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Grab, Throw and Drop MUI

--Grab and Throw--
This spell lets you grab and then throw the target unit, having it travel a determined distance and then damaging enemies in the final area. If you hold onto the target for too long, it will eventually break free.

This spell is GUI, MUI, and should be leakless.

I created this spell system for one of my maps and wanted to share it with everyone here. Enjoy, and let me know of any issues or suggestions. Feel free to edit this spell system as needed for your map.

If you use this, please give credits to all those who had a hand in this:
- Kisame who created the Plasma Grenade spell.
- PurgeandFire who created the Visualize: Dynamic Indexing system and tutorial.
- !!GORO!! for the bag model.
-Vexorian for the dummy model.
- Tier 10 Trash for creating the Grab, Throw and Drop spell system.

Reviewer Edited: (Added Changelog)
September 20, 2020

Release

September 28, 2020

Added a pathing check to avoid glitches with throwing units into doodads.
Added a Throw_Damage variable in order to set the final AOE damage at the time of casting.

December 15, 2020

Added notes in the triggers for where the in-game grabbed / threw / dropped text appears.
Added a buff to the Grabbing unit to indicate when they are able to cast Throw.

January 18, 2021

Casting Throw right as the hold timer ends no longer duplicates the grabbed target while leaving a bag at the end destination.
Fixed the visual issue so that the animation is no longer visible on the caster while casting Throw.

February 11, 2021

Changed the dummy caster's model to Vexorian's dummy model.
Added a configuration page along with some new booleans for customization.

Keywords:
GUI, MUI, throw, grab, drop
Previews
Contents

Grab, Throw and Drop MUI (Map)

Reviews
MyPad
This looks like a simple, yet interesting ability to have. Spell: The spell is as simple as can be. In what it does, this surely doesn't disappoint. Very useful ability to have for bandits (or Orc raiders). Spell Rating: Criteria...
Level 1
Joined
Jul 17, 2011
Messages
4
If you throw just as the grab hold duration ends it throw the enemy but also creates a copy at your location, dupping the unit.
 
Level 11
Joined
Jul 17, 2013
Messages
544
noticed 2 more issues, during the caster is throwing the unit, the bag effect is still visible on the caster, so basicaly there are x2 bags , you can see it even on my upside photo, i think it should get fixed because when someone replaces bag to model of unit it will look like the unit is at hands of the caster and its flying at same time,

second thing is there is some delay it takes 1-3 seconds to create the bag on the caster idk whats the reaosn of it its not very serious thought
 
This looks like a simple, yet interesting ability to have.

Spell:


The spell is as simple as can be. In what it does, this surely doesn't disappoint.
Very useful ability to have for bandits (or Orc raiders).
The details described below are applicable to previous versions of the spell, and might not apply to current versions.

Spell Mechanics:

  • As previously reported by emil23, the spell appears to suffer from a visual discontinuity regarding the bag. While being thrown, it is still present on the caster.

  • An edge-case Critical bug occurs when the caster throws the sacked unit at the instant before the next tick drops the sacked unit where the thrown bag is not removed, due to the reference to the sack instance being removed. A visual representation of this bug is shown below:

    upload_2020-10-18_20-53-51.png

    What happened above is a race condition where the sack instance was modified and destroyed at one moment, and an attempt to read the destroyed sack instance in the next moment.

  • In Unit - A unit Starts the effect of an ability events, you can replace instances of (Casting Unit) with (Triggering Unit). (Casting Unit) will always return (Triggering Unit) in ability-based events.
Listed below are suggestions for the spell:
  • Add a buff indicator (based on the Object Editor) to help the player know when he/she can throw the sacked unit.

Spell Rating:


Criteria:
Configurability:7/15
Importability:13/15
Maintainability:25/30
Game Mechanics:40/40
Total:85/100
 
Last edited:
Level 11
Joined
Jul 17, 2013
Messages
544
This looks like a simple, yet interesting ability to have.

Spell:


The spell is as simple as can be. In what it does, this surely doesn't disappoint.
Very useful ability to have for bandits.

Spell Mechanics:


  • As previously reported by emil23, the spell appears to suffer from a visual discontinuity regarding the bag. While being thrown, it is still present on the caster.

  • An edge-case Critical bug occurs when the caster throws the sacked unit at the instant before the next tick drops the sacked unit where the thrown bag is not removed, due to the reference to the sack instance being removed. A visual representation of this bug is shown below:

    View attachment 366412

    What happened above is a race condition where the sack instance was modified and destroyed at one moment, and an attempt to read the destroyed sack instance in the next moment.

  • In Unit - A unit Starts the effect of an ability events, you can replace instances of (Casting Unit) with (Triggering Unit). (Casting Unit) will always return (Triggering Unit) in ability-based events.
Listed below are suggestions for the spell:
  • Add a buff indicator (based on the Object Editor) to help the player know when he/she can throw the sacked unit.

Spell Rating: N/A


For now, the spell rating is unavailable, due to the presence of a critical game bug.
Placing this on Awaiting Update for now.


Hi is it required to request a review? or mod will do it in free time
 
Level 11
Joined
Jul 17, 2013
Messages
544
@Tier10Trash hey could you tell me how are you checking if the area is blocked or not? i couldnot figure it out. i saw the gui blizzard function to check if terrain walkability is of or on but it only applies to terrain and i think it allows you to go throught pathning blockers or dooads. are u using something more to check if area is blocked?
 
An edge-case Critical bug occurs when the caster throws the sacked unit at the instant before the next tick drops the sacked unit where the thrown bag is not removed, due to the reference to the sack instance being removed.

Nicely done fixing this glaring bug. Race condition issues are quite difficult to track sometimes, and might be even harder to fix.

As previously reported by emil23, the spell appears to suffer from a visual discontinuity regarding the bag. While being thrown, it is still present on the caster.

This point no longer stands as of the current version of this spell.

Before approving the resource, I would like to address a minor issue: The dummy unit model does not appear to be invisible, due to the presence of shadows and an arrow sound playing upon death.

I'll approve this in good faith that the issue above will be resolved.

EDIT:

I suppose I approved this too soon. I forgot to mention that the spell should have a separate config trigger, which this doesn't have.
 
Last edited:
@Tier10Trash hey could you tell me how are you checking if the area is blocked or not? i couldnot figure it out. i saw the gui blizzard function to check if terrain walkability is of or on but it only applies to terrain and i think it allows you to go throught pathning blockers or dooads. are u using something more to check if area is blocked?

The walkability condition checks for doodads and pathing blockers as well, I added the trees into the test map to show this.
 
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