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[General] PauseUnit - side effecs

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Hello guys,

a tutorial about PauseUnit might be helpful for our fellow coders in here.
I'm planning to create one with showing mostly all side effects of PauseUnit, but also pointing at alternative(s).

We all have probably have read something about issues here and there.
So I ask for your help to complete the list.

Some site effects:

- Buffs/effects suspend.
- Orders are stored when paused, and fired on UnPause. (but though, this can be abused sometimes)
- Can screw up animations (link)
- Unit does not accept PowerUpss, UnitAddItem returns true, but item is not picked up. (link)

About alternatives:

- channel based ability for full pause effect (object data needed)
- stun (interrupts)
- disable turn/move (only for some cases useful)
 
Level 24
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Aug 1, 2013
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I was making a Dash spell and wanted it to be uninterruptable.
I tried every way of stun but it interrupts animations... So I used PauseUnit.
I looped the animation by using Channel...

I ended up being unable to unpause or give a different order to the unit until the "Follow Through Time" had ended.
I think I missed something to make Channel be uninterruptable on its own.
 
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