Thanks for the replies guys.
I've found the (almost) perfect solution.
It's simple. It does exactly (almost) what I want it to do.
It's Alan Kaiser's paradrop script
http://www.ofpec.com/editors/resource_view.php?id=202The only problem. It requires a person to manually open. I don't really want this feature since the bulk of the entities using this will be ai controlled.
I'm not really skilled enough to modify it so I'll give some of the others a try, assuming they're easy to implement with clear and concise directions. Unfortunately Loup yours seems to imply a fixed set of waypoint directions, really I can't (ok fine, I don't want to) modify any of my pre-existing waypoints. All I want is a script that runs from a trigger that forces the occupants to eject.
2) Each team leader must have a "GET OUT" waypoint close to these "MOVE" waypoints.
This kind of kills it for me. I've already got a whole spiderweb network of waypoints and I'm just not doing them all over again. Sorry. :-\
Not to mention I couldn't get it to work. That's my fault more than anything since I'm awful at scripting.
I don't really need anything complicated.
Just *fly over trigger, kick passengers out* type thing. Kaiser's does that... but it ends up killing the ai.
I didn't know something that seemed so simple would be so difficult. For me at least.
I tried IW's paradrop script. It works exactly how I need it to.
Edit
AGGGH NOOOOOO!
I forgot that there are other eastern guys that sometimes stray within the trigger area (unavoidable unless I want my mission to suck loads of ass). My trigger is set to east:present and so I remembered seeing a long time ago someone making a trigger activate for a specific unit in the condition string: "this ==
unitname". But that doesn't work. It gives me an error so maybe it looked differently than how I remember it.
Dammit! I was so close!