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Stunning Problem

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Level 12
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Aug 22, 2008
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Greetings Empire,

A problem, I have.
I made a trigger which fires impales facing outwards as soon as a unit does a war stomp. I made the war stomp have more stun duration than the impale, yet always when I fire the spell all stunned units are stunned only for the duration of the impale spell, because it hits them after the stomp.

Does anybody have a solution?
 
Level 2
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Feb 7, 2009
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so the problem you are having is you combined Warstomp and impale.

Warstomp does a long stun on them... but when impale stuns them it overwrites the long stun?

Can you just use an alternate Impale and change the stun duration on Impale to the same as Warstomp?
 
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xXMephistoXx said:
Reverse the process. Make the default ability Impale and use War Stomp with triggers. You'll get rid of the problem =)
The problem with your solution, Mephisto, is that I want to make a 360 impale (lots of impales around the hero), meaning the ability has to be instant cast.
Steelrose said:
Can you just use an alternate Impale and change the stun duration on Impale to the same as Warstomp?
I would like the warstomp to stun them for more time, so - no. Sorry.
 
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Why can't you make the impale stun last the same as the war stomp? Or the war stomp don't stun at all...

So the unit will be stunned for the max duration, its not important where the stun comes at all...
 
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Well, maybe you can try to add another buff for warstomp. Like it slows attack/movement speed by 100% and silences the targets so basically it works like stun (target cannot move/attack/use items) but it's not a stun so it continues after impale's stun worns off.
 
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Level 12
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Aug 22, 2008
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Mephisto, even if I were to trigger a warstomp before the impale - only the impale's stun would have effected the unit. That's precisely our case.
Nevermore's idea was the one I used... Instead of stunning I slowed the units with earthquake, that way the effect doesn't overwrite.
This is half-solved, because my case is finished, but I'd like to discuss how could we make a stun longer around the casting unit. Using Deon's idea this might be accomplished but it will be complex.
 
Level 15
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Idodik, a way to make the stun longer is to use the stun multiple ability that will do multiple stun using the, periodic time event. Like chronosphere in dota, it picks up units and stun them with no buff. There is no exact way to determind a stun duration from a unit but it can be done using trigger with variable real with an array (call it stundur)to make it mui.
A variable of type unit with array(call it stununit)

First you will need a trigger, event of periodic time that runs every 0.05
Action will be for loop 1 to (depends of your array){if stununit[integerA] not equal no unit then { if stun duration greater than 0 then {stundur[integerA] - 0.05}}}

if you understand, the rest will be piece of cake ;)
 
Level 12
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Aug 22, 2008
Messages
911
Idodik, a way to make the stun longer is to use the stun multiple ability that will do multiple stun using the, periodic time event. Like chronosphere in dota, it picks up units and stun them with no buff. There is no exact way to determind a stun duration from a unit but it can be done using trigger with variable real with an array (call it stundur)to make it mui.
A variable of type unit with array(call it stununit)

First you will need a trigger, event of periodic time that runs every 0.05
Action will be for loop 1 to (depends of your array){if stununit[integerA] not equal no unit then { if stun duration greater than 0 then {stundur[integerA] - 0.05}}}

if you understand, the rest will be piece of cake ;)
Meh, too complicated. :p
 
Level 11
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Did you use the same buffs? Or maybe the same base ability. If you used the same exact stun buff for the impale stun and warstomp stun, then maybe the second time the unit gets that buff, the first one will then be cancelled. So try to make 2 different buffs for stun, one for the warstomp and one for the impale. Also if you used warstomp for the base ability for your 360° impale try using the naga warstomp instead. Idk if thats the problem but its worth a try.

Oh yea Destiny.Knight, i believe that chronosphere selects all units within range and pauses them and their animation, not stuns them.
 
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