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GUI Knockback 2.5D v4.2.5.0

Knockback 2D will knock a unit back - without interrupting orders - while also considering pathing checks for different collision sizes. It destroys trees and/or debris without destroying bridges and the user can fully configure it. It allows for deep-water movement if desired.

You specify the speed of the knockback indirectly by giving it a distance to travel and a time to travel it within. This uses the same formula as Berb's Knockback Lite.

If the unit hits impassible terrain, it will "bounce" in a form of a geometric deflection angle. This can be toggled on or off per knockback.

The demo map features a template where you can add on-loop behavior. To the knockback.

It is in GUI, meaning it is World Editor friendly. I hope that it is also easy to understand how it works as the variables are pretty straightforward:
- A unit to knock back (Knockback2DUnit), an angle (in degrees) to knock it back (Knockback2DAngle), a distance it will travel (Knockback2DDistance) and a length of time to complete the travel within (Knockback2DTime).


  1. Copy the Unit Indexer and Knockback 2D triggers into your map.
  2. There is one dummy created in the Config trigger that is a simple Undead Ghoul. It could just as well be a Peasant or Peon. Just make sure that the unit type created has the harvest ability and doesn't have some passive effects like Phoenix fire or immolation.


  • Knockback 2D Config
    • Events
      • Game - UnitIndexEvent becomes Equal to 3.00
    • Conditions
    • Actions
      • Set CenterPoint = (Point(K2DX, K2DY))
      • Set UnitIndexerEnabled = False
      • -------- --------
      • -------- Configure things below --------
      • -------- --------
      • -------- Set the timeout to be used throughout the system --------
      • -------- --------
      • Set K2DTimeout = (1.00 / 60.00)
      • -------- --------
      • -------- Robust Pathing at 0 is only safe for collision sizes 16 and lower, but requires only one SetItemPosition check per timeout. --------
      • -------- -------- 1 checks collision vertically and horizontally to momentum. Uses an extra 4 SetItemPosition checks pet timeout. --------
      • -------- -------- 2 checks collision diagonally with momentum. Uses a total of 9 SetItemPosition checks per timeout. --------
      • -------- In any case, if the unit only has size 16 or lower collision, only one SetItemPosition check will be used for it. --------
      • -------- If RobustPathing is set to 2 and the unit has 36 or less collision, it will only use the normal check of 5 SetItemPosition calls --------
      • -------- The only reason to use robustness above 1 is for visual continuity - it features potentially-less glitchy movement. --------
      • -------- --------
      • Set Knockback2DRobustPathing = 2
      • -------- --------
      • -------- Keep the friction between 0.00 and 1.00, At 0.00, friction keeps the unit at the same speed for the knockback --------
      • -------- 1.00 friction will be an evenly-distributed deceleration which sees the unit slow to a complete stop --------
      • -------- Friction outside of these bounds gives the knockback a boomerang-effect, so you are welcome to experiment. --------
      • -------- --------
      • Set Knockback2DDefaultFriction = 1.00
      • Set Knockback2DFriction = Knockback2DDefaultFriction
      • -------- --------
      • -------- Determine the default bouncing behavior of units. You can set this before knocking a unit back. --------
      • -------- --------
      • Set Knockback2DDefaultBounce = True
      • Set Knockback2DBounces = Knockback2DDefaultBounce
      • -------- --------
      • -------- Determine the default mechanics of whether a unit should be unable to move while knocked back --------
      • -------- --------
      • Set Knockback2DDefaultPause = False
      • Set Knockback2DPause = Knockback2DDefaultPause
      • -------- --------
      • -------- Determine if surrounding trees should be killed by default or not --------
      • -------- --------
      • Set Knockback2DDefaultKillTrees = True
      • Set Knockback2DKillTrees = Knockback2DDefaultKillTrees
      • -------- --------
      • -------- If so, how wide should the radius be? 128.00 should be the minimum if you use pathing robustness greater than 0. --------
      • -------- The minimum should be 64 if you use a robustness of 0. --------
      • -------- --------
      • Set Knockback2DDefaultDestRadius = 128.00
      • Set Knockback2DDestRadius = Knockback2DDefaultDestRadius
      • -------- --------
      • -------- The "attack" option below will destroy any valid debris, from trees to barrels to creep homes. --------
      • -------- If you just want to destroy trees, change the string to: harvest --------
      • -------- --------
      • Set Knockback2DTreeOrDebris = attack
      • -------- --------
      • -------- 0.50 gravity will have equal ascend and decline rate, 1.00 is instant descend, 0.67 is twice as fast, 0.75 is three times as fast. --------
      • -------- --------
      • Set Knockback2DDefaultGravity = 0.71
      • Set Knockback2DGravity = Knockback2DDefaultGravity
      • -------- --------
      • -------- Change the following to the default type of looping FX you want to have if you use Knockback Effects --------
      • -------- --------
      • Set Knockback2DDefaultFX = Abilities\Weapons\AncientProtectorMissile\AncientProtectorMissile.mdl
      • Set Knockback2DLoopFX = Knockback2DDefaultFX
      • -------- --------
      • -------- How frequently should the effects appear per unit? This can also be customized per-knockback --------
      • -------- --------
      • Set Knockback2DDefaultFXRate = 0.10
      • Set Knockback2DFXRate = Knockback2DDefaultFXRate
      • -------- --------
      • -------- Create an item to help verify pathing throughout the game --------
      • -------- --------
      • Item - Create Slippers of Agility +3 at CenterPoint
      • Set K2DItem = (Last created item)
      • -------- --------
      • -------- Create a harvest-capable unit to check if debris can be killed --------
      • -------- --------
      • Unit - Create 1 Ghoul for Neutral Passive at CenterPoint facing 0.00 degrees
      • Set K2DDebrisKiller = (Last created unit)
      • -------- --------
      • -------- End Configuration --------
      • -------- --------
      • Set UnitIndexerEnabled = True
      • Custom script: call RemoveLocation(udg_CenterPoint)
      • Game - Preload Knockback2DDefaultFX
      • Item - Hide K2DItem
      • Unit - Hide K2DDebrisKiller
      • Unit - Pause K2DDebrisKiller
      • Custom script: call UnitAddAbility(udg_K2DDebrisKiller, 'Aloc')
      • Set Radians_Turn = (Radians(360.00))
      • Set Radians_QuarterTurn = (Radians(90.00))
      • Set Radians_QuarterPi = (Radians(45.00))
      • Set K2DRegion = (Entire map)
      • Set K2DMaxX = (Max X of K2DRegion)
      • Set K2DMaxY = (Max Y of K2DRegion)
      • Set K2DMinX = (Min X of K2DRegion)
      • Set K2DMinY = (Min Y of K2DRegion)
      • Set K2DMaxDestRadius = (Knockback2DDefaultDestRadius x 2.00)
      • Custom script: call SetRect(udg_K2DRegion, 0.00, 0.00, udg_K2DMaxDestRadius, udg_K2DMaxDestRadius)
      • Set K2DItemsFound = False
      • Set K2DItemOffset = False
  • Knockback 2D
    • Events
    • Conditions
      • (Default movement speed of Knockback2DUnit) Not equal to 0.00
      • K2DOverride[(Custom value of Knockback2DUnit)] Equal to False
    • Actions
      • Custom script: local integer pdex = udg_UDex
      • Set UDex = (Custom value of Knockback2DUnit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IsUnitBeingKnockedBack[UDex] Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Knockback2DOverride Equal to False
            • Then - Actions
              • Set K2DAngle[UDex] = (Degrees(K2DAngle[UDex]))
              • Set Knockback2DAngle = ((Knockback2DAngle + K2DAngle[UDex]) x 0.50)
              • Set Knockback2DDistance = ((K2DDistanceLeft[UDex] + Knockback2DDistance) x 0.50)
              • Set Knockback2DTime = ((K2DTimeLeft[UDex] + Knockback2DTime) x 0.50)
            • Else - Actions
          • Trigger - Run Knockback 2D Destroy <gen> (ignoring conditions)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • K2DNext[0] Equal to 0
        • Then - Actions
          • Custom script: call ExecuteFunc("StartKnockback2DTimer")
        • Else - Actions
      • Set IsUnitBeingKnockedBack[UDex] = True
      • Set K2DPrev[K2DNext[0]] = UDex
      • Set K2DNext[UDex] = K2DNext[0]
      • Set K2DNext[0] = UDex
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Knockback2DHeight Not equal to 0.00
        • Then - Actions
          • Set K2DHeight[UDex] = Knockback2DHeight
          • Custom script: if UnitAddAbility(udg_Knockback2DUnit, 'Amrf') then
          • Custom script: call UnitRemoveAbility(udg_Knockback2DUnit, 'Amrf')
          • Custom script: endif
          • Animation - Change Knockback2DUnit flying height to ((Default flying height of Knockback2DUnit) + Knockback2DHeight) at ((Knockback2DHeight - (Default flying height of Knockback2DUnit)) / (Knockback2DGravity x Knockback2DTime))
          • Set K2DHeightThreshold[UDex] = ((1.00 - Knockback2DGravity) x Knockback2DTime)
          • Set Knockback2DHeight = 0.00
        • Else - Actions
          • Set K2DHeight[UDex] = 0.00
      • Custom script: set udg_K2DX = GetUnitX(udg_Knockback2DUnit)
      • Custom script: set udg_K2DY = GetUnitY(udg_Knockback2DUnit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Knockback2DPause Equal to True
        • Then - Actions
          • Set K2DLastX[UDex] = K2DX
          • Set K2DLastY[UDex] = K2DY
        • Else - Actions
      • Set K2DAngle[UDex] = (Radians(Knockback2DAngle))
      • Set K2DCos[UDex] = (Cos(Knockback2DAngle))
      • Set K2DSin[UDex] = (Sin(Knockback2DAngle))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Knockback2DRobustPathing Greater than 0
        • Then - Actions
          • -------- --------
          • -------- Handle the pathing checker based on the unit's collision size --------
          • -------- --------
          • Custom script: if not IsUnitInRangeXY(udg_Knockback2DUnit, udg_K2DX + 17, udg_K2DY, 0) then
          • Set K2DRadius[UDex] = 0
          • Custom script: else
          • Custom script: if not IsUnitInRangeXY(udg_Knockback2DUnit, udg_K2DX + 25, udg_K2DY, 0) then
          • Set K2DRadius[UDex] = 8
          • Custom script: elseif not IsUnitInRangeXY(udg_Knockback2DUnit, udg_K2DX + 33, udg_K2DY, 0) then
          • Set K2DRadius[UDex] = 16
          • Custom script: elseif not IsUnitInRangeXY(udg_Knockback2DUnit, udg_K2DX + 49, udg_K2DY, 0) then
          • Set K2DRadius[UDex] = 32
          • Custom script: else
          • Set K2DRadius[UDex] = 48
          • Custom script: endif
          • Set Knockback2DAngle = ((Knockback2DAngle + 90.00) mod 360.00)
          • Set K2DCosH[UDex] = (Cos(Knockback2DAngle))
          • Set K2DSinH[UDex] = (Sin(Knockback2DAngle))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Knockback2DRobustPathing Equal to 2
              • K2DRadius[UDex] Greater than 16
            • Then - Actions
              • Set Knockback2DAngle = ((Knockback2DAngle + 45.00) mod 360.00)
              • Set K2DCosD1[UDex] = (Cos(Knockback2DAngle))
              • Set K2DSinD1[UDex] = (Sin(Knockback2DAngle))
              • Set Knockback2DAngle = ((Knockback2DAngle + 90.00) mod 360.00)
              • Set K2DCosD2[UDex] = (Cos(Knockback2DAngle))
              • Set K2DSinD2[UDex] = (Sin(Knockback2DAngle))
            • Else - Actions
          • Custom script: endif
        • Else - Actions
      • Set K2DDistanceLeft[UDex] = Knockback2DDistance
      • Set Knockback2DDistance = (((1.00 + Knockback2DFriction) x Knockback2DDistance) / Knockback2DTime)
      • Set K2DFriction[UDex] = ((Knockback2DDistance / Knockback2DTime) x ((1.00 - (1.00 - Knockback2DFriction)) x (K2DTimeout x K2DTimeout)))
      • Set K2DVelocity[UDex] = (Knockback2DDistance x K2DTimeout)
      • -------- --------
      • Set K2DKillTrees[UDex] = Knockback2DKillTrees
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Knockback2DKillTrees Equal to True
        • Then - Actions
          • -------- Square the radius so we don't have to use SquareRoot when comparing distance. --------
          • Set K2DDestRadius[UDex] = (Knockback2DDestRadius x Knockback2DDestRadius)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Knockback2DDestRadius x 2.00) Greater than K2DMaxDestRadius
            • Then - Actions
              • -------- Update the size of the enumerating rect to compensate for the desired extra radius. --------
              • Set K2DMaxDestRadius = (Knockback2DDestRadius x 2.00)
              • Custom script: call SetRect(udg_K2DRegion, 0.00, 0.00, udg_K2DMaxDestRadius, udg_K2DMaxDestRadius)
            • Else - Actions
          • Set Knockback2DDestRadius = Knockback2DDefaultDestRadius
        • Else - Actions
      • -------- --------
      • Set K2DAmphibious[UDex] = Knockback2DAmphibious
      • Set K2DBounce[UDex] = Knockback2DBounces
      • Set K2DCollision[UDex] = Knockback2DCollision
      • Set K2DFreeze[UDex] = False
      • Set K2DFXModel[UDex] = Knockback2DLoopFX
      • Set K2DFXRate[UDex] = Knockback2DFXRate
      • Set K2DFXTimeLeft[UDex] = Knockback2DFXRate
      • Set K2DImpact[UDex] = Knockback2DOnImpact
      • Set K2DOverride[UDex] = Knockback2DOverride
      • Set K2DPause[UDex] = Knockback2DPause
      • Set K2DSimple[UDex] = Knockback2DSimple
      • Set K2DSource[UDex] = Knockback2DSource
      • Set K2DTimeLeft[UDex] = Knockback2DTime
      • Set K2DUnbiasedCollision[UDex] = Knockback2DUnbiasedCollision
      • Set Knockback2DAmphibious = False
      • Set Knockback2DBounces = Knockback2DDefaultBounce
      • Set Knockback2DCollision = 0.00
      • Set Knockback2DFriction = Knockback2DDefaultFriction
      • Set Knockback2DFXRate = Knockback2DDefaultFXRate
      • Set Knockback2DGravity = Knockback2DDefaultGravity
      • Set Knockback2DKillTrees = Knockback2DDefaultKillTrees
      • Set Knockback2DLoopFX = Knockback2DDefaultFX
      • Custom script: set udg_Knockback2DOnImpact = null
      • Set Knockback2DOverride = False
      • Set Knockback2DPause = Knockback2DDefaultPause
      • Set Knockback2DSimple = False
      • Set Knockback2DSource = No unit
      • Set Knockback2DUnbiasedCollision = False
      • Custom script: set udg_UDex = pdex
JASS:
function K2DItemCheckXY takes real x, real y returns boolean
    call SetItemPosition(udg_K2DItem, x, y)
    return RAbsBJ(GetWidgetX(udg_K2DItem) - x +GetWidgetY(udg_K2DItem) - y) < 1
endfunction

function K2DItemCheckAxis takes real x, real y returns boolean
    local real x2 = x*udg_K2DRadius[udg_UDex]
    local real y2 = y*udg_K2DRadius[udg_UDex]
    set x = udg_K2DX + x2
    set y = udg_K2DY + y2
    if K2DItemCheckXY(x, y) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY) then
        set x = udg_K2DX - x2
        set y = udg_K2DY - y2
        return K2DItemCheckXY(x, y) and not IsTerrainPathable(x, y, PATHING_TYPE_WALKABILITY)
    endif
    return false
endfunction

function K2DItemCheck takes nothing returns boolean
    local boolean result = K2DItemCheckXY(udg_K2DX, udg_K2DY)
 
    //Only perform additional pathing checks if the unit has a larger collision.
    if result and udg_Knockback2DRobustPathing > 0 and udg_K2DRadius[udg_UDex] > 0 then

        //Check horizontal axis of unit to make sure nothing is going to collide
        set result = K2DItemCheckAxis(udg_K2DCosH[udg_UDex], udg_K2DSinH[udg_UDex])
     
        //Check vertical axis of unit to ensure nothing will collide
        set result = result and K2DItemCheckAxis(udg_K2DCos[udg_UDex], udg_K2DSin[udg_UDex])
     
        if result and udg_Knockback2DRobustPathing == 2 and udg_K2DRadius[udg_UDex] > 16 then

            //Check diagonal axis of unit if more thorough pathing is desired
            set result = K2DItemCheckAxis(udg_K2DCosD1[udg_UDex], udg_K2DSinD1[udg_UDex])
            set result = result and K2DItemCheckAxis(udg_K2DCosD2[udg_UDex], udg_K2DSinD2[udg_UDex])
        endif
    endif
 
    //Reset item so it won't interfere with the map
    call SetItemPosition(udg_K2DItem, udg_K2DMaxX, udg_K2DMaxY)
    call SetItemVisible(udg_K2DItem, false)
 
    return result
endfunction

function K2DItemFilter takes nothing returns boolean
    //Check for visible items, temporarily hide them and add them to the filter.
    if IsItemVisible(GetFilterItem()) then
        call SetItemVisible(GetFilterItem(), false)
        return true
    endif
    return false
endfunction
function K2DItemCode takes nothing returns nothing
    //Perform the item-pathing check only once, then unhide those filtered items
    if not udg_K2DItemsFound then
        set udg_K2DItemsFound = true
        set udg_K2DItemOffset = K2DItemCheck()
    endif
    call SetItemVisible(GetEnumItem(), true)
endfunction

function K2DKillDest takes nothing returns nothing
    local real x
    local real y
    //Handle destruction of debris
    set bj_destRandomCurrentPick = GetEnumDestructable()
    if GetWidgetLife(bj_destRandomCurrentPick) > 0.405 and IssueTargetOrder(udg_K2DDebrisKiller, udg_Knockback2DTreeOrDebris, bj_destRandomCurrentPick) then
        set x = GetWidgetX(bj_destRandomCurrentPick) - udg_K2DX
        set y = GetWidgetY(bj_destRandomCurrentPick) - udg_K2DY
        if x*x + y*y <= udg_K2DDestRadius[udg_UDex] then
            call KillDestructable(bj_destRandomCurrentPick)
        endif
    endif
endfunction

function K2DEnumDests takes nothing returns nothing
    call MoveRectTo(udg_K2DRegion, udg_K2DX, udg_K2DY)
    if udg_K2DKillTrees[udg_UDex] then
        call SetUnitX(udg_K2DDebrisKiller, udg_K2DX)
        call SetUnitY(udg_K2DDebrisKiller, udg_K2DY)
        call EnumDestructablesInRect(udg_K2DRegion, null, function K2DKillDest)
    endif
endfunction

function Knockback2DCheckXY takes real x, real y returns boolean
    set udg_K2DX = x + udg_K2DVelocity[udg_UDex]*udg_K2DCos[udg_UDex]
    set udg_K2DY = y + udg_K2DVelocity[udg_UDex]*udg_K2DSin[udg_UDex]
    if udg_K2DSimple[udg_UDex] then
        //A "pull" effect or a missile system does not require complex pathing.
        if udg_K2DX <= udg_K2DMaxX and udg_K2DX >= udg_K2DMinX and udg_K2DY <= udg_K2DMaxY and udg_K2DY >= udg_K2DMinY then
            call K2DEnumDests()
            return true
        endif
        return false
    elseif udg_K2DFlying[udg_UDex] then
        return not IsTerrainPathable(udg_K2DX, udg_K2DY, PATHING_TYPE_FLYABILITY)
    elseif not IsTerrainPathable(udg_K2DX, udg_K2DY, PATHING_TYPE_WALKABILITY) then
        call K2DEnumDests()
        set udg_K2DItemOffset = false
        call EnumItemsInRect(udg_K2DRegion, Filter(function K2DItemFilter), function K2DItemCode)
        if udg_K2DItemsFound then
            //If items were found, the check was already performed.
            set udg_K2DItemsFound = false
        else
            //Otherwise, perform the check right now.
            set udg_K2DItemOffset = K2DItemCheck()
        endif
        return udg_K2DItemOffset
    endif
    return udg_K2DAmphibious[udg_UDex] and not IsTerrainPathable(udg_K2DX, udg_K2DY, PATHING_TYPE_FLOATABILITY)
endfunction

function Knockback2DApplyAngle takes real angle returns nothing
    set angle = ModuloReal(angle, udg_Radians_Turn)
    set udg_K2DCos[udg_UDex] = Cos(angle)
    set udg_K2DSin[udg_UDex] = Sin(angle)
    set udg_K2DAngle[udg_UDex] = angle
    if udg_Knockback2DRobustPathing > 0 then
        set angle = ModuloReal(angle + udg_Radians_QuarterTurn, udg_Radians_Turn)
        set udg_K2DCosH[udg_UDex] = Cos(angle)
        set udg_K2DSinH[udg_UDex] = Sin(angle)
        if udg_Knockback2DRobustPathing == 2 and udg_K2DRadius[udg_UDex] > 16 then
            set angle = ModuloReal(angle + udg_Radians_QuarterPi, udg_Radians_Turn)
            set udg_K2DCosD1[udg_UDex] = Cos(angle)
            set udg_K2DSinD1[udg_UDex] = Sin(angle)
            set angle = ModuloReal(angle + udg_Radians_QuarterTurn, udg_Radians_Turn)
            set udg_K2DCosD2[udg_UDex] = Cos(angle)
            set udg_K2DSinD2[udg_UDex] = Sin(angle)
        endif
    endif
endfunction

function Knockback2DLooper takes nothing returns nothing
    local integer i = 0
    local unit u
    local real x
    local real y
 
    call PauseUnit(udg_K2DDebrisKiller, false)
 
    loop
        set i = udg_K2DNext[i]
        exitwhen i == 0
        set udg_UDex = i
        set udg_K2DTimeLeft[i] = udg_K2DTimeLeft[i] - udg_K2DTimeout
        set udg_K2DDistanceLeft[i] = udg_K2DDistanceLeft[i] - udg_K2DVelocity[i]
        set u = udg_UDexUnits[i]
     
        if udg_K2DTimeLeft[i] > 0.00 then
            if udg_K2DTimeLeft[i] < udg_K2DHeightThreshold[i] and udg_K2DHeightThreshold[i] != 0.00 then
                call SetUnitFlyHeight(u, GetUnitDefaultFlyHeight(u), GetUnitFlyHeight(u) - GetUnitDefaultFlyHeight(u)/udg_K2DHeightThreshold[i])
                set udg_K2DHeightThreshold[i] = 0.00
            endif
            if udg_K2DPause[i] then
                set x = udg_K2DLastX[i]
                set y = udg_K2DLastY[i]
            else
                set x = GetUnitX(u)
                set y = GetUnitY(u)
            endif
         
            if not Knockback2DCheckXY(x, y) then
                if not udg_K2DFreeze[i] and IsTriggerEnabled(udg_K2DImpact[i]) and TriggerEvaluate(udg_K2DImpact[i]) then
                    call TriggerExecute(udg_K2DImpact[i])
                endif
                if udg_K2DBounce[i] then
                    call Knockback2DApplyAngle(udg_Radians_Turn - udg_K2DAngle[i])
                    if not Knockback2DCheckXY(x, y) then
                        call Knockback2DApplyAngle(udg_K2DAngle[i] + bj_PI)
                        if not Knockback2DCheckXY(x, y) then
                            call Knockback2DApplyAngle(udg_Radians_Turn - udg_K2DAngle[i])
                            set udg_K2DX = x
                            set udg_K2DY = y
                        endif
                    endif
                else
                    set udg_K2DX = x
                    set udg_K2DY = y
                    set udg_K2DFreeze[i] = true
                endif
            endif
            call SetUnitX(u, udg_K2DX)
            call SetUnitY(u, udg_K2DY)
            set udg_K2DLastX[i] = udg_K2DX
            set udg_K2DLastY[i] = udg_K2DY
            if udg_K2DFXModel[i] != "" then
                set udg_K2DFXTimeLeft[i] = udg_K2DFXTimeLeft[i] - udg_K2DTimeout
                if udg_K2DFXTimeLeft[i] <= 0.00 then
                    set udg_K2DFXTimeLeft[i] = udg_K2DFXRate[i]
                    if udg_K2DFlying[i] then
                        call DestroyEffect(AddSpecialEffectTarget(udg_K2DFXModel[i], u, "origin"))
                    else
                        call DestroyEffect(AddSpecialEffect(udg_K2DFXModel[i], udg_K2DX, udg_K2DY))
                    endif
                endif
            endif
            if udg_K2DCollision[i] >= 0.00 then
                set udg_Knockback2DSource = u
                call GroupEnumUnitsInRange(bj_lastCreatedGroup, udg_K2DX, udg_K2DY, 200.00, null)
                call GroupRemoveUnit(bj_lastCreatedGroup, u)
                loop
                    set udg_Knockback2DUnit = FirstOfGroup(bj_lastCreatedGroup)
                    exitwhen udg_Knockback2DUnit == null
                    call GroupRemoveUnit(bj_lastCreatedGroup, udg_Knockback2DUnit)
                 
                    if IsUnitInRange(udg_Knockback2DUnit, u, udg_K2DCollision[i]) and udg_K2DFlying[i] == IsUnitType(udg_Knockback2DUnit, UNIT_TYPE_FLYING) and (not IsUnitType(udg_Knockback2DUnit, UNIT_TYPE_STRUCTURE)) and not IsUnitType(udg_Knockback2DUnit, UNIT_TYPE_DEAD) and (udg_K2DUnbiasedCollision[i] or IsUnitAlly(udg_Knockback2DUnit, GetOwningPlayer(u))) and TriggerEvaluate(gg_trg_Knockback_2D) then
                        set udg_Knockback2DAngle = bj_RADTODEG * Atan2(GetUnitY(udg_Knockback2DUnit) - udg_K2DY, GetUnitX(udg_Knockback2DUnit) - udg_K2DX)
                        set udg_Knockback2DDistance = udg_K2DDistanceLeft[i]
                        set udg_Knockback2DBounces = udg_K2DBounce[i]
                        set udg_Knockback2DCollision = udg_K2DCollision[i]
                        if udg_K2DHeight[i] != 0.00 then
                            set udg_Knockback2DHeight = GetUnitFlyHeight(u) - GetUnitDefaultFlyHeight(u)
                        endif
                        set udg_Knockback2DLoopFX = udg_K2DFXModel[I]
                        set udg_Knockback2DTime = udg_K2DTimeLeft[i]
                        set udg_Knockback2DUnbiasedCollision = udg_K2DUnbiasedCollision[i]
                        call TriggerExecute(gg_trg_Knockback_2D)
                        set udg_Knockback2DSource = u //in case of a recursive knockback
                    endif
                endloop
            endif
            set udg_K2DVelocity[i] = udg_K2DVelocity[i] - udg_K2DFriction[i]
        else
            call TriggerExecute(gg_trg_Knockback_2D_Destroy)
        endif
    endloop
    set u = null
 
    //Disable dummy after the loop finishes so it doesn't interfere with the map
    call PauseUnit(udg_K2DDebrisKiller, true)
endfunction

//===========================================================================
function StartKnockback2DTimer takes nothing returns nothing
    call TimerStart(udg_K2DTimer, udg_K2DTimeout, true, function Knockback2DLooper)
endfunction
function InitTrig_Knockback_2D_System takes nothing returns nothing
endfunction

  • Knockback 2D Destroy
    • Events
      • Game - UnitIndexEvent becomes Equal to 2.00
    • Conditions
      • IsUnitBeingKnockedBack[UDex] Equal to True
    • Actions
      • -------- --------
      • -------- This trigger destroys any knockback; you can execute it yourself by first setting UDex to the custom value --------
      • -------- --------
      • Set IsUnitBeingKnockedBack[UDex] = False
      • Set K2DNext[K2DPrev[UDex]] = K2DNext[UDex]
      • Set K2DPrev[K2DNext[UDex]] = K2DPrev[UDex]
      • Set K2DPrev[UDex] = 0
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • K2DNext[0] Equal to 0
        • Then - Actions
          • Countdown Timer - Pause K2DTimer
        • Else - Actions
      • Set Knockback2DUnit = UDexUnits[UDex]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • K2DHeight[UDex] Not equal to 0.00
        • Then - Actions
          • Animation - Change Knockback2DUnit flying height to (Default flying height of Knockback2DUnit) at 0.00
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • K2DFreeze[UDex] Not equal to True
          • (K2DImpact[UDex] is on) Equal to True
        • Then - Actions
          • Trigger - Run K2DImpact[UDex] (checking conditions)
        • Else - Actions
  • On Damage
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • IsDamageSpell Equal to False
          • (Owner of DamageEventSource) Equal to Player 1 (Red)
        • Then - Actions
          • -------- --------
          • -------- There are four required variables when issuing a knockback --------
          • -------- --------
          • -------- 1. Knockback2DAngle -------- this is the direction angle the unit is knocked back (in degrees) --------
          • -------- 2. Knockback2DTime -------- this is how long the unit will be knocked back (in seconds) --------
          • -------- 3. Knockback2DDistance -------- this is how far the unit will be knocked back --------
          • -------- 4. Knockback2DUnit -------- this is the unit being knocked back --------
          • -------- --------
          • -------- When all four variables are set, you can run the Knockback 2D trigger, ignoring conditions --------
          • -------- --------
          • Set CenterPoint = (Position of DamageEventSource)
          • Set TargetPoint = (Position of DamageEventTarget)
          • Set Knockback2DAngle = (Angle from CenterPoint to TargetPoint)
          • Custom script: call RemoveLocation(udg_CenterPoint)
          • Custom script: call RemoveLocation(udg_TargetPoint)
          • Set Knockback2DTime = 0.90
          • Set Knockback2DDistance = 500.00
          • Set Knockback2DUnit = DamageEventTarget
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Owner of DamageEventSource) Not equal to (Owner of DamageEventTarget)
            • Then - Actions
              • -------- --------
              • -------- There are optional variables you can consider when issuing a knockback --------
              • -------- If they are not set, "0.00, false, null" or their default states assigned in the Knockback 2D Config trigger will be used --------
              • -------- --------
              • -------- Knockback2DAmphibious -------- Allows the unit to pass over deep water, but it is more performance-intensive --------
              • -------- -------- If you aren't ToolOrDie from TheHiveWorkshop, you probably won't use this --------
              • -------- Knockback2DBounces -------- if the unit will bounce off of walls or remain stunned there. --------
              • -------- --------
              • -------- Knockback2DCollision -------- You can specify the collision radius of units to be adjacently knocked back if you want --------
              • -------- -------- A value of 0 will require the units' collision sizes to overlap to knock back --------
              • -------- -------- A value greater than 0 will allow that much space between the units to still permit the knockback --------
              • -------- -------- A value less than 0 will disable collision checking altogether. --------
              • -------- --------
              • -------- Knockback2DDestRadius -------- If debris is to be killed, how far away must it be? --------
              • -------- Knockback2DFriction -------- How quickly the unit will slow down from its initial speed. --------
              • -------- Knockback2DFX -------- What kind of special effect will occasionally be played on the ground of the unit --------
              • -------- Knockback2DFXRate -------- How often should the effect appear? --------
              • -------- Knockback2DGravity -------- If you want to specify a custom gravity for each knockback, you can --------
              • -------- Knockback2DHeight -------- How high you want the unit to go during the knockback --------
              • -------- Knockback2DKillTrees -------- If you want surrounding trees to die, this is for you --------
              • -------- Knockback2DOnImpact -------- this trigger is run when the unit hits a wall or structure. --------
              • -------- -------- If it is bouncing, it can hit multiple walls and fire this trigger multiple times --------
              • -------- -------- The trigger will not run if it is off, so you can use this if you only want it to run on the first bounce --------
              • -------- Knockback2DOverride -------- Set this to true to prevent future knockbacks from interrupting this one --------
              • -------- Knockback2DPause -------- confines the unit to its knockback velocity (no running to change course) --------
              • -------- Knockback2DSimple -------- Only checks to make sure unit movement is within the map bounds --------
              • -------- Knockback2DSource -------- If you need to store this unit to deal damage on-impact or within the timer loop --------
              • -------- Knockback2DUnbiasedCollision -------- Should adjacent knockbacks consider alliances or be neutral? --------
              • -------- --------
              • Set Knockback2DAmphibious = True
              • Set Knockback2DBounces = False
              • Set Knockback2DCollision = 16.00
              • Set Knockback2DDestRadius = 128.00
              • Set Knockback2DGravity = 0.67
              • Set Knockback2DHeight = 137.00
              • Set Knockback2DKillTrees = False
              • Set Knockback2DOnImpact = On Impact <gen>
              • Set Knockback2DOverride = True
              • Set Knockback2DPause = True
              • Set Knockback2DSimple = True
              • Set Knockback2DSource = DamageEventSource
              • Set Knockback2DUnbiasedCollision = False
            • Else - Actions
              • -------- Allied units shouldn't allow collision with each other, but for the sake of the demo let's make it interesting --------
              • Set Knockback2DCollision = 32.00
              • -------- Also make it so that enemies will bounce with these experiments --------
              • Set Knockback2DUnbiasedCollision = True
              • Set Knockback2DLoopFX = Abilities\Weapons\FaerieDragonMissile\FaerieDragonMissile.mdl
              • Set Knockback2DFXRate = 0.20
          • -------- --------
          • -------- When all variables are set, run the Knockback 2D trigger, checking conditions if you want to be safe --------
          • -------- --------
          • Trigger - Run Knockback 2D <gen> (checking conditions)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • Tauren_Shockwave[(Custom value of DamageEventSource)] Equal to True
                  • Tauren_WarStomp[(Custom value of DamageEventSource)] Equal to True
            • Then - Actions
              • Set CenterPoint = (Position of DamageEventSource)
              • Set TargetPoint = (Position of DamageEventTarget)
              • Set Knockback2DAngle = (Angle from CenterPoint to TargetPoint)
              • Custom script: call RemoveLocation(udg_CenterPoint)
              • Custom script: call RemoveLocation(udg_TargetPoint)
              • Set Knockback2DTime = 0.50
              • Set Knockback2DDistance = 75.00
              • Set Knockback2DUnit = DamageEventTarget
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Tauren_WarStomp[(Custom value of DamageEventSource)] Equal to True
                • Then - Actions
                  • -------- For War Stomp, add a height factor --------
                  • Set Knockback2DHeight = 250.00
                  • Set Knockback2DDistance = 100.00
                • Else - Actions
                  • Set Knockback2DDistance = 300.00
              • Trigger - Run Knockback 2D <gen> (ignoring conditions)
            • Else - Actions
      • -------- Deleting the next line will re-enable damage in the map --------
      • Set DamageEventAmount = 0.00
  • On Spell Cast
    • Events
      • Unit - A unit owned by Player 1 (Red) Starts the effect of an ability
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Shockwave
        • Then - Actions
          • Set Tauren_Shockwave[(Custom value of (Triggering unit))] = True
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to War Stomp
            • Then - Actions
              • Set Tauren_WarStomp[(Custom value of (Triggering unit))] = True
            • Else - Actions
  • On Spell Stop
    • Events
      • Unit - A unit owned by Player 1 (Red) Stops casting an ability
    • Conditions
    • Actions
      • Unit - Reset ability cooldowns for (Triggering unit)
      • Unit - Set mana of (Triggering unit) to 100.00%
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Shockwave
        • Then - Actions
          • -------- In case the unit had other damaging spells, we don't want those spells to trigger an unwanted knockback --------
          • Set Tauren_Shockwave[(Custom value of (Triggering unit))] = False
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to War Stomp
            • Then - Actions
              • -------- Same goes for here --------
              • Set Tauren_WarStomp[(Custom value of (Triggering unit))] = False
            • Else - Actions



  • 1.0.0.0 - Release
  • 1.0.0.1 - Changed IssuePointOrder to IssuePointOrderById.
    Now uses 1 trigger instead of 2.
  • 1.1.0.0 - Added a "bounce" functionality to the knockback.
    Made an add-on to support knocking back adjecent units (collateral knockback)
  • 1.2.0.0 - Added an additional flavor, "Knockback2DPause", which can be set only during map initialization. I also added a SetUnitPropWindow for when units are not paused, so that they appear motionless aside from the knockback.
  • 2.0.0.0 - Added five new, optional variables: height, pause, bounce, kill trees and an on-impact trigger. I will elaborate more on what these do in a future post.
  • 2.0.1.0 - Added a Gravity configurable that determines how quickly the unit will descend after it reaches its peak.
  • 2.0.2.0 - Gravity can now be configured per-knockback
  • 2.1.0.0 - You can now specify looping FX strings per-knockback. Changed the addons to custom script as they were mostly custom script anyway.
  • 3.0.0.0 - Split the one monolithic trigger into four smaller and more manageable ones. Units will no longer potentially pass through buildings if they had a collision size greater than 16.
  • 3.1.0.0 - Updated the Knockback 2D and Knockback 2D System triggers to add an option "Knockback2DSimple". When this boolean is true, all normal pathing is ignored except to make sure the unit is within the world bounds.
  • 4.0.0.0 - Everything has been overhauled.
    • No custom object editor data is used. Inferno was really only useful on my demo map, but it had issues like ignoring structures, pathing blockers and actually not considering collision sizes. That's right, despite that I had all the object data set properly to make it recognize various collision sizes, it was not doing that. Also, the custom Flame Strike ability had a delay on it which I could not get rid of no matter what I did. The ability could be cast at most per 0.02 seconds, and when you set its Object Editor duration to 0.00 instead of 0.01, the game crashes.
    • Real collision is used now.
      Code:
      //Each [ ] represents a SetItemPosition call on that space
      
      //Collision when pathing robustness is set to 0 or the unit's collision size is
      //set to 16 is simply one SetItemPosition call.
      
      //With robustness set to 1 or the unit has 32 collision:
         [ ]
      [ ][ ][ ]
         [ ]
         
      //With robustness set to 2 and the unit has 48 collision:
            [ ]
        [ ]     [ ]
      [ ]   [ ]   [ ]
        [ ]     [ ]
            [ ]
      
      //At 64 collision, the white spaces just become more pronounced.
      
      //As you can see, knocking back a unit with more than 32 collision size and
      //robustness set to 2 requires quite a few SetItemPosition calls. I am not using
      //SetUnitPosition with a dummy due to potential "enter/leave region" events in a
      //user's map.
    • The friction can now be customized per-knockback. I also fixed the default friction as I had improperly copied Berb's formula used in Knockback Lite - that problem is fixed now.
    • There is a dummy harvest unit created to sample if a destructable is debris or a tree (the user can change the issued order from attack to harvest if they only want to kill trees).
    • The Knockback 2D System trigger has been converted into optimized JASS so I could make the system run more smoothly.
    • The two addons have been merged into the Knockback2D System JASS script.
    • You can configure the rate at which special effects spawn under a unit being knocked back.
  • 4.1.0.0 - After being notified by Arad MNK that distance wasn't working properly, I found a pretty serious thing I've neglected the whole time this resource has been around. The friction I had been using was nearly 0 because I didn't copy Berb's formula properly, so the unit wasn't visibly slowing down. Therefore, the unit was always going too far. This update corrects that issue. You can change the friction to 0 to go back to the way it was before.
  • 4.2.0.0 - Friction can now be customized between 0 and 1 without adverse effects. Greatly improved the fluidity of secondary knockbacks by averaging the angle, distance and time of the new knockback with those of the first. A new option, Knockback2DUnbiasedCollision, has been added to remove alliance checking from the built-in knockback collider.
  • 4.2.1.0 - Added a way to customize the destructable death radius and it can also be done per-knockback. Also added a fix so that items don't get displaced when unhidden.
  • 4.2.2.0 - Flying units no longer knock back ground units and ground units no longer knock back flying units.
  • 4.2.3.0 - Flying units now display special effect art attached to their "origin". Simplified the pathing check for flying units to only check for air unit pathability.
  • 4.2.3.1 - Fixed an issue where Knockback2DOverride would break all subsequent attempts to knockback the unit running Knockback 2D <gen> (checking conditions) instead of ignoring them.
  • 4.2.4.0 - Knockback collision now tracks Knockback2DSource
  • 4.2.5.0 - Fixed an issue with large maps not working correctly. Just update the JASS script to apply this fix. The map isn't updated yet but I've updated the posted script.


Keywords:
Knockback, Berb, Berbanog, Unit Indexer
Contents

Ice Map (Map)

Reviews
10:13, 12th Dec 2015: BPower: The previous given rating ( in 2011 ) does no longer match with the current state of the Knockback2D code. I very recommend this resource to everyone, not only GUI'ers, who need a Knockback system for his/her map...

Moderator

M

Moderator

10:13, 12th Dec 2015:
BPower:
The previous given rating ( in 2011 ) does no longer match with the current state of the Knockback2D code.
I very recommend this resource to everyone, not only GUI'ers, who need a Knockback system for his/her map.
Increased the moderator rating from 4/5 to 5/5.

14:30, 9th Sep 2011
The_Reborn_Devil:

Everything looks nice and this system should be easy to use for GUI users.
This system deprecates Paladon's Knockback System.
 
You can still "kill" an invulnerable destructable using that kill destructable
command, but not only that the user would have to manually change the
status of all bridges in the map, rather than letting this system just auto-
matically filter them.

If you look at Paladon's Knockback, currently the most widely used knock-
back for GUI, it is horribly coded and if you set "destroy trees" to true it
will kill bridges. I am thinking of rejecting that resource as this does the
same thing but is much much more efficient at it and doesn't have nearly
the same number of bugs.
 
Personaly I wasn't using Paladon's knockback since it's ugly ;/ I have created my own which works much similar (not as effecient as Bribe's tho) to this one with SetUnitX/Y usage too.

@Bribe it would be nice if you add Parabola Knockback option - meaning knockback in the air. I know that such thing should be map related-only but it's always nice stuff to have.

I'm always using 'flying-knockback' to be honest, classic one tends to be boring :S
 
That's why I named this Knockback 2D, because I plan to release
a Knockback 3D at some point :p

@ zv27, what knockback are you referring to? This code does better
than any knockback I've seen in regards to handling collision sizes.
For example, Berb's Knockback Lite, where I got the formulas from,
uses an item to check for pathing which is limited to size 16 collision
and will therefore throw units into impassible terrain much of the
time. This system needs to be more complex than his in order to
avert the bugginess.
 
Well I don't use items in this case as you can see I had to use a
custom Inferno ability because items only have size 16 pathing
which has an easy potential to put big units in bad places.

But what I mean is do you check the pathing while the unit is
still flying through the air? That would be a bit silly to suddenly
stop mid-air if you were jumping over something like a cliff
because the pathing check would return false even though the
pathing is good at your destination.

A 3D knockback would have to factor in a lot of stuff.
 
Ahh.. sorry, english is not my native. ;P

Tbh In my map I wanted to prevent unit from 'jumping over the cliff' because unit's postion is unreliable and in normal game such thing can cause unit to be used never again (blank spot). My trigger was changing the angle in such case.

Additionaly:
You should know that 'flying' unit provides collision for units on the ground. Picking units around and turning collision off for short period fixs such issue.

EDIT: Fuck, that Inferno spell idea is neat. (=
Bribe, why not OrderById? If you're using custom script it's nice to provide highest efficiency (especialy if the guy is you ;d ).
 
Level 17
Joined
Mar 17, 2009
Messages
1,350
okay i never worked with knockback before bribe... but in the case of 3D knockback, here's what u could do to check pathing:

1- first a function that runs solo prior to even moving the unit which just goes over the intended path of knocking the unit just checking whether the path is clear (i mean, height wise - as you said before, whether there's a cliff or something). You should check the path up to a point a bit far from the point at which the unit should fall (you'll know why in a bit); this is just to make the system a bit lean.

2- if the path checked was clear, now you go for a second function checking the area around the point at which the unit should fall. start of with the exact point, if it's clear, then start moving the unit, if not, start covering the radii & angles of the area (the small area that we stopped checking at it's boundary when checking the path) to find a clear point and move the unit to that point

HOWEVER, if the path checked was unclear, assign a certain range of radii & angle (those would be adjustable variables for the user to change) that you would loop through checking for the path and re-run the whole thing

IN THE CASE NO PATH IS AVAILABLE withing ur allowed range, give the yellow error message that appears at the center saying something like: Unit cannot be knockbacked because of bla bla bla


Does it make sense bribe? (sorry if i confused you :p)

EDIT:
btw i know this would be a demanding task for the pc, but i'm guessing it could do it instantly right? i mean, if u check angles by going over them 10 degrees by 10 degrees and distances by certain intevals instead of checking every single pt.. it should be a quick code for a normal pc to run eh? :s
 
Maybe you should write Nestharus' Path and IsPathable libraries in Jass so that GUIers can use them without requiring JNGP.
3D Knockbacks would be childs-play then :p

Last I checked his Path library had an enormous lag when he tested
it and that was on his monstrous computer. I have a pathetic comp
it would probably die trying.

I would rather implement the bounce-on-impact knockback with an
add-on which adjusts the unit's fly height over time in a parabola.

Currently this knockback system is wicked efficient, even on my bad
computer. I think this has a lot of potential so I will probably do the
3D knockback as an add-on instead of a seperate resource.
 
I would rather implement the bounce-on-impact knockback with an
add-on which adjusts the unit's fly height over time in a parabola.

Currently this knockback system is wicked efficient, even on my bad
computer. I think this has a lot of potential so I will probably do the
3D knockback as an add-on instead of a seperate resource.
Don't worry I'm checking most systems on 11-years old comp, and right now knockback works fine.
So you're following the 'change-angle on impact' idea yes? I think it's gonna be reasonable and I'm pretty sure ppl won't be screaming because unit doens't fly over the cliff..
 
Level 17
Joined
Mar 17, 2009
Messages
1,350
I don't think it would be easy Bribe to decide a deflection angle... I mean how do you know in warcraft how to deflect differently for different object shapes?

For different ground shapes that could be possible but I'm guessing it would need some good knowledge of Calculus.

What I'm thinking of, is just having the jump go as is but with the x & y going backwards when a collision occurs... (i.e. follow the same straight line before and after collision)... or just give it a random tilt to some side so that it seems more realistic while it's not :p
 
I already know how I'm going to set up the 3D knockback, it's
actually just Geometry. Mag, I am not bouncing the unit if it
hits another unit, I only bounce the unit if it hits a wall or some
kind of pathing blocker. I will be making an add-on which rather
causes the knockback unit to knock other units back, instead of
the other way around.
 
Map's been updated to support knocking back adjacent units,
and the knockback now bounces when it hits impassible terrain
rather than canceling entirely.

Edit: I haven't had time to update the other spells but if you
want a DamageEvent that automatically blocks the infinite loop
from dealing damage from a damage event, you can find it in
the map. Heh, well, I don't know who's going to need that if
they're looking in this thread :p
 
Last edited:
No, because users often cause additional damage when the
target unit receives damage.

What I do is I don't fire the event if the damage, target and
source are perfectly identical from the ones from the former
event, and if the user doesn't set a "DamageEventSafety"
variable.

If DamageEventSafety is true, or any of the variables have
changed, then I fire the damage event, otherwise it's blocked
for recursion-safety.

It's still better to enable/disable the DamageEventTrigger,
however, because stopping it like this will just prevent the
crash but there will still be a bug because some events
would have fired more than they were supposed to.
 
What I do is I don't fire the event if the damage, target and
source are perfectly identical from the ones from the former
event

But that could bug ;_;
Assume there are only 2 units on the map fighting. If one damaged the other twice in a row and his damage was 180 - 180 for example, the Damage event wouldn't fire when it should.

I think firing the event when udg_DamageEvent is equal to 0.00 is the best solution.
 
Level 5
Joined
Jan 24, 2011
Messages
49
<Downloading> <Tested> ... I saw the cool concept of knockback here (might be use on making billiard games on warcraft :D) , but I still confuse from using a lot of custom scripts. any way comparing the concept made by paladon and these makes me sick, well these knockback is better I see (because the units can possible move while knocking back), and also I suggest to have a boolean statement that the knockbacking units if bouncing or not because I think not all peoples like a unit that knocking back bouncing when impact on impassable things specially on cliff before the water... and other one make the knockback more forcing not like just the unit slippery. I just suggesting not judging :D
 
Yeah I was thinking Billiards when I saw the way the units were bouncing here ;)

I can explain the custom scripts but why does it matter? They are there because not everything can be done without JASS.

The boolean on whether or not the unit should bounce on a wall is good, I will add that in the next update.

The knockback in the demo map doesn't appear forcing I agree, that's because the settings I used I made the travel time high and the distance travelled high, so the user can see how it's done.

If you make the travel time lower you will see a lot more action ;)
 
Level 2
Joined
Sep 17, 2011
Messages
22
Hey man , this very usefull , better then the one i used =D
And made me learn one or two more things ...And the unit indexer , i am using all the
time =0
 
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