burdy 11 Posted June 6, 2017 Hey, So currently I am trying to make a script which counts the amount of non-player units in a vehicle, and ejects them. if (isserver) then { _veh = _this select 0; _unit = {!isplayer _x} forEach crew _veh; sleep (random 3); {_x addBackpack "B_parachute";} forEach (units _unit); { {unassignVehicle _x} forEach crew _veh; (_x) action ["EJECT", vehicle _veh]; sleep 1; (_x) action ["openParachute", vehicle _veh]; } forEach (units _unit); }; This is what I got now - the issue is I can get the script to work without the _unit part (meaning, all units in the vehicle will disembark), however, as soon as I add that _unit part and try to keep it only AI who eject, I get a whole host of issues. Share this post Link to post Share on other sites
theend3r 83 Posted June 6, 2017 I'd be surprised if _unit = {!isplayer _x} forEach crew _veh; worked as intended. If I understand it correctly from the wiki, it would return only the last AI unit. https://community.bistudio.com/wiki/select, alternative syntax 5 should do what you want. Also, use just _unit, preferably renamed to _units, instead of (units _unit). Same thing with vehicle _veh, that's just nonsense. Share this post Link to post Share on other sites
7erra 629 Posted June 6, 2017 if (isserver) then { _veh = _this select 0; sleep (random 3); { if (!isPlayer _x) then { _x addBackpack "B_parachute"; unassignVehicle _x; (_x) action ["EJECT", vehicle _veh]; sleep 1; (_x) action ["openParachute", vehicle _veh]; } } forEach crew _veh; }; Will eject every AI unit even copilot, gunner, commander and pilot. Share this post Link to post Share on other sites