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Zargabad Tooling Parity Audit
This page is the current-state handoff for Zargabad support in the offline reporting tools on claude/build84-cmdcon36@5fca3239069a5eff6335f06fecb26bb72e8c9ceb. It separates the real MatchReport parity gap from the older prompt assumption that the Soak analyzer needs map-specific Zargabad handling.
MatchReport is the blocker. Tools/MatchReport/matchdata.py knows chernarus, takistan and default world sizes, and TOWN_COORDS has exact Chernarus/Takistan tables only. A Zargabad ROUNDEND will parse, but the renderer falls back to the default 15360 m world and auto-places only towns that appear in capture events. That means quiet towns and the airfield can be absent, and captured towns render on a synthetic ring instead of their real map positions.
The Soak analyzer is different: Tools/Soak/analyze_soak.py stores the map label from ROUNDEND and WASPSCALE|v2|...|map=..., but it does not depend on per-map coordinate tables. The useful Soak follow-up is sample/README coverage for Zargabad logs, not a TOWN_COORDS-style data patch.
| Surface | Current source truth |
|---|---|
| Maintained mission root |
Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabad exists in the current base. |
| Zargabad campaign data |
docs/zargabad-campaign.json:3-4 declares map=zargabad and size=8192; towns[] contains the 11 town positions. |
| Mission-emitted town names |
Missions_Vanilla/[61-2hc]warfarev2_073v48co.zargabad/mission.sqm:56,130,161,203,245,308,350,392,445,487,529 gives the exact text= names used by town logics. |
| MatchReport world size |
Tools/MatchReport/matchdata.py:115 has WORLD_SIZE = {"chernarus": 15360, "takistan": 12800, "default": 15360}; no zargabad. |
| MatchReport static coordinates |
matchdata.py:117-149 has TOWN_COORDS for Chernarus and Takistan only. |
| Fallback behavior |
matchdata.py:153-164 auto-places missing towns on a ring using the selected world size. |
| Full-map render behavior |
matchdata.py:454-464 uses the static town table when present, otherwise only captured town names. |
| Soak map handling |
Tools/Soak/analyze_soak.py:441,462,880,1227,1302,1371 carries map labels into text/JSON/compare headers without coordinate lookup. |
| Boot harvest logger |
Server/Init/Init_Towns.sqf:167-177 emits `TOWNPOS |
| Harvest helper |
Tools/MatchReport/harvest-town-coords.ps1:2-29 pulls `TOWNPOS |
| Logger switch |
Common/Init/Init_CommonConstants.sqf:1616 currently sets WFBE_C_LOG_TOWN_COORDS = 1 even though the comment describes a one-shot flip-on/flip-off workflow. |
These values come from docs/zargabad-campaign.json. The table below uses the mission text= keys that MatchReport must join against.
| MatchReport key | Campaign name | Position | Notes |
|---|---|---|---|
Zargabad |
Zargabad | (4071,4183) |
Main city, HugeTown. |
ZargabadAF |
Zargabad AF | (3386,4083) |
Airfield town logic; campaign name contains a space, mission key does not. |
Yarum |
Yarum | (4154,3593) |
Small town. |
TheVilla |
The Villa | (4813,4645) |
Mission key removes the space. |
Nango |
Nango | (2824,5022) |
Large town. |
Azizayt |
Azizayt | (1930,4653) |
Small town. |
HazarBagh |
Hazar Bagh | (3944,5958) |
Mission key removes the space. |
MilitaryBase |
Military Base | (4983,6208) |
Medium town; mission key removes the space. |
Shahbaz |
Shahbaz | (3528,1933) |
Small town. |
FiruzBaharv |
Firuz Baharv | (5059,1878) |
Campaign and mission both use Baharv. |
ShurDam |
Shur Dam | (2890,3144) |
Mission key removes the space. |
A future code lane can paste this into TOWN_COORDS["zargabad"] and add WORLD_SIZE["zargabad"] = 8192. The more conservative route is to harvest live TOWNPOS|v1|zargabad|... output once, then paste the harvested integers so the table matches the generated mission exactly.
| Area | Status | Impact | Patch shape |
|---|---|---|---|
MatchReport WORLD_SIZE
|
Missing zargabad. |
Zargabad reports render on the default 15360 m canvas instead of the 8192 m world. | Add "zargabad": 8192. |
MatchReport TOWN_COORDS
|
Missing zargabad. |
Unknown towns auto-place on a ring, and quiet towns/airfield are absent until they appear in captured events. | Add an 11-entry TOWN_COORDS["zargabad"] table keyed by mission text= names. |
| MatchReport README | Stale wording says Takistan is empty, but current code has exact Takistan positions. | Future operators may chase the wrong missing map. | Update the gap note to say Zargabad is the missing static table. |
| Coordinate harvest workflow | Present. | Gives a runtime-verified alternative to campaign JSON positions. | Boot once with WFBE_C_LOG_TOWN_COORDS=1, run harvest-town-coords.ps1, paste output, then decide whether the constant should return to off. |
| Soak analyzer | No coordinate gap found. | Zargabad labels flow through reports as map=zargabad; no static table is needed. |
Add a small sample/README mention only if future reports need map-specific examples. |
- Add
"zargabad": 8192toWORLD_SIZE. - Add
TOWN_COORDS["zargabad"]using either the table above or a liveTOWNPOSharvest. - Add a small unit test or synthetic parse that proves a Zargabad
ROUNDENDkeeps all 11 towns inMatchData.towns, even when only one town was captured. - Refresh
Tools/MatchReport/README.mdandPRODUCTION.mdso the known coordinate gap names Zargabad, not Takistan. - Decide whether
WFBE_C_LOG_TOWN_COORDS = 1should stay enabled or be returned to a true one-shot/off posture after all maintained maps are harvested.
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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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- Shelved PR #169: gear price double-count
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- Economy system reference
- Balance asymmetries
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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
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
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- 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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- 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
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- Resource income-tick engine
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- AICOM logging & AICOMSTAT telemetry
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- 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: 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