As for the triggers... when playing a custom campaign one day, I noticed that Chan spawned from a destroyed tech center on a mission replacing Nod mission 10. After testing this some more, it turned out this happens only on Nod mission 10. On further examination inside the exe file, I also found special code to immediately link that spawned "CHAN" unit from the tech center to a trigger called "CHAN", which would allow for a really beautiful chain of events of first destroying the tech center, then killing Dr. Chan, and only then winning the mission. Normally, this kind of mission code is impossible for units spawned from destroyed buildings, just like triggers can't be linked to reinforced units.
The silly part is, none of that code was used. The mission designer just put a Chan unit next to the tech center, and linked a trigger to him that wasn't even called "CHAN", but just "WIN". Even worse, there was a "CHAN" trigger, but it was just the flare to reveal the island. One of the more bizarre side effects of this was that destroying the Tech Center would give you two Dr. Chans; one linked to the winning trigger, the other (uselessly) linked to a flare trigger (which is normally already activated at that point anyway).
On top of that, there was another trigger in the mission that didn't work as it should, namely one that should reinforce a chinook to get your commando onto Chan's island.
I concluded the mission was simply severely broken, and fixed all that. So now the mission works exactly as it was intended, with the special systems they'd built for it 
Wow, this is a very impressive piece of info! Thanks for sharing that!
Pity that so many things in Westwood games got half-baked like this. I wonder what's the cause - too many people working on the project so they just lost track of some features?
- The Advanced Comm Center was always capturable, but special code on the mouse cursor modifying prevented players from giving that capture command in single play, except on mission 12. This was rather weird, since it not only allowed capturing of GDI's superweapon in multiplay, but also meant that in single play, enemy engineers could capture your ACC, and you wouldn't be able to capture it back. I made it completely uncapturable, and added a system to custom change the capturability of any building in a mission.
BTW, I've always been wondering, when the AI player has the Adv. Comm. Center, does it fire the Ion Cannon whenever it's charged, or does it do so only when a trigger is activated?
Also, any idea why there was such a strange exception to this? It is my understanding that there's a "can't be captured" option for building, like in
Dune II already, and stuff like the Temple of Nod uses it?
[Edit] BTW, I completely missed the fact that you have a
C&C webcomic! I only knew of that hilarious issue of Command & Comic with the
Akira reference

[Edit2] Although I seem to recognize some strips... Read and later forgot about it?
