Well the TS Demo map allows this

I was relieved to find it wasn't merely PlayerControlled=yes and [TRUCK] Speed=0.
In fact, there is no INI editing whatsoever.
after extensive testing, it looks like this is a singleplayer-only thing.

The results are the same whether or not it is the "special" house or not - in the multiplayer pic above, that is actually a NEUTRAL train, (map is uploaded below) triggered to ally GDI and Nod house (and also triggers to make GDI and Nod houses ally back).
In the singleplayer pic I allied the GDI house (player controlled=yes) with the Nod house (player controlled=no)
Niether of these tests disrupted the train from its script.

that's all the testing I'm going to do right now, that info took me some time to get as it is.
Since the player-selected-unload appears to only work in singleplayer, we're going to have to find a way to script the train to unload by itself.
There's this way I thought of, which would be making the script set a local, that would create a team for each train car on the individual waypoints..

**Script: "Set local" when locomotive reaches a waypint.
Named the local "train arrival waypoint X"
Trigger: local is set >>>create team
Team: Taskforce:1 TRAINCAR <> Script: Unload...#3
I haven't tested this thoroughly enough, and the few times I've done it, it made the train stop running its script.
There are other things to do with the set local method, perhaps it can be that the script doesn't use "Jump to line", but instead sets a local at the end of the script...
...which will trigger the locomotive to become a new team, which will follow a script to the next waypoint, unload, clear the last local, and set a new one >> local triggers a new train team etc etc.
This would take a lot of work, and I'm too lazy to look into this one right now.
One last way would be to use the Make enemy... tag, or change house to neutral.
enters way point, sets local: "change house" for attached objects (attach the train to this trigger). Perhaps making it neutral will make the AI kick the guys out of their own transports?

Then clear the local and make it trigger the train back to "Special" house.
This post has been edited by Master Blackster: Jul 11 2007, 01:58 AM