Here's the script that I use. Taken from Johan Gustafsson's Scripting guide... I may have changed it a bit but I don't think so. You don't have to understand what it's doing to use it. I don't really...
_Egrp = _this select 0
_Object = _this select 1
_freq = _this select 2
_Who = _this select 3
_GrpVektor = Units _Egrp
_numEl = count _GrpVektor
_i = 0
? (_Who == "PLAYER") : Player action["EJECT",_Object]; UnassignVehicle Player; exit
#Update
? (_Who == "AI") && ((_GrpVektor select _i) == Player) : _i = _i + 1
? (_i == _numEl) : exit
(_GrpVektor select _i) action["EJECT",_Object]; UnassignVehicle (_GrpVektor select _i)
_i = _i + 1
~_freq
? (_i < _numEl) : goto "Update"
exit
Paste this into a blank notepad document file, then save it as "eject.sqs". Place it in the drawer of the mission in which you will use it. When running it, type this in a trigger activation field:
[name of group to eject, vehicle to eject from, time space between ejections, who will be ejected] exec "eject.sqs"I find that the time space between ejections must be at least 1.2 (seconds) to avoid the parachuters crashing into each other. Anything under 1 second will result in half the squad dying before they hit the turf. The last argument (who will be ejected) can be one of three things - "AI", "ALL" or "PLAYER". All means that everyone in the group will be ejected, AI means that everyone but the player will be ejected and player means that only the player will be ejected. It's simple really.
Thanks to Johan for this script, it works a treat
. Download his Scripting Tutorial, it's easy to understand and really helps you to enhance missions. Scripting is easier than you think.