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Hmm, ok, can I use it to unstuck some units if they seem to stuck, like I order some units to go to a region and some of them stop sometimes. Not really know the reason, but maybe this trigger can fix it.
Hmm, ok, can I use it to unstuck some units if they seem to stuck, like I order some units to go to a region and some of them stop sometimes. Not really know the reason, but maybe this trigger can fix it.
It will not fix the "stuck" problem because units that stop moving due to pathing related issues are not ordered to "stop". Instead the stop is implicit with no order event being generated.
To "unstuck" you can periodically issue them the move order (stuck units will eventually unstick). To prevent lag or strange visual effects I would advise iterating through about 4-8 different units from all the units you do not want to stick every second and re-issuing them the order. Once all units have been issued then start going through them again. By staggering like this it will support any number of units at once with minimal overhead. You might want to lower the order frequency when there are few units to order as units do not like receiving lots of move orders.
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