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How to stun a magic immune's unit

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Level 11
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How to stun a unit that is magic immune,

i have a skill that must stun the target unit.
but i can't stun that target which is magic immune...
if possible, able to stun invulnerable unit will be great. (if can't never mind)

anyone can help?

Extra:
my map have an item which can cast "avatar" (make casting unit magic immune)
 
Level 2
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Nov 15, 2008
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I'm not sure if this might work but.. You can try the remove the spell immune from target, stun it, and then give the spell immune back in probably an instant? I'm not so sure though.
 
Level 13
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maybe make Ensnare with duration <x seconds>
make Ensnare with stun effect
Ensnare´s duration will be the time how long you want unit to stay stunned

>unit starts casting an ability
>>ability being cast equal to Ensnare
>>>pause target unit of ability being cast unit
create dummy unit at position of target unit of ability being cast
set count down timer for (last created unit) to <x second of Ensnare´s duration >


>unit dies
>>dying unit equal to (dummy unit)
>>>
set POINT = position of dying unit
set UNITGROUP = units within 0.01 range of POINT
unpause random unit from UNITGROUP
Custom Script: call RemoveLocatin(udg_POINT)
Custom Script: call DestroyGroup(udg_UNITGROUP)
 
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Level 11
Joined
Oct 20, 2007
Messages
342
I'm not sure if this might work but.. You can try the remove the spell immune from target, stun it, and then give the spell immune back in probably an instant? I'm not so sure though.

let me make a example.
if the unit used avatar,
what can be removed?
if you say remove avatar buff, then ask the unit cast again?
how if if the avatar is under cooldown? the duration of avatar will be reset??

this way can't solve the problem.

maybe make Ensnare with duration <x seconds>
make Ensnare with stun effect

>unit starts casting an ability
>>ability being cast equal to Ensnare
>>>pause target unit of ability being cast unit
create dummy unit at position of target unit of ability being cast
set count down timer for (last created unit) to <x second of Ensnare´s duration >


>unit dies
>>dying unit equal to (dummy unit)
>>>
set POINT = position of dying unit
set UNITGROUP = units within 0.01 range of POINT
unpause random unit from UNITGROUP
Custom Script: call RemoveLocatin(udg_POINT)
Custom Script: call DestroyGroup(udg_UNITGROUP)

1st, you can't even click the target, how come meet the even "start effect"
using trigger order will also resulting the same thing.
2nd, sry i din't notice that, i don't want pause the unit.
3rd, make it a countdown timer? i need it in MUI, how complicated it will be...
4rd, why pick unit group when a unit die?? why don't straight unpause dying unit?


___________________________
i think using "bash" can solve my problem. (suggest by Reaper2008)
 
Level 13
Joined
Mar 4, 2009
Messages
1,156
1st, you can't even click the target, how come meet the even "start effect"
using trigger order will also resulting the same thing.
2nd, sry i din't notice that, i don't want pause the unit.
3rd, make it a countdown timer? i need it in MUI, how complicated it will be...
4rd, why pick unit group when a unit die?? why don't straight unpause dying unit?
__________________________
i think using "bash" can solve my problem. (suggest by Reaper2008)

Ensnare works on magic immune units

than when you use it (in trigger)
first it pauses (stuns) the targeted unit
than it creates a dummy unit that will die for <x> seconds
and when that <x> seconds pass
dummy unit will unpause the unit that is close to him witch means the targeted one


unpause dying unit is dummy unit not the targeted one



else you could remove immunity from target and make dummy unit stun him and add spell immunity again
 
Level 13
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but i don't want use pause....

I don´t know why you don´t wanna pause the unit...(same as stun but you don´t see his icons :p)

find another way to stun the unit...

for example...

you can do wind walk with longer duration than transition time (or another way around)
on that way unit will not be invisible and not able to attack for 5 sec

and when unit start to cast ensnare
add wind walk to targeted unit
oreder targeted unit to wind walk
remove wind walk from targeted unit

make ensnare with duration 5 sec
make wind walk with duration 5 sec (same as ensnare´s duration)

ensnare-stops unit to move
wind walk-stops unit to attack
 
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Level 11
Joined
Oct 20, 2007
Messages
342
i think it's easier because doesn't need other trigger to assist it.

oh, thx for remind~~

just give the unit 2 type of attack,
1st is normal attack
2nd is spell attack
and enable attack 1 and attack 2

so if the unit is banish also can been attacked.
 
Level 13
Joined
Mar 4, 2009
Messages
1,156
i think it's easier because doesn't need other trigger to assist it.

oh, thx for remind~~

just give the unit 2 type of attack,
1st is normal attack
2nd is spell attack
and enable attack 1 and attack 2

so if the unit is banish also can been attacked.
you do what you want,i think 2 attacks sux and banished unit will still be invulnerable to attack

easy way is to pause and unpause unit with trigger
 
Level 11
Joined
Oct 20, 2007
Messages
342
because i don't want to pause the unit, so i stun the unit.

to solve the problem, of cause not to pause unit....

and also all the problem of using "bash" has been solve

but few problem on your suggestion

add wind walk to targeted unit
oreder targeted unit to wind walk
remove wind walk from targeted unit

the unit using wink walk can't even move or cast spell??
order to cast the skill but remove instantly?? will the skill still cast??
if the unit is using wind walk?? how can the unit cast wind walk again...
 
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