... i tried with the troops in the cargo ...but the plane still turned around to pick them up ...
sh*t happens, m8
;D are ya SURE
that the plane/pilot is NOT in the same grp as the cargo troops?
maybe I forgot to mention it but it works best if the cargo & the driver of any transport vehicle are in seperate groups.
if in doubt, check the green grouping lines between the units.
(is your editor set to "advanced" at all? Yanno, it should be; I was just curious about this)
Any'ho - with planes, two or three men can bail at the same time without problems,
so here's once again what I would do (I'll just use the cessna plane as example) :
Create a cessna plane, name it "CEZ" in the name field when creating it.
Then create a squad of three units, make sure they're NOT grouped to the plane/pilot.
Now, in the INIT field of the grpLeader, put this spell :
morons=group this; "_x moveinCargo CEZ" foreach units moronsThis should kick the men in cargo of the plane right from mission start
ok. Then setup a trigger with the following spell in the "activation" field :
"_x action [""eject"", CEZ]" foreach units morons; "UnassignVehicle _x" foreach units moronsMake it a SWITCH type of trigger and hit F2 & group it to the aircraft.
Then make the plane "flying" (just for the test of things) and create yet another flying
cessie right behind it, not grouped to the other plane nor to the morons,
and make YOU the pilot of this second plane. This way you can fly behind and check it all out.
do it, or I'll fry your M16 and melt it and put it on my pizza ... TONIGHT!!!
;D ;D