Of course it is
Just delete all of this in AB Loop:
[STABLE]Set AB_CurrentHeight = (Current flying height of AB_BombDummy[AB_Spell_ID])
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units within AB_BounceAoE of AB_BombLoc) and do (Actions)
Loop - Actions
Set AB_TempUnit = (Picked unit)
Set AB_TempReal = (Current flying height of AB_TempUnit)
Set AB_HeightDifference = (Abs((AB_CurrentHeight - AB_TempReal)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(AB_TempUnit is A flying unit) Equal to True
(AB_TempUnit is Magic Immune) Equal to False
(AB_TempUnit is alive) Equal to True
(AB_TempUnit belongs to an enemy of AB_Owner[AB_Spell_ID]) Equal to True
AB_HeightDifference Less than or equal to AB_KBAoE
Then - Actions
Set AB_TempLoc = (Position of AB_TempUnit)
Set Knockback2DAngle = (Angle from AB_BombLoc to AB_TempLoc)
Set Knockback2DDistance = AB_KBDistance
Set Knockback2DTime = AB_KBTime
Set Knockback2DLoopFX = AB_SFX_KB
Set Knockback2DUnit = AB_TempUnit
Trigger - Run Knockback 2D <gen> (checking conditions)
Custom script: call RemoveLocation(udg_AB_TempLoc)
Else - Actions
-------- TempUnit did not pass filters; do not knockback --------
[/STABLE]