Errm is it that script, you are looking for?
I've dloaded the mission, KtottE linked here, and
used UnPBO.exe to decrypt it.
This is the outro i found, and as you can see, it's using
a simple ?alive xx condition, to determine wether the
unit is there or not.
5 fadeMusic 1
playMusic "track7"
enableRadio false
~5
_camera = "camera" camCreate [8388.39,4348.80,0.74]
_camera cameraEffect ["internal","back"]
_aunits = units WESTS
_i = 0
_Max = count _aunits
#Here
(_aunits select _i) action ["EJECT",K,L,O,D]
unassignvehicle (_aunits select _i)
_i=_i+1
?_Max>_i:goto "Here"
titleCut ["Mission Completed","PLAIN down",4]
_camera camSetTarget VlajkaRus
_camera camSetRelPos [10,15,2]
_camera camSetFOV 0.900
_camera camCommit 0
@camCommitted _camera
~3
VlajkaRUS setflagtexture "usA_vlajka.pac"
VlajkaRUS SETFLAGSIDE WEST
~4
_camera camSetTarget VlajkaRus
_camera camSetRelPos [5,20,2]
_camera camSetFOV 0.300
_camera camCommit 5
@camCommitted _camera
~4
titleCut ["The Players...","PLAIN down",5]
?(alive ap):goto "avoid"
goto "endrnd"
#avoid
~0.1
ap switchMove "EffectStandTalk"
_ap = _this select 0
_apName = name _ap
_camera camSetTarget ap
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
titlecut [_apName,"Plain down",2]
~4
#endrnd
titleCut ["","PLAIN down",1]
?(alive ap2):goto "avoid2"
goto "endrnd2"
#avoid2
~0.1
ap2 switchMove "EffectStandTalk"
_camera camSetTarget ap2
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap2 = _this select 1
_ap2N = name _ap2
titlecut [_ap2N,"PLAIN DOWN",2]
~4
#endrnd2
titleCut ["","PLAIN down",1]
?(alive ap3):goto "avoid3"
goto "endrnd3"
#avoid3
~0.1
ap2 action ["EJECT"]
ap3 switchMove "EffectStandTalk"
_camera camSetTarget ap3
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap3 = _this select 2
_ap3N = name _ap3
titlecut [_ap3N,"PLAIN DOWN",2]
~4
#endrnd3
titleCut ["","PLAIN down",1]
?(alive ap4):goto "avoid4"
goto "endrnd4"
#avoid4
~0.1
ap4 action ["EJECT"]
ap4 switchMove "EffectStandTalk"
_camera camSetTarget ap4
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap4 = _this select 3
_ap4N = name _ap4
titlecut [_ap4N,"PLAIN DOWN",2]
~4
#endrnd4
titleCut ["","PLAIN down",1]
?(alive ap5):goto "avoid5"
goto "endrnd5"
#avoid5
~0.1
ap5 action ["EJECT"]
ap5 switchMove "EffectStandTalk"
_camera camSetTarget ap5
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap5 = _this select 4
_ap5N = name _ap5
titlecut [_ap5N,"PLAIN DOWN",2]
~4
#endrnd5
titleCut ["","PLAIN down",1]
?(alive ap6):goto "avoid6"
goto "endrnd6"
#avoid6
~0.1
ap6 action ["EJECT"]
ap6 switchMove "EffectStandTalk"
_camera camSetTarget ap6
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap6 = _this select 5
_ap6N = name _ap6
titlecut [_ap6N,"PLAIN DOWN",2]
~4
#endrnd6
titleCut ["","PLAIN down",1]
?(alive ap7):goto "avoid7"
goto "endrnd7"
#avoid7
~0.1
ap7 action ["EJECT"]
ap7 switchMove "EffectStandTalk"
_camera camSetTarget ap7
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap7 = _this select 6
_ap7N = name _ap7
titlecut [_ap7N,"PLAIN DOWN",2]
~4
#endrnd7
titleCut ["","PLAIN down",1]
?(alive ap8):goto "avoid8"
goto "endrnd8"
#avoid8
~0.1
ap8 action ["EJECT"]
ap8 switchMove "EffectStandTalk"
_camera camSetTarget ap8
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap8 = _this select 7
_ap8N = name _ap8
titlecut [_ap8N,"PLAIN DOWN",2]
~4
#endrnd8
titleCut ["","PLAIN down",1]
?(alive ap9):goto "avoid9"
goto "endrnd9"
#avoid9
~0.1
ap9 action ["EJECT"]
ap9 switchMove "EffectStandTalk"
_camera camSetTarget ap9
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap9 = _this select 8
_ap9N = name _ap9
titlecut [_ap9N,"PLAIN DOWN",2]
~4
#endrnd9
titleCut ["","PLAIN down",1]
?(alive ap10):goto "avoid10"
goto "endrnd10"
#avoid10
~0.1
ap10 action ["EJECT"]
ap10 switchMove "EffectStandTalk"
_camera camSetTarget ap10
_camera camSetRelPos [1,1,1]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
_ap10 = _this select 9
_ap10N = name _ap10
titlecut [_ap10N,"PLAIN DOWN",2]
~4
#endrnd10
titleCut ["","PLAIN down",1]
_camera camSetTarget VlajkaRUS_1
_camera camSetRelPos [-20,-20,5]
_camera camSetFOV 0.900
_camera camCommit 0
@camCommitted _camera
~5
_camera camSetTarget VlajkaRus_1
_camera camSetRelPos [5,20,2]
_camera camSetFOV 0.300
_camera camCommit 5
@camCommitted _camera
~4
_camera camSetTarget wreck
_camera camSetRelPos [10,10,2]
_camera camSetFOV 0.900
_camera camCommit 0
@camCommitted _camera
~5
_camera camSetTarget WRECK2
_camera camSetRelPos [5,22,-2]
_camera camSetFOV 0.900
_camera camCommit 10
@camCommitted _camera
~10
5 fadeMusic 0
titleCut ["GAME OVER\n The Beach - By CADman[GUN] \n www.The-GUNfighters.com","BLACK OUT", 6]
~7
player cameraEffect ["terminate","back"]
camDestroy _camera
over=true
exit
~S~ CD