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PauseUnit() makes spell effects disappear?

02-04-2009, 07:16 PM#1
Na_Dann_Ma_GoGo
Hoho,
I wanted my hero to be immune to physical attacks when using a certain skill. However the hero is paused as well during the duration. And I encountered a problem, that neither hardened skin nor the evasion effect stays as long as the unit is paused.
Is there a way to get around that? Because it would make things much simpler than creating damage detection triggers etc.
02-04-2009, 10:14 PM#2
Captain Griffen
Effects are paused while the unit is paused. Hehe, never knew that effected stuff like evasion. Try disabling it from doing anything in a different way?
02-05-2009, 02:25 PM#3
Na_Dann_Ma_GoGo
Hmm I dunno, it's a jump spell, and thus I had to make it face the chosen facing angle each time it's ordered to do s.th. And if I had to stop moving then, I needed to pause, stop, and unpause it, which kills the current animation and blabla etc. pp..
Well looks like I got to stick to multiple no damage triggers that heals after a 0sec timer, you know. There will be a kinda limited amount of units able to do s.th. like that, thus it'll be okay I guess >_<
02-05-2009, 10:22 PM#4
Fledermaus
If you're timer is fast enough, you don't need to pause at all. I have a spell that makes a TC "run" in a line on a 0.05 timer. It doesn't not pause him and he is still uncontrollable/will face the correct angle if you set his angle every time the callback fires.
02-06-2009, 12:03 AM#5
Joker
SetUnitPosition pauses the unit for you. No need to use PauseUnit
02-06-2009, 12:11 AM#6
Anitarf
Also, if you made the spell channeling the unit wouldn't move on it's own. The user could still order it to though, so it's good for spells that can be interrupted but not so good for jump spells.
02-06-2009, 03:21 PM#7
Na_Dann_Ma_GoGo
Quote:
Also, if you made the spell channeling the unit wouldn't move on it's own. The user could still order it to though, so it's good for spells that can be interrupted but not so good for jump spells.

Sorry, but I don't understand that clearly. Do you suggest to make it channeling or not? While it's in a channeling state I could still order it to do things and thus break down the currently played animation, not?

@ Joker
Since SetUntX/Y is faster I prefer to take em, and I'm not sure about that pausing of SetUnitPosition. How long does it last? Just for the function call?

However if I don't want to make the caster be able to do anything while jumping. Because it's quite senseless to move or casting an other skill while being lifted up. And though I could check each trigger according the units spell to check whether he's leaping at that moment etc. it's just unnecessary performance loss :/

Right now it works well with the way I told last post.
02-08-2009, 07:55 AM#8
Pyrogasm
Pause it by stunning with a custom storm bolt skill?