2) Own Objects (player the cannon belongs to) cannon might work because 'undeployed cannon' and 'cannon' are seperate units. Adjust to taste. effect is, of course, create unit. That isn't perfect of course.
Another option is, which only works when the cannon is going to target something specific (but has the advantage of only using that cannon) is:
Trigger 1 looping on starting state on: Condition 0: object has target (cannon, target) Effect 0: Activate Trigger 2 Effect 1: Deactivate Trigger 3 Effect 2: Deactivate Trigger 4
Trigger 2 looping off starting state off: Condition 0: timer 12 (or 13, the cannon deploy time) Effect 0: Activate Trigger 3 Effect 1: Activate Trigger 4
Trigger 3 looping off starting state off: Condition 0: Oject has target (cannon, same target) Effect 0: Deactivate Trigger 4 Effect 1: Create unit (what,wher-ever you want)
Trigger 4 looping off starting state off: Condition 0: Timer (2 or 3) Effect 0: Deactivate Trigger 3.
There may be a slight problem there: if you want it bug-proof you need a chain of timers instead of timer 12 for trigger 2. The reason is that if you activate the object has target trigger but immediately back off, the next time you activate the timer will have already ticked down a bit. See this problem in above messages in the thread. I.e:
Trigger 2a starting off loop off: condition 0 timer 1 effect 0 activate trigger 2b
Trigger 2b starting off loop off: condition 0 timer 1 effect 0 activate trigger 2c
...
Trigger 2l starting off loop off: condition 0 timer 1 effect 0 activate trigger 3 effect 1 activate trigger 4
And then have Trigger 1: effect deactivate all of these, from 2a to 2b, THEN activate 2a again. I hope this would work.
Oh - you might want to extend the 12/13 timer if the cannon has to actually approach from somewhere. An object in area sub-trigger with that object could help everything along. I.e. you could have a loop on trigger condition object in area (cannon in range of set building) effect activate trigger 1 (aforementioned). Or some other set-up of your choosing.
1) Errr...Condition kill object, effect 0 create unit effect 1 damage object. This should be near-instantaneous. I don't know about creating objects which look like they have 100% green health but have 7 hit points (or whatever), though.
repeat: why does taunt 5 crash the game?
New Question: Is there any way of making sure a certain prefab shelter appears in scenario - say you're using map copy to string together some prefabs and it only looks right with one type of that civ's prefabs.
[This message has been edited by hyperlion (edited 05-04-2007 @ 05:27 PM).]