| 01-20-2009, 07:58 AM | #1 |
I remember ordering units in response of orders (at least stop) didn't work and had to pause->stop->unpause or some sort of dirty work. While I was testing a 0-sec timer, I found out that it also works in this case. Ordering stop or whatever orders with a 0-sec timer callback will guarantee that the order is overridden. Any questions or more ideas? |
| 01-20-2009, 11:09 AM | #2 |
I heard SetUnitPosition interrupts orders. |
| 01-20-2009, 11:15 AM | #3 | |
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ya ...rising dusk should use that method in his SimErrorEx ..much better then pause / unpause |
| 01-20-2009, 02:17 PM | #4 |
I use 0 second timers and they work nicely and are easy to implement. |
| 01-20-2009, 02:23 PM | #5 | |
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| 01-20-2009, 11:29 PM | #6 |
thx for imparting. pause-unpause screws up other deliberate pauses. |
| 01-20-2009, 11:38 PM | #7 |
Huh. Does using a timer of 0 require using locals? |
| 01-20-2009, 11:52 PM | #8 | |
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| 01-22-2009, 05:54 AM | #9 |
y bother with a timer and all it entails when u can just do a wait. |
| 01-22-2009, 06:02 AM | #10 | |
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| 01-22-2009, 06:13 AM | #11 | |
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| 01-22-2009, 09:24 AM | #12 |
SetUnitPosition will order the unit to "stop", even if it has Amov gone. |
| 01-22-2009, 10:09 AM | #13 |
set position may and will cause unit to jump around if its near other moving units. this easy (much more easy then timer 0) but can cause many problems. |
| 01-22-2009, 03:33 PM | #14 | |
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| 01-22-2009, 10:04 PM | #15 |
timer 0 or not timer 0 units jump around, you can test it self or watch DotA mobs (pathing system uses position for path correcting) |
