QUOTE (Ionizer @ Aug 17 2010, 04:56 PM)
So what do you do about apcw.vxl? It doesn't exsist in rules.ini, but the clone APC will be unable to go into water.
it won't matter as he wants the APC to cross the bridge with the titans and not go across any water. So thus if it crosses the bridge and then switches out with a normal APC then it will complete what he wants in the trigger and then when the player takes control for the mission it will be able to go full speed and through water as it'd be a normal APC.
although you could always just place the Titans and APC on the map and just use the 'follow id' parameter like the trains use. As i'm guessing you're most likely spawning the vehicles off the side of the map anyways. So if you place them just outside the blue border they can still come into the visible area and do what you want. But i still see a problem in that in the fact that it'd quickly catch up to the titans and then be right behind them in a non-uniform movement which would potentially be slightly different each time you see that part of the mission.
and yet another possibility and i'm not really sure if it'd work as you may not even have them allied to the civilians anyways...but it would be to make sure that your GDI side has no allies and rather enemies thus when you use the Follow Friendlies trigger parameter it will choose the closest same side unit, that being the titans. Then when the APC crosses you can have a trigger fire that allies you with the civilians and what not so that your units don't go after them and that they don't fire at you if there is any armed civs. Or you could make a GDI2 Side, make it also player controlled, and make the titans the GDI2 side and make sure GDI and GDI2 are both allied with each other. Thus the titans are the closest non-main GDI friendly side to the APC.
Just thinking of more possibilities you might be able to try. Though i personally think LKO's would be the best way to go at this point.