Why don't you just pause the unit, using pause safety, timer.... ..... ..... UNPause?
Because pausing sucks - if you try issuing orders to a paused unit, it doesn't register at all. If you try issuing orders to a stunned unit, it actually changes the order the unit will return to after stun. So if you're playing a game where you have one second delay, and you're running into a battle and get stunned and realise you need to get the hell out, you're screwed if the author was lazy and used Pause.Why don't you just pause the unit, using pause safety, timer.... ..... ..... UNPause?
LET'S SAY RANDOM IRRELEVANT THINGS IN OTHER PEOPLE'S THREADS! Yay!!And setting the unit's animation speed to 0%?!
Aerial Shackles works, with the obvious downside of requiring one dummy per target. Could be used only if the target is invulnerable.Any ideas for making it work on invulnerable?
Store its health, set its life +1, ping it for 1 damage, see if the health dropped, reset health?There's no way with natives to directly assess if a unit is invulnerable, I believe.
My thoughts exactly.UnitAddStun is nicer, because AddStun and my TrackableAddStun function are getting confused.
In case you didn't get it, what would you stun besides units?
private constant integer OID_FIREBOLT=852231
Epic fail. :banghead:You don't use this from what I can see.
Glad you appreciate the simple interface. Originally I tried some timed stun thing, but then I had a revelation that there was something that much better answered the requirement... :thup:Anyways, this is mad. Exactly what is needed in stun system. I say +1 approved vote