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Unit to able to turn, but not being able to move.

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If Movement - Speed Base is set to 0, the Unit can't move, but it also can't turn. Is there anyway to bypass that? I'm actually ordering them to cast an invisible Esnare on themselves so that they can do it. Esnare allows to do it, but the Triggers are a mess tho.
 
Units with 1 movespeed can turn but still can't move, probably need to adjust the minimum movespeed in the gameplay constants beforehand though
This Gameplay Constant trick... So that's why I had set Movespeed 1 to the unit, but it was still moving even faster than my normal movement speed units.
 
No, Uncle, you correctly recall that 1 is in fact not equal to 0.

I can’t for the life of me remember the specifics but there are some ways buildings can get around this. Consider how night elf and human (mortar) towers turn to their targets. Someone must have done a breakdown or you can try to recreate this behavior using such towers as a template.
 
But 1 Movement Speed is fine as for consider as not moving. I mean, my purpose is to use an "Unit Trap". The trap is a melee Unit Model, if you get close you get attacked. Think 1 Movespeed will be fine, I don't really think it will be moving any more than 20 units in the whole game section.

Serpent Wards are 0 Movement Speed Units that can turn, but I don't really know how they achieve this, perhaps its model related.
 
But 1 Movement Speed is fine as for consider as not moving. I mean, my purpose is to use an "Unit Trap". The trap is a melee Unit Model, if you get close you get attacked. Think 1 Movespeed will be fine, I don't really think it will be moving any more than 20 units in the whole game section.

Serpent Wards are 0 Movement Speed Units that can turn, but I don't really know how they achieve this, perhaps its model related.
Could be linked to the Ward classification.
 
Setting prop window to 0 does what you want.
Could you elaborate? Does it matter the unit movement speed? Is this an object editor thing or triggered?

Edit: okay so digging a little deeper in this prop window subject, apparently it's a better way for pausing unit than pause/unpause, is that correct?
 
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Could you elaborate? Does it matter the unit movement speed? Is this an object editor thing or triggered?

Edit: okay so digging a little deeper in this prop window subject, apparently it's a better way for pausing unit than pause/unpause, is that correct?
I wouldn't compare it to Pausing since that has a lot of different effects, but I guess you could call it that.

If you want to completely disable a Unit then you can Stun it with this:
  • Custom script: call BlzPauseUnitEx( udg_YourUnit, true )
Despite the name it's not a Pause but a Stun. (Requires v1.31+)

Anyway, do you need the unit to turn for visual purposes? If it's a trap then I imagine you wouldn't want it to turn at all. I don't see why something like a Serpent Ward with a different model wouldn't work in that case.
 
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It's a living trap. A Gnoll that stands still, if you get close to it, get rekt. I will probably be using 1 movespeed tho, it worked fine, you can barely see them moving.
 
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