1, in trigger or script etc
myGuy fire ["Throw","SmokeShellGreen","SmokeShellGreen"]
2, Without testing, id probably first try disabling move for the cargo units and target & autotarget for the vehicle with
this disableai "MOVE"
this disableai "TARGET"; this disableai "AUTOTARGET"
No idea if those would do anything in that case, but I guess it could limit the AI from messing up as much.
3, init field of the unit
this setunitpos "UP"
4, Put your ogg music file into /missions/yourmission/music
This block into description.ext, of course change file names etc
class CfgMusic
{
tracks[]={};
class Rocknroll
{
name = "Rocknroll";
sound[] = {"\music\rocknroll.ogg", db+0, 1.0};
};
};
To actually play it...
playMusic "rocknroll";
5, It goes straight to game in the preview mode of the editor. On a server it just shows empty briefing, if its missing.
6, only tricky part is the animation, rest should be quite simple with a trigger and waypoints
one of these might be the animation (to be used with switchmove or playmove): http://community.bistudio.com/wiki/Armed_Assault:_Moves_List