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Sep 20th, 2014
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  1. #define NEWTAB(NAME) \
  2. player createDiaryRecord ["Diary",[NAME,"
  3.  
  4. #define ENDTAB \
  5. "]];
  6.  
  7. //See "VI. Mission notes:" for inspiration about briefing syntax
  8. //"<br />" makes line switches
  9.  
  10. waitUntil {!(isNull player)};//This is needed for JIP compatibility since this code is spawned not called
  11.  
  12. //Put additional scripts and modules in here, as well as any essential notes regarding technical aspects for all players.
  13. NEWTAB("VI. Mission notes:")
  14. <br />
  15. Modules:<br />
  16. AGM Wounds<br />
  17. AGM Fatigue<br />
  18. AGM Exlosive<br />
  19. <br />
  20. Scripts:<br />
  21. UPSMON<br />
  22. Sync Start + Auto Earplugs script by Aiello<br />
  23. JIP Tele by Aiello w/ elements of Olsen framework.<br />
  24. Team Roster<br />
  25. JANFU Gearscript by Aiello<br />
  26. <br />
  27. Mission by Aiello<br />
  28. Uses JANFU A3 Framework v1.0 by Aiello
  29. ENDTAB;
  30.  
  31. switch (side player) do { //Checks what team the player is on
  32. case WEST: { //If player is WEST he receives this briefing
  33.  
  34. //Self explanatory, also include signalling, for example, 1'1 is wearing blue chemlights on a night op, and 1'2 is wearing green.
  35. NEWTAB("V. Command & Signal:")
  36. 1'1'A on SR 1<br />
  37. 1'1'B on SR 2<br />
  38. 1'1'C on SR 3<br />
  39. 1'1 on SR 4<br />
  40. <br />
  41. All teams on LR 1<br />
  42. ENDTAB;
  43.  
  44. //Any points where resupply is possible, Air support, non-player friendlies, etc
  45. NEWTAB("IV. Service Support:")
  46. x4 HMMWVs for transport.
  47. ENDTAB;
  48.  
  49. //Will normally be at CO's discretion unless there are specific courses of action that should be taken/not taken.
  50. NEWTAB("III. Execution:")
  51. At CO's discretion.
  52. ENDTAB;
  53.  
  54. //Include any intel here as well as the overall objective.
  55. NEWTAB("II. Mission:")
  56. Clear AO of enemies.
  57. ENDTAB;
  58.  
  59. //Self explanatory.
  60. NEWTAB("B. Friendly Forces:")
  61. Squad of infantry.
  62. ENDTAB;
  63.  
  64. //Enemy forces should contain enough info for CO to conduct a thought out plan.
  65. NEWTAB("A. Enemy Forces:")
  66. Composition: Multiple squads EI, possible technicals.<br />
  67. <br />
  68. <br />
  69. Disposition:<br />
  70. <br />
  71. All enemies situated in AO.
  72. ENDTAB;
  73.  
  74. //Insert info about the overall situation of the mission. Give backstory, answer questions like 'why are we here?' and such.
  75. NEWTAB("I. Situation:")
  76. We are simply here to demonstrate the framework, nothing else.
  77. ENDTAB;
  78. };
  79.  
  80. case EAST: { //If player is EAST he receives this briefing
  81.  
  82. NEWTAB("V. Command & Signal:")
  83. //Text goes here
  84. ENDTAB;
  85.  
  86. NEWTAB("IV. Service Support:")
  87. //Text goes here
  88. ENDTAB;
  89.  
  90. NEWTAB("III. Execution:")
  91. //Text goes here
  92. ENDTAB;
  93.  
  94. NEWTAB("II. Mission:")
  95. //Text goes here
  96. ENDTAB;
  97.  
  98. NEWTAB("B. Friendly Forces:")
  99. //Text goes here
  100. ENDTAB;
  101.  
  102. NEWTAB("A. Enemy Forces:")
  103. //Text goes here
  104. ENDTAB;
  105.  
  106. NEWTAB("I. Situation:")
  107. //Text goes here
  108. ENDTAB;
  109. };
  110. };
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