# AGENTS.md — Arma 3 KP Liberation Mission Project Specification ## 1. Project Overview **Mission:** CTI 34 KP Liberation v0.96.7a Ruha.ruha **Type:** Arma 3 CTI (Capture the Island) multiplayer mission **Max Players:** 34 **Map:** Ruha **Framework:** KP Liberation v0.96.7a (fork of GreuhZbug → KillahPotatoes) **Repository:** https://github.com/KillahPotatoes/KP-Liberation This is a Ukraine-themed fork with custom BLUFOR preset using UA_Azov, b_afougf, FA_UAF, UF_ mod classnames. ### File Inventory | File Type | Count | Lines of Code | |------------|-------|---------------| | `.sqf` | ~393 | ~47,570 | | `.hpp` | ~33 | ~6,827 | | `.xml` | 1 | 7,321 | | `.sqm` | 1 | 189 | | `.fsm` | 3 | — | | Other | ~46 | — | | **Total** | ~477 | ~62,000+ | ### Top-level Directory Layout ``` / ├── mission.sqm — Binary editor file (Arma Eden) ├── description.ext — Mission config (configFile syntax) ├── CfgFunctions.hpp — Function registry ├── init.sqf — Entry point ├── kp_liberation_config.sqf — Main gameplay configuration ├── kp_objectInits.sqf — Object-specific triggers ├── onPlayerRespawn.sqf — Respawn handler ├── whitelist.sqf — Commander whitelist ├── stringtable.xml — Locale strings ├── pbo.json — PBO compression config ├── AGENTS.md — This file ├── scripts/ — Shared/client/server scripts │ ├── shared/ — Runs on all machines │ ├── client/ — Client-only (40+ files, 14 subdirs) │ ├── server/ — Server-only (70+ files, 17 subdirs) │ └── fob_templates/ — FOB building layouts ├── functions/ — Compiled KPLIB functions (84 files) │ ├── curator/ — Zeus curator handlers │ └── ui/ — Overlay UI ├── presets/ — Faction unit pricing │ ├── init_presets.sqf — Preset loader │ ├── blufor/ — 16 faction presets │ ├── opfor/ — 16 faction presets │ ├── resistance/ — 9 faction presets │ └── civilians/ — 9 faction presets ├── arsenal_presets/ — Arsenal unlock definitions (16 files) ├── ui/ — HUD/dialog definitions (21 files) ├── KP/ — KP modules │ ├── KPGUI/ — GUI framework (defines, classes) │ └── KPPLM/ — Player menu (functions, UI) ├── GREUH/ — Legacy GREUH module │ ├── Scripts/ — 10 legacy scripts │ └── UI/ — Interface HPP └── res/ — Assets (PAA, OGG, JPG) ``` --- ## 2. SQF Language Specification SQF (Status Quo Function) is Arma 3's primary scripting language — a C-like, preprocessed, operator-based language with no formal keyword grammar for control flow (control structures are operators that accept code blocks as arguments). ### 2.1 Grammar & Syntax Rules **Statements** — every expression MUST end with `;` (semicolon): ```sqf private _x = 5; hint str _x; ``` **Expressions** — there are only three expression types: - **Nular** — zero arguments, like a computed variable: `player`, `time`, `side player` - **Unary** — one argument on the right: `!alive`, `hint "hello"`, `west` - **Binary** — two arguments: `a + b`, `str _x`, `a isEqualTo b` **Operator precedence** follows a strict table (highest 11 → lowest 1): | Precedence | Operators | |------------|-----------| | 11 | `*`, `/`, `%`, `mod`, `atan2` | | 10 | `+`, `-`, `: (config)` | | 9 | `select` | | 8 | `^` | | 7 | `==`, `!=`, `<`, `>`, `<=`, `>=`, `isEqualTo`, `isNotEqualTo` | | 6 | `!`, `not` | | 5 | `&&`, `and` | | 4 | `||`, `or` | | 3 | `> (binary)`, `>= (binary)`, `< (binary)`, `<= (binary)` | | 2 | `then`, `do`, `count`, `apply`, `findIf` | | 1 | `else`, `exitWith` | **Brackets:** - `()` — override precedence or group expressions - `[]` — define arrays - `{}` — code blocks (Code data type) **Comments:** - `//` single-line (preprocessor removes them) - `/* */` multi-line block - `comment "text"` runtime comment command (SQF level, not preprocessor) ### 2.2 Data Types | Type | Examples | Notes | |------|----------|-------| | **Scalar** (Number) | `42`, `-3.14`, `1e6` | Double precision | | **Boolean** | `true`, `false` | | | **String** | `"hello"` | Double quotes only in SQF | | **Array** | `[1, "a", player]` | 0-indexed, heterogeneous | | **Code** | `{ hint "hi" }` | Block, assigned or passed | | **Object** | `player`, `cursorTarget` | In-game entity reference | | **Side** | `west`, `east`, `independent`, `civilian` | | | **Group** | `group player` | Unit group | | **Config** | `configFile >> "CfgVehicles"` | Config tree reference | | **Display** | `findDisplay 46` | UI display | | **Control** | `_display displayCtrl 1000` | UI control | | **Namespace** | `missionNamespace`, `uiNamespace` | Variable containers | | **Script** | `_handle = _x spawn _code` | Script handle | | **NaN** | `objNull`, `nil` | Special null values | | **HashMap** | `createHashMap` | Arma 3 v2.01+ | ### 2.3 Variables **Scope rules:** - **Global:** no prefix — `KP_liberation_version` - **Private (local):** `_` prefix — `_myVar` - **Mission namespace:** `missionNamespace setVariable ["varname", value]` **Declaration via `private` keyword (MANDATORY to avoid upper-scope pollution):** ```sqf private _myVar = 42; private ["_a", "_b", "_c"]; // array form (legacy) params ["_param1", "_param2"]; // auto-private via params ``` **Naming conventions observed in this project:** | Pattern | Example | Scope | |---------|---------|-------| | `KP_liberation_*` | `KP_liberation_ace` | Global config | | `GRLIB_*` | `GRLIB_sector_size` | Legacy global | | `KPLIB_*` | `KPLIB_init` | Mission global | | `_under_score` | `_sector`, `_nearestFob` | Local variable | | `_i`, `_x`, `_forEachIndex` | `_i` | Loop iteration | | `MACRO_NAME` | `COLOR_GREEN` | `#define` constant (UPPER_SNAKE_CASE mandatory) | ### 2.4 Control Structures (Operator-based, no reserved keywords) ```sqf // if-then-else if (_a > _b) then { hint "bigger" } else { hint "smaller" }; // while-do while { _i < 10 } do { _i = _i + 1 }; // for-do (range) for "_i" from 0 to 9 do { systemChat str _i }; // for-do (array iteration — forEach) { hint _x } forEach [1,2,3]; // switch-do switch (_var) do { case 1: { hint "one" }; case 2: { hint "two" }; default { hint "other" }; }; // exitWith (early return) if (_condition) exitWith { _defaultValue }; // waitUntil waitUntil { !isNil "KPLIB_init" }; ``` ### 2.5 Arrays - 0-indexed, dynamic, heterogeneous - Access: `_arr select 0` or `_arr #0` - Slicing: `_arr select [0, 3]` - Range syntax: `_arr # [0, 3]` (Arma 3 v2.14+) - Common operators: `pushBack`, `append`, `apply`, `select`, `resize`, `deleteAt`, `arrayIntersect`, `in`, `findIf`, `count` **Preset arrays (this project):** ```sqf // Multi-dimensional with resource costs infantry_units = [ ["classname", supplies, ammunition, fuel], ["B_soldier_F", 20, 0, 0] ]; // Last element MUST NOT have a trailing comma ``` ### 2.6 Functions **Compiled via CfgFunctions.hpp (preferred):** ```hpp class KPLIB { class functions { file = "functions"; class log {}; class checkClass {}; class spawnVehicle {}; }; }; ``` Usage: `[_text, "TAG"] call KPLIB_fnc_log;` **Compiled inline (this project's secondary pattern):** ```sqf kill_manager = compileFinal preprocessFileLineNumbers "scripts\shared\kill_manager.sqf"; ``` Usage: `[] call kill_manager;` **Function parameter conventions:** ```sqf params [ ["_text", "", [""] ], // Default: "", Type filter: String ["_tag", "INFO", [""] ], // Default: "INFO", Type filter: String ["_debug", false, [true] ] // Default: false, Type filter: Boolean ]; ``` ### 2.7 Preprocessor (`#` directives, C-like) Case-sensitive in Arma 3. **`#define` — constant macro:** ```sqf #define COLOR_GREEN { 0.2, 0.23, 0.18, 0.75 } #define FACTION_BLUFOR(k) (k == 0) ``` **Macro arguments** — whole-word replacement by default. Use `##` for word-part concatenation: ```sqf #define GET_PARAM(outVar, paramName, paramDefault) \ outVar = [paramName,paramDefault] call KPLIB_fnc_getSaveableParam; \ publicVariable #outVar; ``` **`#include` — file inclusion:** ```sqf #include "defines.hpp" #include // brackets = quotes (equivalent) ``` **`__LINE__`, `__FILE__`** — debug directives (added by `preprocessFileLineNumbers`) **`#ifdef` / `#ifndef` / `#endif`** — conditional compilation **Critical pitfalls:** - No `__EXEC` or `__EVAL` in SQF scripts (only in configs) - Macro body swallows spaces around non-space characters; tabs are NOT spaces - Backslash `\` for multi-line macros MUST be the last character on the line - Macros do NOT propagate across files (each file preprocessed independently) - `loadFile` does NOT preprocess; `preprocessFile` and `preprocessFileLineNumbers` DO ### 2.8 File I/O & Script Execution | Method | Preprocesses? | Returns | Use Case | |--------|:---:|:---:|----------| | `preprocessFileLineNumbers` | Yes | String (with `#line` info) | Compiling functions | | `preprocessFile` | Yes | String (no line info) | Loading config text | | `loadFile` | No | String (raw) | Raw file content | | `execVM` | Yes | Script handle | Fire-and-forget scripts | | `compileFinal` | No* | Code | Lock compiled code | | `call` | — | Any | Synchronous execution | | `spawn` | — | Script handle | Async execution | *`compileFinal` does NOT preprocess; pass it preprocessed string: ```sqf _code = compileFinal preprocessFileLineNumbers "file.sqf"; ``` ### 2.9 Networking / Remote Execution ```sqf // Execute on all clients [_arg1, _arg2] remoteExec ["functionName", 0]; // Execute on server only remoteExecCall ["fnc_name", 2]; // Execute on specific client (owner ID) remoteExecCall ["fnc_name", _ownerID]; // JIP (Join In Progress) persistent remoteExecCall ["fnc_name", 0, _jipObject]; ``` **This project's pattern:** Server-to-client via `remote_call_*.sqf` compiled scripts, Client-to-server via `remoteExecCall` targeting server (ID 2). --- ## 3. Arma 3 Mission Editing Conventions ### 3.1 Mission File Types | File | Purpose | Format | |------|---------|--------| | `mission.sqm` | Editor-placed entities, markers, triggers, waypoints | Binary/text hybrid | | `description.ext` | Mission config (CfgDebriefing, CfgRespawnInventory, etc.) | Config class syntax | | `CfgFunctions.hpp` | Function registry (included by description.ext) | SQF preprocessed | | `init.sqf` | Entry point, runs on all machines | SQF | | `stringtable.xml` | Multi-language localization | XML | | `*.hpp` | Header/includes (macros, UI classes, function registries) | SQF preprocessed | | `*.sqf` | Script files | SQF | | `*.fsm` | Finite State Machine definitions | FSM format | ### 3.2 PBO Format **Two types:** - **Mission PBO:** Contains `mission.sqm`, no `config.cpp`, no PBO prefix header. Lives in `mpmissions/`. - **Addon PBO:** Contains `config.cpp`/`config.bin`, has PBO property header (`prefix=...`). Lives in `addons/`. **PBO structure (binary):** ``` [Header entries (21-byte records)] [Data blocks] [Optional SHA-1 signature] ``` Each header entry: null-terminated filename (ASCIIZ) + 4-byte MIME type + 4x ulong fields. **Building on Linux:** Use `armake2 pack` for missions (no binarization), `armake2 build` for addons. ### 3.3 description.ext (Config syntax) Uses config-class syntax (similar to C++ classes but preprocessed): ```sqf class CfgDebriefing { class Victory { title = "Mission Complete"; subtitle = "All sectors captured"; description = "The island has been liberated."; picture = "bg_victory"; }; }; ``` Key attributes set in this project's `description.ext`: - `briefingName`, `overviewText`, `author` — Mission metadata - `respawn`, `respawnDelay`, `respawnOnStart` — Respawn settings - `class CfgDebriefing {}` — End-mission screens - `class Header { gameType = CTI; ... }` — MP lobby info ### 3.4 Init Order (Lifecycle) 1. `description.ext` parsed 2. `mission.sqm` loaded (all editor-placed objects, triggers, markers) 3. `init.sqf` runs on all machines (if not using `enableDynamicSimulation`) 4. JIP players run `init.sqf` on join **KP Liberation init flow** (`init.sqf:22-64`): ``` 1. Set version, disable saving 2. KPLIB_fnc_initSectors() 3. #include "scripts/shared/defines.hpp" 4. Call fetch_params.sqf (mission params) 5. Call kp_liberation_config.sqf (hardcoded config) 6. Call init_presets.sqf (faction load) 7. Call kp_objectInits.sqf (triggers) 8. KPPLM or GREUH player menu init 9. Call init_shared.sqf (compile shared) 10. Call init_server.sqf (server only) 11. HC manager 12. Client init (if player) 13. Revive system init ``` ### 3.5 Config Class Syntax (ext / cpp) - `class` keyword MUST be lowercase - Properties use `=` not `:` - Strings: `"double quotes"` - Arrays: `{ element, element }` in configs, `[element, element]` in SQF - Semicolons required after each property - Inheritance: `class MyClass : BaseClass {}` ### 3.6 mod.cpp vs description.ext - **mod.cpp** — placed in `@modname/` root, defines mod metadata in Steam Workshop - **description.ext** — placed in mission root, defines mission-specific settings - **config.cpp** — placed in addons, defines `CfgPatches`, `CfgVehicles`, etc. --- ## 4. KP Liberation Architecture ### 4.1 Namespace Conventions | Prefix | Scope | Definition | |--------|-------|------------| | `KPLIB_` | Mission globals | CfgFunctions.hpp namespace (KPLIB_fnc_*) | | `KP_liberation_` | Configuration/state | kp_liberation_config.sqf | | `GRLIB_` | Legacy (original Liberation) | Config/system globals | | `KPPLM_` | Player menu module | KPPLM_functions.hpp | | `KPGUI_` | GUI framework | KPGUI_defines.hpp | | `GREUH_` | Legacy GREUH module | GREUH_config.sqf | | `F_` | Legacy function prefix (sparse) | Inline compiled scripts | ### 4.2 Init Flags | Variable | Description | |----------|-------------| | `KPLIB_init` | All init complete | | `KPLIB_initServer` | Server init complete | | `KPLIB_initPresets` | Presets loaded | | `KP_serverParamsFetched` | Mission params received | | `GRLIB_respawn_marker` | Respawn position set | | `GRLIB_player_configured` | Player loadout configured | ### 4.3 Remote Call Architecture **Server → Client files** (in `scripts/client/remotecall/`): - `remote_call_battlegroup.sqf` - `remote_call_endgame.sqf` - `remote_call_fob.sqf` - `remote_call_incoming.sqf` - `remote_call_intel.sqf` - `remote_call_prisonner.sqf` - `remote_call_sector.sqf` **Client → Server files** (in `scripts/server/remotecall/`): - `build_remote_call.sqf` - `build_fob_remote_call.sqf` - `cancel_build_remote_call.sqf` - Plus logistics (add_logi*, del_logi*, save_logi*) ### 4.4 Subsystem Debug Flags Set in `kp_liberation_config.sqf`, enable verbose logging: ```sqf KP_liberation_kill_debug = false; KP_liberation_civrep_debug = false; KP_liberation_asymmetric_debug = false; KP_liberation_logging = false; // Master switch ``` ### 4.5 CfgFunctions.hpp Structure ```hpp class KPLIB { // Server-agnostic functions (in functions/) class functions { file = "functions"; class log {}; class checkClass {}; class getSaveData {}; class setSaveData {}; class getLoadout {}; class setLoadout {}; // ... 80 entries }; // Zeus curator class functions_curator { file = "functions\curator"; class initCuratorHandlers {}; class requestZeus {}; }; // Overlay UI class functions_ui { file = "functions\ui"; class overlayUpdateResources {}; }; }; #include "scripts\client\CfgFunctions.hpp" // Client tutorials #include "scripts\server\CfgFunctions.hpp" // Server sector, HC #include "KP\KPPLM\KPPLM_functions.hpp" // Player menu ``` ### 4.6 Preset System Each preset file exports arrays indexed by build menu page (7 pages): 1. `infantry_units` — Page 1 2. `light_vehicles` — Page 2 3. `heavy_vehicles` — Page 3 4. `air_vehicles` — Page 4 5. `sea_vehicles` — Page 5 6. `buildings` — Page 6 7. `support_vehicles` — Page 7 Plus: - `squads` — AI squad compositions - `elite_vehicles` — Military-base-unlockable vehicles Array format: `["classname", supplies, ammo, fuel]` Arsenal presets define `GRLIB_arsenal_weapons`, `GRLIB_arsenal_magazines`, `GRLIB_arsenal_items`, `GRLIB_arsenal_backpacks` arrays of classname strings. ### 4.7 Logging System ```sqf [_message, _tag] call KPLIB_fnc_log; // Output: [KPLIB] [TAG] message text (via diag_log) ``` Tags used: `PARAM`, `PRESETS`, `MISSIONSTART`, `STATS`, `KILL`, `MOD`, `CIVREP`, `CIVINFO`, `ASYMMETRIC`, `SECTORSPAWN`, `SUPPORTMODULES`, `ERROR`, `BLACKLIST`, `INFO` --- ## 5. Coding Standards & Conventions (for this project) ### 5.1 Syntax Rules - **Every statement MUST end with `;`** — no exceptions - **No trailing commas** in arrays — last element before `]` must not have `,` - **No `00` number literals** — `0` not `00` (SQF parses `00` as octal or breaks) - **No double semicolons `;;`** — causes SQF parse errors - **Strings require double quotes** `"..."` — single quotes are only for config paths - **Round brackets `()` are optional** in control structure conditions but RECOMMENDED for readability and correct precedence ### 5.2 Naming | Construct | Convention | Example | |-----------|------------|---------| | Global variables | `Prefix_lowercase_camelCase` | `KP_liberation_ace`, `GRLIB_unitcap` | | Private variables | `_lowercase_camelCase` | `_sectorPos`, `_nearestFob` | | Constants (`#define`) | `UPPER_SNAKE_CASE` | `COLOR_GREEN`, `GUI_GRID_W` | | KPLIB functions | `KPLIB_fnc_descriptiveName` | `KPLIB_fnc_log` | | Script files | `descriptive_name.sqf` | `kill_manager.sqf`, `do_build.sqf` | | Function files | `fn_descriptiveName.sqf` | `fn_log.sqf`, `fn_checkClass.sqf` | | UI HPP files | `liberation_name.hpp` | `liberation_build.hpp` | | Preset files | `faction_variant.sqf` | `rhs_usaf_wdl.sqf` | ### 5.3 File Prologue (all `functions/` files) ```sqf /* File: fn_functionName.sqf Author: KP Liberation Dev Team - https://github.com/KillahPotatoes Date: 2020-04-16 Last Update: 2020-04-20 License: MIT License - http://www.opensource.org/licenses/MIT Description: Brief one-paragraph description. */ ``` ### 5.4 Indentation - **4 spaces** per indent level - Align array elements vertically for readability: ```sqf blufor_squad_inf_light = [ ["B_soldier_F", 20, 0, 0], ["B_soldier_AR_F",25, 0, 0] ]; ``` ### 5.5 What To Avoid - **Do NOT add `0 = ` prefix** to command calls (unnecessary since Arma 3 v2.04) - **Do NOT use `_this select N`** — use `params` instead - **Do NOT use SQS** (deprecated); use SQF exclusively - **Do NOT use `goto`/labels** — use structured control flow - **Do NOT put code in unit init boxes** in mission.sqm (runs client-side per connection) - **Do NOT modify GREUH/** files unless explicitly asked (legacy, separate maintainer) - **Do NOT use `exec`** (SQS); use `execVM` or `call`/`spawn` - **Do NOT introduce semicolons after closing braces** `};` unless followed by another statement on the same line ### 5.6 Best Practices - `params` with type filtering for ALL function parameters - `private` for ALL local variables to prevent scope pollution - `compileFinal preprocessFileLineNumbers` for reusable compiled code - Debug flags for subsystem verbosity (not commented-out code) - Use `arrayIntersect` for deduplication, `apply` for transformations - Use `remoteExecCall` over `remoteExec` when return value is not needed (faster) - Always include JIP object parameter for persistent remoteExec ### 5.7 Common Pitfalls & Error Patterns | Mistake | Symptom | Fix | |---------|---------|-----| | `00` numeric literal | Parse error or octal value | Use `0` instead | | `;;` double semicolon | Parse error | Remove extra `;` | | Trailing comma in array | Parse error | Remove last `,` | | Mismatched brackets | Silent runtime failure | Count `(` vs `)` and `[` vs `]` | | Non-private variable shadows global | Unexpected behavior | Add `private` keyword | | Missing `;` | Parse error cascades | Add semicolon | | Unquoted string macro arg with comma | Macro breaks | Wrap in `""` or use `##` | | `#include` path starting with `\` | File not found | Use relative path without leading `\` | | Using `localize` inside `#define` | Hardcoded language | Use `$STR_XXX` reference instead | | Wrong bracket type in config | Class parse error | Configs use `{}` not `[]` for arrays | | Semicolon after `}` of control struct | Usually valid, but redundant/wrong when followed by `else` | Remove `;` before `else` | --- ## 6. PBO Build & Deployment ### 6.1 Local Build ```bash # Pack mission folder (no binarization) armake2 pack "CTI 34 KP Liberation v0.96.7a Ruha.ruha" "CTI_34_KP_Liberation_v0.96.7a_Ruha.ruha.pbo" # Verify armake2 inspect "CTI_34_KP_Liberation_v0.96.7a_Ruha.ruha.pbo" ``` ### 6.2 CI/CD (Gitea Actions) Workflow file: `.gitea/workflows/build.yml` - Trigger: push to main/master, tags `v*`, manual - Uses `arwynfr/armake2:debian` Docker image - Produces artifact: `CTI_34_KP_Liberation_v0.96.7a_Ruha.ruha.pbo` - Includes disabled `deploy` job template for SCP-to-server --- ## 7. References - **SQF Syntax:** https://community.bistudio.com/wiki/SQF_Syntax - **Control Structures:** https://community.bistudio.com/wiki/Control_Structures - **PreProcessor Commands:** https://community.bistudio.com/wiki/PreProcessor_Commands - **Code Best Practices:** https://community.bistudio.com/wiki/Code_Best_Practices - **Description.ext:** https://community.bohemia.net/wiki/Description.ext - **PBO File Format:** https://community.bistudio.com/wiki/PBO_File_Format - **KP Liberation:** https://github.com/KillahPotatoes/KP-Liberation - **armake2:** https://github.com/KoffeinFlummi/armake2 - **Code Optimisation:** https://community.bistudio.com/wiki/Code_Optimisation - **Multiplayer Scripting:** https://community.bistudio.com/wiki/Multiplayer_Scripting