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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...

Sverkerman

Hosted Project: BoW
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@Bribe Thanks again for your patience.
So if I don't misunderstand you the unit variable refering to the unit which Knockback2DUnit is knocked into and checked for if colliding into is called Knockback2DSource?
So I would be able to add a condition stating that:
If - UnitType of (Knockback2DSource) not equal to MyUnitTypeHere then do (normal collision) ((Else do no collision and the unit being collided into does not count for collision, my unit will be knocked past this unit and not get stuck by it)) ?
 

Bribe

Code Moderator
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Messages
9,464
@Bribe Thanks again for your patience.
So if I don't misunderstand you the unit variable refering to the unit which Knockback2DUnit is knocked into and checked for if colliding into is called Knockback2DSource?
So I would be able to add a condition stating that:
If - UnitType of (Knockback2DSource) not equal to MyUnitTypeHere then do (normal collision) ((Else do no collision and the unit being collided into does not count for collision, my unit will be knocked past this unit and not get stuck by it)) ?

I'm not 100% sure I understand your exact situation, however if you think of it like bowling:

Knockback2DSource is the ball; Knockback2DUnit is the pin.

If you want to prevent the pin from being knocked back, you would add the necessary condition to the Knockback2D trigger.

However, you may also wish to look into the existing booleans such as UnbiasedCollision.

Let me know more about what you're trying to do and I'll see if I need to add more to the code to make it happen.
 

Sverkerman

Hosted Project: BoW
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Messages
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@Bribe Thanks again Bribe for the patience and for trying to understand my situation.

I'm trying to make Knockback2DUnit to not get stuck on certain unit types and my question is what is an easy way of doing this?

Let's say UnitA is being knocked back to PositionA and on his way there he collides with UnitB, as UnitB has collision, UnitA wont get knocked back any further, he will get stuck trying to get passed UnitB, so what I am trying to do is to add a condition that checks if UnitB is a certain unit type, in which case I don't want UnitA to get stuck when knocked back onto him.

I hope this explains my question better ;)
 

Bribe

Code Moderator
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Sep 26, 2009
Messages
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So you're saying that the bowling ball bounces back when it hits a unit, and you want to change the behavior of the knockback to prevent the bowling ball from being hit.

I guess the way you could already do it the way it is now is to add yet another condition to the Knockback2D trigger, distinguishing what you need it to. If the condition isn't met, the bowling ball won't be subsequently knocked back.
 
Level 2
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Dec 10, 2012
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This system is awesome, it has a lot of features, there is any way of detecting the units collided during the knockback?, for example if I create a dash spell, there is a way to apply damage to every enemy unit collided during the "dash"(knockback)?.
 
Level 2
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Dec 10, 2012
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I'm aware of the Knockback2DOnImpact trigger, but by reading the documentation I know it's for collisions with walls and structures, It works for units too?, if so, how can I reference the "collided" unit?
 
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It's the Knockback 2D trigger itself which is activated at that time. I think I didn't include a user-specified one by accident. I'll perform another update on this hopefully today and get it sorted.
Nice!, thanks for answering
 
Level 17
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Mar 21, 2011
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Hi, i tried to implement your system in my map. For some reason, the knockback works not quite as it should (however, it is not completely broken). the knockback is stuttering and does not knock back as far as it should. It almost seems like something is blocking the path. Do you know what could be wrong?
 

Bribe

Code Moderator
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Messages
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Could be:

Irregular terrain (try knocking back over walkable surface only)

Your performance delta too high for the number of units being knocked back (lower robustness if this could be the case)

Speed too high (maybe it's ignoring obstacles and then retracing them on bounce)

It could also be an unexplored bug with the system.

Debug messages go a long way.
 
Level 17
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Mar 21, 2011
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1,597
Thanks for the reply. I tried around with it, it seems like bigger map sizes cause the problem. whenever i used a 64x64 map, everything worked perfectly fine. on 256x256 or bigger, things get really messed up. sometimes it works, sometimes it stutters, and sometimes it does not work at all. however, i did not try any map sizes between 64x64 and 256x256, maybe it's a problem of the new sharpcraft we?
 

Sverkerman

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@GIMLI_2
I know what your problem is and I am certain of it. It is the exact same problem that I was having.

Disable all triggers with the event unit enters region/playable map area
then see what happens ;)

Note: It does not need to have an action, if you have a trigger with JUST the event I want you disable it and try.
 
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@GIMLI_2
I know what your problem is and I am certain of it. It is the exact same problem that I was having.

Disable all triggers with the event unit enters region/playable map area
then see what happens ;)

Note: It does not need to have an action, if you have a trigger with JUST the event I want you disable it and try.

thanks for your reply. I deleted every trigger that is not necessary for KB2.5D. UnitIndexer has a "unit enters map" event, but it is necessary for the system. it is still buggy sometimes.

i exported the whole trigger data from the original KB2D test map and imported into a new 256x256 map. it is still the same. what i noticed is that the units seem to collide with something and bounce off empty space (the map is completely flat and empty). i disabled the bouncing in my map, thats why i did not see that. it seems like a dummy unit (maybe the ghoul?) is blocking the path - but then, why would that be the case only in huge maps?

edit: i played around with other map sizes. it seems like the bigger the map gets, the more it is filled with "random" pathing blockers.
 
Last edited:
Level 18
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It's the Knockback 2D trigger itself which is activated at that time. I think I didn't include a user-specified one by accident. I'll perform another update on this hopefully today and get it sorted.

I, too, am in need of a way to reference the collided unit. I want to add a custom buff to it.

The system currently does not provide a simple way to reference any structure or unit that collides with the knock backed unit.
 
Last edited:
Level 7
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Aug 11, 2010
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I originally had commented on this before; but I decided that I needed to delete that comment to post this new, more urgent one.

I'm currently working on a spell with an AoE knockback which I decided to use your system for, though -- it's been causing a TON of trouble for me and neither me, nor my friend can figure out the cause of it; but we can replicate it on this map with relative ease. At the map cords of 4095, -1290 (Z point of 65, if that matters?) the unit gets stuck on what seems to be nothing, but continues the knockback; there's no pathing blockers or anything that would otherwise hinder movement (the tiles are also buildable, again; if that helps at all). Perhaps the strangest thing of all -- the opposite side of the map (cords of -4095, -1290 (Z point of 62) works just fine. No issues at all.

I could really use some help figuring out what causes this strange bug; since it's quite a big issue. Here's the triggers (please; bare in mind that I've stripped these triggers down and redone them multiple times so they're in a very crude hap-hazard state, so... Just be warned, there's leaks and a few pointless functions that are tossed about for testing purposes)


Projectile is Removed; AKA knockback portion of the trigger
  • HEDM Explosive Cask Missile Remove
    • Events
    • Conditions
    • Actions
      • -------- ---------- [Start Trigger Actions] ---------- --------
      • Set Missile__TempLoc = (Position of Missile__Dummy)
      • Set TempUnitGroup = (Units within 325.00 of Missile__TempLoc)
      • Unit - Create 1 (Dummy) Dummy, General for (Owner of Missile__Source) at Missile__TempLoc facing Default building facing degrees
      • Unit - Turn collision for (Last created unit) Off
      • Unit - Add Invulnerable (Neutral) to (Last created unit)
      • Unit - Move (Last created unit) instantly to Missile__TempLoc
      • Unit Group - Pick every unit in TempUnitGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
            • Then - Actions
              • Unit - Cause (Last created unit) to damage (Picked unit), dealing 2.00 damage of attack type Spells and damage type Normal
            • Else - Actions
      • Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
      • -------- ---------- [End Trigger Actions] ---------- --------
Damage is Dealt from Knockback Unit
  • Untitled Trigger 002
    • Events
      • Game - DamageModifierEvent becomes Equal to 1.00
    • Conditions
      • (Level of (Ability Boolean) Dummy Unit for DamageEventSource) Equal to 1
    • 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 = 0.90
      • Set Knockback2DDistance = 500.00
      • Set Knockback2DUnit = DamageEventTarget
      • Set Knockback2DBounces = False
      • Set Knockback2DPause = True
      • Set Knockback2DCollision = -5.00
      • Trigger - Run Knockback 2D <gen> (checking conditions)


If it helps; I'm using BPower's Projectile System, Bribe's Indexing System, Bribe's Damage Engine, Guhun's Disable System, and Weitlol's Effect Over Time system.

Anyone who could help me with this issue would be an absolute Hero, as I've fiddled with it for the majority of seven hours and haven't got anything working; countless iterations and still nothing seems to be working. What makes me so confused is the fact that it's ONLY an issue for one side, and not the other.
 

Bribe

Code Moderator
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Messages
9,464
Here - I've changed his Knockback's collision to -1.00, which fixes the problem with your demo map. I will have to do more tests at another time to see why the system is crashing though (ie. the version in your map could be out of date).
 

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Not sure if this is still active - having trouble with the map. When i download it and test it, it runs fine. If I make any change to it (e.g. putting a new unit on the map), it stops working. Any idea why this may be happening?
 

Bribe

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Not sure if this is still active - having trouble with the map. When i download it and test it, it runs fine. If I make any change to it (e.g. putting a new unit on the map), it stops working. Any idea why this may be happening?

What version of Warcraft 3 are you running, and which editor?
 
Level 2
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May 12, 2008
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Hi Bribe,

Thanks for updating the test map for your knockback. It works for me in that map now, but I'm having trouble porting to my map. I've copied over the unit indexer and knockback2D triggers. However, only the knockback effect is playing, the unit is unaffected. Would you mind taking a look at my map?

I tied the knockback to the sorceress slow spell (did it in your map as well, where it worked, and copied it to mine).

Thanks!
 

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Uncle

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Hey Bribe, great work here!

I'm having issues with the knockback system and I was hoping that you could help. I have everything working for the most part, except that when I knock unit's back they seem to be ignoring
the pathing checker (unless what i'm about to say is intended). The unit's slide up and over cliffs, slide over pathing blockers or anything that should be in
the way, and will slide out of bounds of the map. Reading the system, I'm under the impression this shouldn't be the case. Also, I have to mess around
some more, but as far as I can tell the Bounce boolean does nothing at the moment.

I just downloaded the map that you posted on Saturday so the systems should be up to date as far as I know.
viEc7z7


So again, what i'm trying to achieve:
1. I don't want the kb unit to get stuck between trees--I don't want to destroy them either.
2. I don't want the kb unit to slide over cliffs or move out of map bounds or over Boundary.

I attached pictures below. In that setup I have it destroying trees, but ideally i'd have that off.
 

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Last edited:
Level 12
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Hey Bribe, I was wondering if you could add an OnCollision configurable? Some time ago I needed one, so I added it to the system myself in my map, but it would be nice to have it come with Knockback2D. I'm sure it could be useful for other people too! Ideally it would be a trigger that executes whenever a unit collides with another unit during the knockback, and you should be able to reference the original knockbacker and the unit it collided with in the collision trigger.
 

Bribe

Code Moderator
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I can confirm this bug with wrong pathing check is on 1.29.2 and on 1.30.1
It is system itself, cause map didn't bug when tested with diffrent kb.

To fix this, change the first function in the script to return:

return RAbsBJ(GetWidgetX(udg_K2DItem) - x +GetWidgetY(udg_K2DItem) - y) < 1
 
Yeah for that you currently have to inject instructions directly into the Knockback 2D trigger. The system is currently lacking in some areas and is also experiencing issues with super big maps.

If you use JASS then the Knockback2D filter trigger can be used to process collision stuff.
Any chance you could add a variable to catch the unit that got hit upon impact along with the unit being knockbacked? It'd be a neat addition and really helpful, super difficult finding out how to handle controlling collision and bouncing.
 

Bribe

Code Moderator
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Messages
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Any chance you could add a variable to catch the unit that got hit upon impact along with the unit being knockbacked? It'd be a neat addition and really helpful, super difficult finding out how to handle controlling collision and bouncing.
Yeah the Knockback2DSource was made available in an earlier patch for collision.
 
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