I am able to apply stun effetcts easily, but there is an issue. It interupts orders after it fails. This is an issue, as with the stun on-attack effects tend to, when applied at max speed, impossible to run away from, not because of a stun lock, but because the unit keeps turning around to attack even with spamming right click. I thought of making a time scale effect of -100%, but that would suppress regeneration, debuffs/buffs, cooldowns, and so on, and hence is sub-ideal. I think a trigger might be able to readd the order, but i imagine it would lag. Does anyone know about anouther solution?
I am able to apply stun effetcts easily, but there is an issue. It interupts orders after it fails. This is an issue, as with the stun on-attack effects tend to, when applied at max speed, impossible to run away from, not because of a stun lock, but because the unit keeps turning around to attack even with spamming right click. I thought of making a time scale effect of -100%, but that would suppress regeneration, debuffs/buffs, cooldowns, and so on, and hence is sub-ideal. I think a trigger might be able to readd the order, but i imagine it would lag. Does anyone know about anouther solution?
Starcraft really wasn't made for stuns, which is why there is no easy solution. But refer to Kueken's discussion, here.
It's not just stunning which cancels orders. Even immobilization (suppress movement) will cancel many orders (a work around is to set max movement speed to 0.04 instead of suppressing movement).
The only possible 'work around' is to give every unit in the game a dummy channeling ability and use that as the 'stun' (combined with triggers of course).
It's not just stunning which cancels orders. Even immobilization (suppress movement) will cancel many orders (a work around is to set max movement speed to 0.04 instead of suppressing movement).
The only possible 'work around' is to give every unit in the game a dummy channeling ability and use that as the 'stun' (combined with triggers of course).
This workaround works very well, though. Besides the transient issue described in the thread, I did not have any problems with it so far. Also considering, that in WC3 a stun issued some kind of hidden order as well, this is probably as close to a WC3 stun as it gets.
One can get something that's effectively a stun if you reduce the unit's timescale to 1/400th of normal (basically, apply a timescale debuff of 0.1, then one of 0.25, or a single one of 0.025). I think this is about the lowest you can go without the SC2 engine catching on and just immobilizing the unit. I know for a fact that stuns (at least the ones I'm used to) disable cooldowns, and you can easily make buffs or debuffs ignore timescale by setting the behavior's timescale setting to Global (unless you _absolutely_ need them based off of target timescale).
The part I'm puzzling over is that Zeratul in SotIS has an ability which reduces all units Time by 10000% in an AoE, but it doesn't run into that same issue :S
I am able to apply stun effetcts easily, but there is an issue. It interupts orders after it fails. This is an issue, as with the stun on-attack effects tend to, when applied at max speed, impossible to run away from, not because of a stun lock, but because the unit keeps turning around to attack even with spamming right click. I thought of making a time scale effect of -100%, but that would suppress regeneration, debuffs/buffs, cooldowns, and so on, and hence is sub-ideal. I think a trigger might be able to readd the order, but i imagine it would lag. Does anyone know about anouther solution?
Starcraft really wasn't made for stuns, which is why there is no easy solution. But refer to Kueken's discussion, here.
It's not just stunning which cancels orders. Even immobilization (suppress movement) will cancel many orders (a work around is to set max movement speed to 0.04 instead of suppressing movement).
The only possible 'work around' is to give every unit in the game a dummy channeling ability and use that as the 'stun' (combined with triggers of course).
@Ranakastrasz: Go
have you tried making a behavior that actually disables all commands... such as move,attack,ability use? and put a 3-4 second timer on it?
Does this stop the units orders?
Exactly that is the problem ;)
This workaround works very well, though. Besides the transient issue described in the thread, I did not have any problems with it so far. Also considering, that in WC3 a stun issued some kind of hidden order as well, this is probably as close to a WC3 stun as it gets.
One can get something that's effectively a stun if you reduce the unit's timescale to 1/400th of normal (basically, apply a timescale debuff of 0.1, then one of 0.25, or a single one of 0.025). I think this is about the lowest you can go without the SC2 engine catching on and just immobilizing the unit. I know for a fact that stuns (at least the ones I'm used to) disable cooldowns, and you can easily make buffs or debuffs ignore timescale by setting the behavior's timescale setting to Global (unless you _absolutely_ need them based off of target timescale).
The part I'm puzzling over is that Zeratul in SotIS has an ability which reduces all units Time by 10000% in an AoE, but it doesn't run into that same issue :S