Hmm. First, double check if the killedPlayer.sqs script is being called by putting in hint messages before and after the
@ alive... line. As I haven't tested my own idea, I don't know if it's working.
If you have verified that the script is called, and that it detects that the player is alive and executes the remainder of the script, then try adding a brief delay in the script. E.g.:
;Try adding a delay here.
~0.1
; Wait until the unit is alive again.
@ alive (_this select 0)
;Or, try adding one here instead.
~0.1
; Move the unit into the cargo space of a C-130 named "c130"
(_this select 0) moveInCargo c130
exit
Try one of the two delays. See which one works. I don't see why either would work, but it's something to try.
If those don't do anything, verify that (_this select 0) is really the right array element to get the player. I think that's the right one, but I could be wrong. To test that, add the following code at the top of that script:
hint format ["Respawned Unit: %1",(_this select 0)]
Remove any other error-checking hints you may have added. If the resulting hint is something like, "Alpha Black 1", then the element is correct. If not, then I'll have to go figure out which one it is, or you can guess and check until you get the right one.