Cool, glad you got it working.
For your pilot in/out problem I'm not sure how much I could help. Really, you should make a dummy prop mesh for each vehicle - and on each vehicle you'd have a fake limb to signify the exit and entrance point.
For example, if you have a jet, you could be strict and say that the player has to go to a little ladder beside the cockpit to enter the vehicle, like they can't just enter the vehicle from anywhere.
So, you'd have a jet model with a limb at the rough position that the player would have to be in. Now you could use that limb in a distance check, like the distance between the player object and that limb can be measured easily, and if it's within a certain range then it's possible to enter the vehicle, otherwise the player needs to find the right way in.
This is more about ease of programming than semantics, there's good reasons to be so strict.
Now, with that jet - you have to make a basic prop mesh from it - it could be the actual model itself, it depends on how you like to work, but you'd load this mesh into your animation program and stand the guy on the limb position that you set already. Like you'd offset the jet so that the limb is at 0,0,0. Now, you would animate the dude getting into the jet however you like.
Then in DBPro you would check for the vehicle in/out key, and if it's pressed, and the player is within range of the limb - you would position the player exactly on the limb, and rotate him to the same orientation as the jet. Then it's a case of playing that animation. With that method you could be as elaborate as you like with the animation, and once he's sitting - you would copy that frame over and centre him again, so when the frame number of the 'in' animation reaches the point where he sits down, you would switch to the centred sitting position.
The same method should be applied to exiting vehicle, like exit them in the same place as they get in. This same animation could cater for all your planes though, that's why I suggest using a template prop mesh for lining up purposes rather than the actual model.
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