Wolfenswan [FA]: wolfenswanarps@gmail.com | folkarps.com
INTRODUCTION
My goal is to create a simple spawn system, aimed at two types of mission makers:
- Beginner mission makers who are not yet comfortable with SQF and prefer to mostly use the in-game editor.
- Intermediate to advanced mission makers who want to churn out small to medium sized missions on a regular basis and need a simple spawn system as foundation for their missions, allowing them to focus on building a mission around the set-pieces.
FEATURES
- Easy to use spawn system, with no need for SQF scripting or knowing class names.
- Currently supports spawning of the following groups: Hold, Patrol, Garrison, Ambush, Ambush-road
- All groups are either placed randomly in the selected area or focus on pre-placed "points of interest"
SETUP & DOCUMENTANTION
Setting up the mission folder
Download the latest release of ws_sss. Unzip it to your missions folder (My Documents<Arma 3 Profiles><profile>\Missions) and rename the folder to ws_sss.VR
I suggest opening the mission in the in-game editor and familiarize yourself with the various components
Implementing ws_sss into your mission
- Copy the ws_sss & ws_fnc folders into your mission.
2a) If description.ext is not present, copy description.ext from the ws_sss.VR folder into your mission.
2b) If description.ext is present, open it in a text editor. Find the entry class CfgFunctions
and add #include "ws_fnc\config.hpp"
after the {
. If class CfgFunctions
is not present, simply add the entire class CfgFunctions
block from the description.ext found inside the ws_sss.VR folder at the bottom of your description.ext.
-
In the in-game editor, copy the basic setup for ws_sss from the example mission into your own mission.
-
Execute
[] execVM "ws_sss\ws_sss_init.sqf"
at the bottom of your init.sqf to spawn AI at mission start.