Hmm... was the plane named jet ? maybe you just forgot to mention that in the last post... ;D
about the eject thing ....
Syntax : unitName action ["actionType"]
unitName is the name of the unit to do the action
Example :moron action ["EJECT"]
and here's the deal with the players not being able to eject before you want them to......... instead of making your trigger set off by west/present or not present... etc.... make it none.. or empty.. whatever it is.. you get the idea..
then using: moron in jet
should work ... once that is true...whatever is in the activation field should be well... activated
then.... check this bit out from the command ref:
Example :
DisableUserInput TRUE
Notes:
This command appears to disable processing of input by the game. So when set to TRUE, NO keys will be processed. This includes the ESC key. User may still ALT-TAB or CTRL-ALT-DELETE as these are trapped by windows before the game processes them.
Now.. this could possibly only work in a script....
but I know it works for cutscenes and such.. cause that's how you can prevent people from skipping over your pretty cutscenes ... ;D