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...
Level 3
Joined
Aug 25, 2018
Messages
29
Hi... I am a little uncertain what to do...

-I copied Damage Engine (latest version) to my map a while ago...that had a Unit Indexer
-Then I did the same with this map (latest version)... and it also has a Unit Indexer

They seem to be very similar but not 100%

...the second one, meaning the one from this GUI 2DKnockback test map, is now named Unit Indexer Copy...

Can I keep both? Should I delete the Copy?

Thanks again Bribe for the incredible work...and also this bouncy castle map is hilarious to play.. had a good 10 min laugh...
 

Uncle

Warcraft Moderator
Level 68
Joined
Aug 10, 2018
Messages
7,162
Hi... I am a little uncertain what to do...

-I copied Damage Engine (latest version) to my map a while ago...that had a Unit Indexer
-Then I did the same with this map (latest version)... and it also has a Unit Indexer

They seem to be very similar but not 100%

...the second one, meaning the one from this GUI 2DKnockback test map, is now named Unit Indexer Copy...

Can I keep both? Should I delete the Copy?

Thanks again Bribe for the incredible work...and also this bouncy castle map is hilarious to play.. had a good 10 min laugh...
You don't want multiple Unit Indexers in your map. I would delete all of them and their variables and then copy and paste a fresh Unit Indexer trigger into your map.
 
Level 3
Joined
Aug 25, 2018
Messages
29
Thank you.. yes im getting a syntax error now... something being redeclared... im gonna keep the damage engine one and delete the Knockback system one

EDIT: Solved
 
Last edited:
Level 12
Joined
May 16, 2020
Messages
660
For some reason I can't make this system to work...

I copied the "Knockback 2D" folder into my map, along with the demo triggers. But when attacking an enemy, it is just stuck in place instead of being knocked back.

The weird thing is that the DefaultFX is showing correctly (the special effect). So the trigger works in the background, but my guess is that something with the movement / point is messed up. However, in the demo map it works with the exact same settings.

Can someone please help debug this....? Tried more than 2h and don't know why.



EDIT: @Tasyen @Bribe
FYI: The problem was related to TasItemshop

In Bribe's system the pathing helper item is "Slippers of Agility". If you add this very item to the ItemshopGUI Init Shop via Set VariableSet TasItemShop_Mats[X] = Slippers of Agility, it stops the entire knockback.

So in summary: Don't use an item as pathing item which is used in Tasyen's shop.


Seems to be more complicated than that, didn't solve it. But it's definitely related to the ItemShop...will keep experimenting.



EDIT 2: @Bribe @Tasyen
Took like 6 hours, but found the cause (although I still don't understand why). It depends on the ORDER of the triggers.

If you position Item Shop UI is HIGHER than Knockback 2D (and save the game - that is also important!), the two systems will work properly together.

1622935288117.png


However, if Item Shop UI is LOWER than Knockback 2D (and you save the game), the knockback will not work.

1622935363355.png


I attached the map (cleaned for faster loading), so that you guys can try out.
Also attached the original map from Bribe, into which I copied Tasyen's item Shop (just to be 100% sure that I can replicate the issue)

Would you know why this happens, and if there is a better fix than re-organizing the order of the triggers?
 

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Last edited:
Level 2
Joined
Nov 13, 2019
Messages
5
Hey,
I was pretty excited about this system. The coding was very neat and the way to implement and call it was pretty straightforward and simple.
The problem is (as others have mentioned as well) that while in the example map, the system works like a charm, after implementation, the knockback system works in very odd ways and the only thing that works in it is the SFX and time duration. I tried to read the code and rechecked the variables but nothing worked. Eventually, after many soul-crushing hours to try to get the system to work, I finally gave up and used another system.
Until proven stabled to me, 1/5. Sorry, buddy :(
 
Level 12
Joined
May 16, 2020
Messages
660
@Bribe Is Knockback2DOnImpact supposed to run when a unit reaches the knockback distance, or ONLY when it impacts with a tree/terrain etc.?
Currently it triggers when it reaches the knockback distance. Not sure if that is intended or not.

Anyhow, would there be a way to make it run ONLY when crashing with a tree/doodad etc.?
I want to have a "headbutt" ability, where if a unit crashes with a tree, it gets stunned. Otherwise it's just pushed back.

Thanks!
 
Last edited:
@Bribe Is Knockback2DOnImpact supposed to run when a unit reaches the knockback distance, or ONLY when it impacts with a tree/terrain etc.?
Currently it triggers when it reaches the knockback distance. Not sure if that is intended or not.

Anyhow, would there be a way to make it run ONLY when crashing with a tree/doodad etc.?
I want to have a "headbutt" ability, where if a unit crashes with a tree, it gets stunned. Otherwise it's just pushed back.

Thanks!
Sounds like I overlooked something in programming this. I might recommend deleting the last if/then/else statement in the Knockback 2D Destroy trigger but if that messes anything else up then I would need to edit the code.
 
Level 12
Joined
May 16, 2020
Messages
660
If I remove the last if/then/else statement, then the Knockback2DOnImpact is simply not triggered at all, no?

I mean if you have the time to review+edit the code, then yes please. This would really help in creating the ability.

  • 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 VariableSet IsUnitBeingKnockedBack[UDex] = False
      • Set VariableSet K2DNext[K2DPrev[UDex]] = K2DNext[UDex]
      • Set VariableSet K2DPrev[K2DNext[UDex]] = K2DPrev[UDex]
      • Set VariableSet 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
      • 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
      • Set VariableSet K2DOverride[UDex] = False
      • Set VariableSet K2DSource[UDex] = No unit
 
Level 7
Joined
Feb 6, 2018
Messages
72
Just tested this system and ran into some issues. Setting Knockback2DDefaultPause to True casuses the test map to freeze and crash within seconds upon testing. Basically it causes no knockbacks to happen, then all happen at once, crashing the game. It doesn't even matter if I set it back to False, the map is seems to be permanently broken. The gravity setting is also very unresponsive and doesn't seem to do what the description claims. This is on the default test map with nothing else changed.
 
Just tested this system and ran into some issues. Setting Knockback2DDefaultPause to True casuses the test map to freeze and crash within seconds upon testing. Basically it causes no knockbacks to happen, then all happen at once, crashing the game. It doesn't even matter if I set it back to False, the map is seems to be permanently broken. The gravity setting is also very unresponsive and doesn't seem to do what the description claims. This is on the default test map with nothing else changed.
It used to work. Lots of issues have been reported lately. I’d recommend a different Knockback Engine as this one was just a primitive attempt at making a better GUI implementation.
 
Level 11
Joined
Jul 17, 2013
Messages
544
What about this?

IT only needs good walkability check, the one made by me is bad
 
Level 12
Joined
May 16, 2020
Messages
660
It used to work. Lots of issues have been reported lately. I’d recommend a different Knockback Engine as this one was just a primitive attempt at making a better GUI implementation.
Is there one you would recommend? Or do you have no plans whatsoever to keep working on this?
I prefer your systems whenever available, because all of them are in GUI, easy to understand, and usually very intuitive to work with!
 
Is there one you would recommend? Or do you have no plans whatsoever to keep working on this?
I prefer your systems whenever available, because all of them are in GUI, easy to understand, and usually very intuitive to work with!
most of the math in this resource was taken from Berb's Knockback Lite. I imagine that I will get to this eventually, if not just for the matter of taking pride in my work, but I have some major systems I'm doing which are needed to get Lua Damage Engine working again (and working in a much cooler way).
 
Level 22
Joined
Feb 27, 2019
Messages
727
I got so scared when I noticed the knockback was messing up on my map so I spent about 2-3 hours trying to figure out what was wrong until I read the changelog, that its a bug on large maps, so I replaced this code from the latest knockback JASS script and it works flawlessly again. Thanks for the update <3
JASS:
    return GetWidgetX(udg_K2DItem) == x and GetWidgetY(udg_K2DItem) == y
to this
JASS:
    return RAbsBJ(GetWidgetX(udg_K2DItem) - x +GetWidgetY(udg_K2DItem) - y) < 1
 
Is there any way to fix the code which should recognize “if a knockbacked unit crashed with something”?

I have a single-target spell which damages and knocks a unit back and, if it crashes into a wall/tree etc., it gets stunned for a duration.
I think you'd just turn Knockback 2D bounce to false
 
Level 22
Joined
Feb 27, 2019
Messages
727
For some reason on test map the shockwave and stomp doesn't do any knock back on creeps (so are the basic attacks)
- You can attack your own units - which will do the Knock back but it often causes game to freeze and/or crash.
The unit indexer on the test map is outdated. It only goes up to 16 players at least for preplaced units. It freezes because of knockbacking unto a neutral unit that isnt indexed.
 
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