- Joined
- Aug 18, 2009
- Messages
- 4,097
That is the movement window of a unit and I do not have more precise information other than it somehow defines in which angle range to the facing the unit can walk in.
If you set it to 0, which you can do ingame via
then the unit cannot move anymore, not even straightforward, at least could not achieve this in test. However, it can still turn around. So I wonder if this would be a good replacement for the Ensnare-casting dummy, to render units immovable. I have not seen the use of it til yet so I ask.
Advantages are that it is immediate, does not drag air units to the ground, has no buff display, does not interrupt channels, probably cheaper and almost no map changes a unit's prop window ingame, so you can use the function
to restore the previous value without the need of a custom value assignment.
Any downsides?
If you set it to 0, which you can do ingame via
SetUnitPropWindow
then the unit cannot move anymore, not even straightforward, at least could not achieve this in test. However, it can still turn around. So I wonder if this would be a good replacement for the Ensnare-casting dummy, to render units immovable. I have not seen the use of it til yet so I ask.
Advantages are that it is immediate, does not drag air units to the ground, has no buff display, does not interrupt channels, probably cheaper and almost no map changes a unit's prop window ingame, so you can use the function
GetUnitDefaultPropWindow
to restore the previous value without the need of a custom value assignment.
Any downsides?