If ws_fnc is ahead of the FA template, it is because there have not been any critical updates to the library.
Updating your FA template is easy:
Download the archive from below and overwrite the ws_fnc folder in your mission directory. You can ignore the install guide below.
Latest master version: See README.
Github: Repository
Download: master.zip
What is this?
This is a collection of various functions that I've worked on the last weeks for way too long to streamline my mission making. None of them are revolutionary but all of them have been designed with efficiency, modularity and performance in mind. The idea is to reduce the need for repetitive scripting as much as possible while avoiding the need for third-party scripts and the problems that come with that. I've also tried and comment everything as best as possible to make understanding the code easier.
How do I use it?
Unzip the archive into your mission root folder. You should now have a ws_fnc/ folder with various sub-folders (named tools, AI etc.). Open the description.ext that came with the archive and copy & paste the entire part within
Code: Select all
cfgFunctions { }
If you use F3 it should look sth. like this:
Code: Select all
class CfgFunctions
{
class F
{
//All F3 relevant functions
};
#include "ws_fnc\config.hpp"
};
Is there a readme?
If you did the above you should be able to view all functions inside the game. Every major function is thoroughly document and explained in itself. You can also view all individual documentation on either github or by opening the .sqf files with a text editor.
Example functions
getPos (various functions)
Similar to SHK_Pos, it allows for easy return of randomized positions, positions within a defined marker/trigger area, positions only on roads etc.
createGroup/createVehicle
Advanced versions of the default createGroup/createVehicle scripting commands.
taskDefend
Orders AI to hold a position, manning statics and entering buildings.
createGarrison
Fills those empty buildings and bunkers with AI the easy way.
taskAmbush
Orders AI to lay an ambush on a position. They will move to a hiding spot which provides over watch over the ambush location.
taskConvoy
Hate how AI convoys always screw up no matter what you try to do? This little function will make them drive in an orderly column and also react to an engagement in a borderline smart fashion.
taskLand
Want airborne reinforcements but the transport helos keep bugging out when in contact? This should help.
collectMarkers
Placed dozens of markers all labeld mkr_1,mkr_2 etc but too lazy to put them all in an array manually? This function does the trick.