Another way:
This might take some pre-work to be done, but it's also a
solution:
As you all know, there's a little difference on the names,
once a unit get's player controlled (except you're using
setidentity command).
Now there are guys called: Bobby Bruining, Mike Hirasaki,
etc. hanging around, if they are AI controlled.
If a player takes control over an AI, the name will change to
the player's name: [BF] ChrisDeath, etc..
Only thing you need to do is:
Put all your playable soldiers into an array (let's say: player_array)
check for the AI name like:
?(name unit1 != "Bobby Bruining"): player_array = player_array - [unit1]
The only thing i'm not sure about is:
If you disable unit1, and select unit2 in the player selection menu, will Bobby Bruining then be unit2, or do the names
remain to their affilatetd units.
Sorry, but i can't check this right now as i'm at work.
If this is the case, then there would still be a work around
by creating a second array: names_array
Into this names array you would have to put all your AI names.
names_array = ["Bobby Bruining","Mike Hirasaki",etc..]
Then you would have to check:
?(name unit1 in names_array): player_array = player_array - [unit1]
But don't take my sample commands here too serious, as i just
showed ya where the kitchen is, and not how to cook.
You might need to make a loop for checking all those names
through the arrays.
~S~ CD