I know its alot but please listen to what I have to say...
Ok, I have come up with some ideas but still don't know how to do them:
1. Have the addaction somehow activate a part of the same script. Is there a command I can use to detect if the action was used?
2. Do something to the plane and detect it in the same script with the addaction. What cammods can be used on the plane, have no appearent effect, can't be activated by units in game, and can be detected in a script, like a "set" and "get" type command.
3. Use the original "Eject" action, and use something to detect if its been activated, kind of like the eventhandler idea, if there is a way to do this...
4. Use local or specialy named arrays for each plane, or a way to type something (anything!) in the init to define a custom array. Ex: myarray1 = [this,"whateverIwanttoputhere","whateverIwanttoputhere"] or: plane1array = [plane1,"whateverIwant","whateverIwant"]; [plane1array] exec "ejectactive.sqs". This should work right? But how would I go about calling things from this array? Or could I "attach" the array to the plane so that in the script called by the addaction can use _this select 0 to get the array?
Ok now just to get this straight, Its not that I'm not listening to your answers, I just can't get it to work right, your still not telling me HOW I can call the array in the action called script. All that I am asking is to please explain HOW. I'm sorry if you allready did try to tell me, but I just didn't understand it, but please just explain it some more and eventually I will figure it out. And most of all please just don't give up and stop answering me. And if all else fails, perhaps I can get someone else to finnish the script for me, but I don't feel I've gotten there yet, so don't think I'm asking you to, because I'm not. Once again, thanks for the help so far, thanks in advance, and sorry for wasting some of your time, and last of all thank you for reading this long and boring post, but just remember it's for a good cause.