That template will be useful if you press
File >
New to start a script. It should include one weapon, so the object and the command can be copied and pasted. With a couple of environmental things and that's everything most arenas need.

This
mission script for new levels is now tested and updated on my website.
Code:
// GTA2 Test Script
// by Pyro & BenMillard, April 2011
// http://projectcerbera.com/gta/2/tutorials/multiplayer
// Weapons
// Note: This respawns instantly and gives maximum ammo.
GENERATOR rocket1 = (128.0,128.0) 0 COLLECT_02 0 0 99
// Player Cars:
PARKED_CAR_DATA p1car = (126.5,126.5,255.0) 28 225 VTYPE // Red
PARKED_CAR_DATA p2car = (126.5,129.5,255.0) 24 315 VTYPE // Orange
PARKED_CAR_DATA p3car = (129.5,129.5,255.0) 35 045 VTYPE // Yellow
PARKED_CAR_DATA p4car = (129.5,126.5,255.0) 20 135 VTYPE // Green
PARKED_CAR_DATA p5car = (128.0,130.2,255.0) 14 000 VTYPE // Dark Blue
PARKED_CAR_DATA p6car = (125.8,128.0,255.0) 02 270 VTYPE // Black
// Players
/*
p1 p4
p6 RL = (128.5,128.5)
p2 p5 p3
*/
PLAYER_PED p1 = (127.0,127.0,255.0) 07 045 // Yellow Scientist
PLAYER_PED p2 = (127.0,129.0,255.0) 11 135 // Green Loonie
PLAYER_PED p3 = (129.0,129.0,255.0) 10 225 // Red Russian
PLAYER_PED p4 = (129.0,127.0,255.0) 09 315 // Orange Krishna
PLAYER_PED p5 = (128.0,129.5,255.0) 13 180 // Dark Blue Yakuza
PLAYER_PED p6 = (126.5,128.5,255.0) 08 090 // Dark Grey Zaibatsu
// Counters
COUNTER stage = 1
// End of objects...
LEVELSTART
// ...start of commands.
// Environment
SET_AMBIENT_LEVEL (0.75, 0) // reduce the value after you add lights
DECLARE_POLICELEVEL (4) // 4 = SWAT; 5 = FBI; 6 = Army
// Note: Army in multiplayer needs Vike's GTA2 v11.3 or newer.
// Weapons
SWITCH_GENERATOR (rocket1, ON)
// Main Loop
// Note: Only needed for missions, game modes and gimmicks.
WHILE_EXEC (stage = 1)
DO_NOWT
ENDWHILE
LEVELEND
Filename should be first thing in the titlebar, like Windows Explorer and MS Office. Then I can tell 3 scripts apart in the taskbar at-a-glance. So your image would have said this at the top:
tiny3-arena.mis - GTA2 ScriptPadOh, I meant the left edge of the tooltip should align with the left edge of the parameter. If that's possible... it's the way Visual Studio 6 presents it. (For me, that's just about the nicest code editor to work in - well-balanced between simplicity and capability.)
Yeah, it's looking really cool. And exceptionally fast progress!
(EDIT) Don't try to compete with Notepad++ and other big text-based editors on total number of features. Convenience features which are highly specific to the
.mis format is what makes Mis Pad favourable. Such as integrating the compiler input and output into the editor.
Aliases for the more idiosyncratic constants, tooltips and autocompletion could make ScriptPad favourable to MisPad. More refined
Ctrl+
Arrow behaviour for moving around and selecting code, more reliable
Undo/
Redo and so on would tip the balance further still. The filename fix is also very welcome!
(EDIT2) Updated template to include 6 players, with a comment shown how they are arranged. Not tested... earliest I could test this would be Wednesday evening.