so in the move waypoint i put
[ch, rein1] exec "eject.sqs"
No;
If you want to use the domove, then forget about
the waypoint.
Ch moves to the position of unit p
This could be far away from the waypoint (at least far
enough, so that Ch never passes the waypoint).
So the activation field of this waypoint will never become
active.
Black_Feather already gave you the point, where you can
exec your script:
#ejectloop
@ch distance p <150: goto "ejectsequenze"
~1
goto "ejectloop"
#ejectsequenze
[ch, rein1] exec "eject.sqs"
:edit
P.S: another way, would be:
Once the player calls for the reinforcement, forget about
the domove command, and use setpos/getpos to place
the waypoint, where Ch should move to (and drops them off)
on the position of p
:note - don't forget to setpos/getpos the waypoint, before
the chopper starts moving, otherwise the ai could get
confused because of a changing waypoint, during heading
onto it.
By using this method, you wouldn't need a script (except
the paradrop script)
~S~ CD