parameter from disabling standard detection, but they deliberately add no new victory modes and Vanilla remains gated. |
| Current stable/B74.1, current B74.2 and B69/B74 partial fixes | Current stable/B74.1 Chernarus, current B74.2 Chernarus, B69 Chernarus, adjacent B74 Chernarus and older live-support origin/claude/b57-soak-proposals@b8a1505f share the server guard shape (server_victory_threeway.sqf:16,26,45 on the B69/B74/B74.1/B74.2 line family). Current stable/B74.1/current B74.2 and B69/B74 remove client inversion in both maintained roots (Client_EndGame.sqf:5-11 on B74.1/B74.2, :6-11 on B69/B74) and add a short cosmetic outro block at :62-80, but the GUER label is Chernarus-only (GUI_EndOfGameStats.sqf:8-9 on B74.1/B74.2); maintained Vanilla still labels only West/East at :5-8. origin/master..origin/claude/b74.2-aicom has no checked victory-loop/client/logger delta beyond source-Chernarus constants line drift. |
Treat this as partial rescue evidence, not stable parity or release-ready closure. The code still does not compute explicit _winnerSide / _loserSide before using _x, and the Chernarus/Vanilla split must be resolved before release wording. |
Stale Server/PVFunctions/LogGameEnd.sqf copy |
Present in docs checkout, Miksuu and perf maintained roots; absent in current stable/B74.1 origin/master@f8a76de34, current B74.2 origin/claude/b74.2-aicom@21b62b04 and historical a96fdda2 maintained roots. |
Do not restore or wire this copy where it has already been removed; keep exact branch/removal proof in Dead/stale code register and Server init bind cleanup. |
| Server init duplicate binds | Docs checkout and Miksuu keep old live duplicate binds in Chernarus and Vanilla (Init_Server.sqf:64,89). Current stable has one live bind at Init_Server.sqf:81; historical a96fdda2 has one at :65. Perf fixes Chernarus with one bind at :64 but leaves Vanilla old-shape. |
Treat duplicate-bind cleanup as branch-split. Use Server init bind cleanup for the authoritative DR-43b matrix. |
Victory is a small script with huge consequences. It ends the mission, broadcasts the outro, stops long-running loops, stores AntiStack score deltas, flushes player lists and optionally increments persistent side win counters. A one-line logic mistake here can announce the wrong side, double-fire the endgame, overwrite winner state or permanently skew profileNamespace win statistics.
The important split:
-
Server/FSM/server_victory_threeway.sqfowns default server-side detection and mission shutdown. -
Client/Functions/Client_FNC_Special.sqfreceives the endgame special message and starts the client outro. -
Client/Client_EndGame.sqftreats its input as the losing side and flips it to display winner stats/camera focus on docs/source, Miksuu, perf and historical release; current stable/B74.1, current B74.2 and B69/B74 remove that inversion in both maintained roots and therefore require the server payload to be the winner. -
Server/Functions/Server_LogGameEnd.sqfis the live win-stat logger. -
Server/PVFunctions/LogGameEnd.sqfis a stale, buggy duplicate where still present; stable/release maintained roots have already removed it.
| Role | Files |
|---|---|
| Global initial state | initJIPCompatible.sqf:84-85 |
| Victory mode fallback constant | Common/Init/Init_CommonConstants.sqf:400-402 |
| Build 87 territorial victory clock |
Territorial victory reference: Common/Init/Init_CommonConstants.sqf:862-864,1480, Server/FSM/server_victory_threeway.sqf:41-119,145-198 on origin/claude/build84-cmdcon36@6f2fc4bd
|
| Server compile/startup | Server/Init/Init_Server.sqf:81,685 |
| Victory loop | Server/FSM/server_victory_threeway.sqf:1-88 |
| Live win-stat logger | Server/Functions/Server_LogGameEnd.sqf:7-44 |
| Stale duplicate logger |
Server/PVFunctions/LogGameEnd.sqf:7-43 where present; absent from stable/release maintained roots |
| Client special receiver |
Client/PVFunctions/HandleSpecial.sqf:16, Client/Functions/Client_FNC_Special.sqf:61-68
|
| Client outro/camera/failMission | Client/Client_EndGame.sqf:3-89 |
| Common loop stop flags |
gameOver, WFBE_GameOver used across client/server FSMs |
| AntiStack final persistence |
Server/FSM/server_victory_threeway.sqf:51-84, AntiStack database extension audit
|
initJIPCompatible.sqf initializes both gameOver and WFBE_GameOver to false (initJIPCompatible.sqf:84-85). Many client and server loops use one or the other as their stop condition.
In the docs checkout, Init_Server.sqf compiles the live logger twice, both times to the same file (Init_Server.sqf:64,89). This is harmless today because the second bind overwrites the same code, but it is a maintenance trap and is tracked separately as the DR-43 duplicate-bind cleanup. Keep exact branch propagation notes on Server init bind cleanup.
After town initialization, the server starts the victory loop:
[] Spawn {
waitUntil {townInit};
[] execVM "Server\FSM\server_victory_threeway.sqf";
["INITIALIZATION", "Init_Server.sqf: Victory Condition FSM is initialized."] Call WFBE_CO_FNC_LogContent;
[] ExecVM "Server\FSM\updateresources.sqf";
};The victory loop is therefore separate from town capture, economy/resources and HQ construction. Town ownership and HQ/factory state feed it, but they do not end the match directly.
server_victory_threeway.sqf reads:
-
_victory = missionNamespace getVariable "WFBE_C_VICTORY_THREEWAY"(:3); -
_total = totalTowns(:4); -
_loopTimer = 80(:6).
Every 80 seconds, when _victory == 0, docs/source checks each present side except WFBE_DEFENDER (server_victory_threeway.sqf:9-46 in the docs checkout). Current stable/B74.1/current B74.2 Chernarus removes this gate and runs standard supremacy/HQ-loss detection whenever !gameOver (server_victory_threeway.sqf:11-16), but current stable/B74.1/current B74.2 maintained Vanilla still uses the gated shape at :11.
For each side _x, it computes:
| Value | Meaning | Source |
|---|---|---|
_hq |
Side HQ/MHQ object from side logic. | server_victory_threeway.sqf:14 |
_structures |
Side base structures. | :15 |
_towns |
Count of towns held by side. | :16 |
_factories |
Count of barracks, light, heavy and aircraft factories found from side structures. |
:18-21 in the docs checkout; current stable/B74.1/current B74.2 Chernarus line-drifts to :34-37, while maintained Vanilla uses :24-27. |
The old/docs-source and current stable/B74.1/current B74.2 maintained Vanilla condition is:
if (!(alive _hq) && _factories == 0 || _towns == _total && !WFBE_GameOver) then {Because SQF && binds tighter than ||, this behaves like:
((!alive _hq) && (_factories == 0)) || ((_towns == _total) && !WFBE_GameOver)That means !WFBE_GameOver guards only the all-towns clause, not the HQ/factory elimination clause. Current stable/B74.1/current B74.2 maintained Vanilla still has that source shape at server_victory_threeway.sqf:29. Current stable/B74.1/current B74.2 Chernarus and B69/B74 Chernarus guard the combined expression at server_victory_threeway.sqf:45 and add an early WFBE_GameOver side-loop exit at :26, but this has not been propagated to maintained Vanilla and still lacks explicit winner/loser computation.
When the condition fires, the server broadcasts:
[nil, "HandleSpecial", ["endgame", (_x) Call WFBE_CO_FNC_GetSideID]] Call WFBE_CO_FNC_SendToClients;The client receives HandleSpecial tag "endgame" and spawns WFBE_CL_FNC_EndGame (Client/PVFunctions/HandleSpecial.sqf:16). That function sets local gameOver = true, WFBE_GameOver = true, converts the side id to a side value and executes Client\Client_EndGame.sqf (Client_FNC_Special.sqf:61-68).
On docs/source/Miksuu/perf/historical-release shape, Client_EndGame.sqf then flips the side it receives:
//todo improve that script, _side is the looser.
if (_side == west) then {
_side = east;
} else {
if (_side == east) then {_side = west};
};So old-shaped branches use a "loser side id" client payload. Current stable/B74.1, current B74.2 and B69/B74 remove that inversion in both maintained roots (Client_EndGame.sqf:5-11 on B74.1/B74.2, :6-11 on B69/B74) and treat the payload as the winner. This is still easy to misread because the server writes WF_Winner in the same block while using _x directly. _x is the eliminated/losing side in the HQ/factory branch, but _x is the winning side in the all-towns branch. Any patch must compute explicit _winnerSide and _loserSide per branch, then keep the server broadcast, client script, GUER label, logger and messages consistent.
Do not mix old loser-payload and current winner-payload semantics without checking the target branch, and do not treat current stable/B74.1/current B74.2 client parity as complete because maintained Vanilla still has the old server loop and lacks the GUER stats label.
The client outro:
- runs end-of-game stats for the payload side (
Client_EndGame.sqf:11on current stable/B74.1/current B74.2;:13on old-shaped docs/source); - plays
wf_outro(:14-16); - builds a camera target list from the winner and opponent HQ/structures (
:18-30); - ejects and moves the player near friendly HQ as a safety position (
:40-45); - terminates death camera effects if needed (
:47-52); - runs a camera tour (
:54-86); - calls
failMission "END1"after a short delay (:88-89).
UI note: endgame stats have a unique idd, but GUI_EndOfGameStats.sqf shares uiNamespace["currentCutDisplay"] with OptionsAvailable/RHUD action title recovery. Route visual fixes through UI IDD collision repair so the outro, RHUD/FPS and action icons are smoked together.
Inside the server victory block, the code writes:
WF_Logic setVariable ["WF_Winner", _x];
gameOver = true;
WFBE_GameOver = true;
...
[_side] call WFBE_CO_FNC_LogGameEnd;That is the older docs/Miksuu/perf/historical-release shape: _side is set to the opposite of _x before the logger call (server_victory_threeway.sqf:35-41). The live logger (Server_LogGameEnd.sqf:9-12) treats its first argument as _winnerTeam and increments profileNamespace key "%1_WIN_CHERNARUS" for that side when WFBE_Server_LogMatchWin is enabled (Server_LogGameEnd.sqf:21-44).
Because older-shape branches pass the opposite side: in the HQ/factory elimination branch _x is the loser and _side is the winner, so the logger is correct; in the all-towns branch _x is the winner and _side is the loser, so the logger credits the loser. The client still receives _x, flips it, and therefore also shows the wrong side for all-towns wins.
Current stable/B74.1/current B74.2 uses direct _x logger/WASPSTAT semantics in both roots, but with different guard shape. Chernarus writes WF_Winner at server_victory_threeway.sqf:53, WASPSTAT ROUNDEND with _x at :57-63, and calls [_x] call WFBE_CO_FNC_LogGameEnd at :65; maintained Vanilla writes WF_Winner at :37, WASPSTAT _x at :41-46, and logs [_x] at :49. That makes all-towns logging correct, but it makes HQ/factory elimination logging and WASPSTAT winner telemetry use the losing side. WF_Winner still stores _x verbatim, so it remains branch-dependent rather than an explicit winner variable.
Deep Review DR-11 owns this impact, and DR-36 owns the exact guard/precedence/no-break mechanism.
After gameOver becomes true, the while {!gameOver} loop exits and the tail runs.
If AntiStack is disabled, the script logs that final DB persistence is skipped, sleeps 5 seconds, writes a final RPT line and calls failMission "END1" (server_victory_threeway.sqf:51-57). This disabled-mode shortcut is intentional because the sampling loop is not running; see AntiStack database extension audit.
If AntiStack is enabled, the script:
- iterates
allUnits(server_victory_threeway.sqf:59-82); - for player units, reads current and old score variables by UID (
:61-77); - stores score delta through
WFBE_SE_FNC_CallDatabaseStore(:78); - sleeps
_miniSleep = 0.05per player (:7,79); - calls
WFBE_SE_FNC_CallDatabaseFlushPlayerList(:84); - sleeps 5 seconds, logs and calls
failMission "END1"(:86-88).
DR-36 found the loop cadence/performance posture clean: the victory check itself runs every 80 seconds and the final persistence tail is bounded by player count. The JIP gap is narrow: endgame broadcast and WFBE_GameOver are not replayed to a player who joins in the few seconds before failMission, but the mission is already ending.
AntiStack nuance from Wave S: mainLoop.sqf and flushLoop.sqf stop on WFBE_GameOver, but updateScoreInternal.sqf:13 uses while { true }. Mission shutdown follows shortly after victory, so this is a low-risk cleanup nuance rather than a result-integrity root cause.
Server/PVFunctions/LogGameEnd.sqf is present in the docs checkout, Miksuu and perf maintained roots, but is absent in current stable/B74.1, current B74.2 and release maintained roots. Where present, it is not registered by Common/Init/Init_PublicVariables.sqf. SQF-Code-Atlas already notes the live compile uses Server/Functions/Server_LogGameEnd.sqf; the exact branch-removal matrix lives in Dead/stale code register and Server init bind cleanup.
The duplicate is dangerous archaeology:
- it treats
_thisdirectly as_winnerTeaminstead of_this select 0(PVFunctions/LogGameEnd.sqf:9); - it uses a
profileNamespace getVariableresult as thesetVariablekey (:31); - it reads
WEST_WIN_CHERNARUSandEAST_WIN_CHERNARUSas bare globals instead of string keys (:40-41).
Do not wire this PVF copy. Delete or mark it retired where present, and preserve the stable/release removal when merging from those branches.
| Status | Risk | Evidence | Patch direction |
|---|---|---|---|
| P1 correctness | Winner/logging semantics are branch-dependent. Older docs/Miksuu/perf/historical-release shape logs all-towns wins as the loser; current stable/B74.1/current B74.2 Chernarus, current stable/B74.1/current B74.2 Vanilla and B69/B74 Chernarus log HQ/factory eliminations and WASPSTAT round-end telemetry as the loser. | Older shape server_victory_threeway.sqf:23-41; current stable/B74.1/current B74.2 Chernarus :45-65; current stable/B74.1/current B74.2 Vanilla :29-49; Server_LogGameEnd.sqf:9-44; DR-11. |
Split elimination and all-towns branches or compute winnerSide explicitly per branch before broadcast, WF_Winner, WASPSTAT and logger calls. |
| P1 correctness |
!WFBE_GameOver only guards the all-towns clause on docs/Miksuu/perf/historical-release and on current stable/B74.1/current B74.2 maintained Vanilla. Current stable/B74.1/current B74.2 Chernarus and B69/B74 Chernarus guard the full condition, but that partial fix is not maintained-root closure. |
Older shape server_victory_threeway.sqf:23; current stable/B74.1/current B74.2 Vanilla :29; current stable/B74.1/current B74.2 Chernarus :26,:45; DR-36. |
Parenthesize the full condition or compute booleans, guard the combined result with !WFBE_GameOver, then propagate maintained Vanilla. |
| P1 correctness | Side loop has no break after a winner is recorded on docs/Miksuu/perf/historical-release and on current stable/B74.1/current B74.2 maintained Vanilla. Current stable/B74.1/current B74.2 Chernarus short-circuits later sides, but explicit winner/loser semantics are still missing. | Older shape server_victory_threeway.sqf:12-43; current stable/B74.1/current B74.2 Vanilla :12-51; current stable/B74.1/current B74.2 Chernarus :17-65; DR-36. |
Exit the side loop and/or outer loop once gameOver is set, and keep the winner/loser computation explicit before the exit. |
| Owner decision | Non-zero WFBE_C_VICTORY_THREEWAY skips the only detection block on docs/Miksuu/perf/historical-release and current stable/B74.1/current B74.2 maintained Vanilla. Current stable/B74.1/current B74.2 Chernarus and B69/B74 Chernarus remove the trap for standard detection but deliberately add no new victory modes. |
Docs/Miksuu/perf CommonConstants.sqf:401, current stable/B74.1 Chernarus :856, current B74.2 Chernarus :869, current stable/B74.1/current B74.2 Vanilla :728, B69/B74 Chernarus :824/:837, historical release :417; server_victory_threeway.sqf:3,11/16; DR-12. |
Implement non-default mode or keep it undocumented/disabled with a clear guardrail; if porting the Chernarus trap fix, name it as standard-detection rescue, not threeway mode implementation. |
| Cleanup | Stale Server/PVFunctions/LogGameEnd.sqf is buggy if ever wired. |
PVFunctions/LogGameEnd.sqf:9-43, DR-13, Dead/stale code register. |
Delete/retire the duplicate where present; preserve stable/release branches where it is already gone. |
| Cleanup |
WFBE_CO_FNC_LogGameEnd is compiled twice in server init only on some refs/roots. |
Docs checkout Init_Server.sqf:64,89, DR-43, Server init bind cleanup. |
De-duplicate live binds where still present; do not reintroduce duplicates into branches that already carry one live bind. |
| Semantics risk | Current stable/B74.1/current B74.2 switches Client_EndGame.sqf to winner-payload behavior in both roots, but server winner computation remains implicit and the GUER stats label is Chernarus-only. Old-shaped docs/Miksuu/perf/historical-release still use loser-payload client inversion. |
Current stable/B74.1/current B74.2 Client_EndGame.sqf:5-11, Chernarus GUI_EndOfGameStats.sqf:8-9, Vanilla GUI_EndOfGameStats.sqf:5-8; old-shaped docs/source Client_EndGame.sqf:5-13. |
Pick explicit payload naming and keep server broadcast, client stats/camera, GUER label, WASPSTAT and logger aligned on the target branch. |
Keep the first code patch small and source-first:
- Compute two named booleans:
-
_sideEliminated = !(alive _hq) && _factories == 0; -
_sideWonByTowns = _towns == _total.
-
- Guard both with
!WFBE_GameOver. - Compute
_loserSideand_winnerSideexplicitly:- if eliminated, loser is
_x, winner is the opposite active side; - if won by towns, winner is
_x, loser is the opposite active side.
- if eliminated, loser is
- Match the client payload contract for the target branch: old-shaped targets expect loser side id unless
Client_EndGame.sqfis updated; current B74.1/B74.2-shaped targets expect winner side id and therefore need server-side_winnerSide. - Set
WF_Winnerto_winnerSideif keeping that variable. - Write WASPSTAT
ROUNDENDand callWFBE_CO_FNC_LogGameEndwith_winnerSide, not the condition side. -
exitWithafter one accepted endgame path so only one endgame broadcast/log can happen per match. - Leave AntiStack final persistence and
failMission "END1"tail unchanged.
Do not combine this with PVF dispatcher hardening or AntiStack DB wrapper hardening unless the branch is explicitly an endgame persistence branch. The match-outcome fix is valuable by itself and easier to smoke.
| Scenario | Expected result |
|---|---|
| West eliminated by dead HQ plus zero barracks/light/heavy/air factories | One endgame broadcast using the chosen payload contract; east logged as winner once. |
| East eliminated | One endgame broadcast using the chosen payload contract; west logged as winner once. |
| West holds all towns | West logged as winner, not east; client outro still shows correct winning side. |
| East holds all towns | East logged as winner, not west. |
| Same-tick mutual elimination | One winner decision only; no double HandleSpecial ["endgame", ...], no double LogGameEnd, no overwritten WF_Winner. |
| AntiStack disabled | Final DB persistence is skipped cleanly and mission still ends. |
| AntiStack enabled | Player score deltas store/flush once, then mission ends. |
Non-zero WFBE_C_VICTORY_THREEWAY
|
Either implemented and smoked, or explicitly guarded as unsupported so admins do not expect auto-end behavior. |
| Generated propagation | Chernarus source patch reaches Vanilla Takistan through LoadoutManager; modded forks are separately owned. |
The optional GUER Insurgents third side is structurally a deny-cap faction: it can erode and flip towns but cannot win the round. The winner-detection loop iterates WFBE_PRESENTSIDES - [WFBE_DEFENDER] (Server/FSM/server_victory_threeway.sqf:67) and WFBE_DEFENDER is unconditionally resistance (Common/Init/Init_Common.sqf:298), so GUER is never evaluated as a candidate winner regardless of how many towns it holds.
| Mechanic | Behaviour | Source |
|---|---|---|
| Town flip | eroding a WEST/EAST town's supply to 0 sets its sideID to WFBE_C_GUER_ID (2) |
Server/FSM/server_town.sqf:203,234 |
| No supply transfer | on capture supplyValue resets to startingSupplyValue — surplus is lost, not granted |
Server/FSM/server_town.sqf:213 |
| GUER towns don't regen | the time-based supply tick skips RESISTANCEID-owned towns |
Server/FSM/server_town.sqf:93 |
| GUER excluded from side economy |
updateresources.sqf iterates WFBE_PRESENTSIDES - [resistance] (funds-only stipend instead) |
Server/FSM/updateresources.sqf:135 |
| Capture cash | any capturing player (incl. GUER) in range gets 150 * supplyValue personal cash |
Client/PVFunctions/TownCaptured.sqf:53,60 |
| Airfield capture | a GUER airfield capture spawns no Counter-Battery Radar (no GUER registry) | Server/FSM/server_town.sqf:641-643 |
| Winner label | the resistance winner-banner is named correctly via STR_WF_PARAMETER_Side_Guer (B67; Chernarus and Takistan identical on current master) — even though GUER cannot trigger it |
Client/GUI/GUI_EndOfGameStats.sqf:8-9 |
Full faction context: GUER Insurgents Faction Overview.
Previous: Towns, camps and capture atlas | Next: Territorial victory reference
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- 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
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- 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 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
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- 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