Since I'm not sure what to cover next, I'll just open this topic and let you ask: If you need some script for some common task, post it here, and I'll try to dig out something I already have
Enemy reinforcements script ie. spawned enemies that get cleaned up after death, so you don't need a battalion's worth of pre-placed ones. Optional mode of their insertion ie. by ground, by air, on foot.
A snow/snowstorm script that has decent effects quality and can be freely used? :p
This is a modified script which I use for snow in my winter missions. Change parameter in line 32 to affect intensity. This script is run on a local client. Original script is for A2 Eagle Wing campaign to simulate ash. I found it from Kylanias website and modified it a bit.
Code:
sleep 1;
snowEffect = [] spawn {
 Â
  _pos = position player;
  _parray = [
  /* 00 */    ["A3\Data_F\ParticleEffects\Universal\Universal", 16, 12, 8, 1],
  /* 01 */    "",
  /* 02 */    "Billboard",
  /* 03 */    1,
  /* 04 */    8,
  /* 05 */    [0,0,0],
  /* 06 */    [0,0,0],
  /* 07 */    1,
  /* 08 */    0.000001,
  /* 09 */    0,
  /* 10 */    1.4,
  /* 11 */    [0.05,0.05],
  /* 12 */    [[1,1,1,1]],
  /* 13 */    [0.5,1],
  /* 14 */    0.2,
  /* 15 */    1.2,
  /* 16 */    "",
  /* 17 */    "",
  /* 18 */    vehicle player
  ];
 Â
 _snow = "#particlesource" createVehicleLocal _pos;Â
  _snow setParticleParams _parray;
  _snow setParticleRandom [0, [10, 10, 7], [0, 0, 0], 0, 0.01, [0, 0, 0, 0.1], 0, 0];
  _snow setParticleCircle [0.0, [0, 0, 0]];
  _snow setDropInterval 0.001; // Adjust this for intensity of the effect
  _oldPlayer = vehicle player;
  while {true} do {
    waituntil {vehicle player != _oldPlayer};
    _parray set [18,vehicle player];
    _snow setParticleParams _parray;
    _oldPlayer = vehicle player;
    sleep 0.5;
  };
};
What is proper way to check that ALL playable units + AI in players groups have been properly initialized at mission start? It is for a teleport script meant to be ran at mission start on dedicated. I.e I don't want the script to fire if half of players are still in loading screen. I was thinking player == player as condition but player is null on dedicated.