Alright let me take a trip down memory lane
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I have ..
- A VAS style save menu used for persistently saving/loading/loading gear on respawn. Basically VAS without being able to pick gear from the interface directly, a lite version I guess. VAS is dying off and BIS Arsenal doesn't provide "load gear on respawn" functionality. It also greys out loadouts with modded gear that is no longer being used.
- An array system used to "save/load" specific objects for persistent use in between sessions. Using ALiVE_fnc_get/setData
- A script to create an ALiVE recognized (AI will attack/defend) objective for use in dynamic objective creation (FOB) .. this may or may not still work based on ALiVE API changes.
- A side mission framework to provide separate custom made side missions and let ALiVE provide the backdrop/populate the map. Tasks were fit to a certain mission style so I decided not to use C2ISTAR and just make a few of my own.
- Simple halo script, Earplug script
- Insurgent system that allows you to play as an insurgent. Start on a neutral side and then are switched to a hostile side when you commit a suspicious/violent action. This needs reworked, have learned a ton since writing it.
- Trigger script that turns civilians inside it's radius to the enemy side to allows "base guards" to attack possible undercover insurgents
- MHQ script that is attachable to a vehicle and adds a respawn point at it's position when deployed
- Two "modules" where all you do is drop a folder in your mission file, and add a single line to your init.sqf and your mission will have random Shepherds (one module) and Call to prayer (second module). Call to prayer is the exact same one from Hazey's Insurgency redux but rigged to use a random location around all towns so it doesn't need any configuring for good results.
Also a lot of little small stuff that's only relevant to the mission it was made for. If one looks interesting to you I can try and slide it your way.