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Spinning Black Hole [3D] v1.8

Submitted by AGD
This bundle is marked as approved. It works and satisfies the submission rules.
Credits:
iAyanami aka Ayanami
- StunSystem
Bribe
- SpellEffectEvent, Table
Flux
- DummyRecycler
TriggerHappy
- UnitDex
Rising_Dusk
- GroupUtils
Nestharus
- WorldBounds
Vexorian
- BoundSentinel, dummy.mdx
AGD
- ResourcePreloader


As of version 1.8, the black hole explosion knockback is now 3D. The latest 2D version (1.7) is still
included in the bundle but will no longer be updated. Only the 3D version will be given future updates.

Since the 3D version is still new, there might be some unexpected bugs that you might encounter. If
you did, don't hesitate to share it with me.

Click on the "Preview Triggers" button below to view the codes.


Spell Description:
[​IMG]



Changelogs

*v1.8
- The spell is now 3D
- The kinematics of the spell now uses a non-arbitrary formula for motion (this is acheived with the use of the included UnitMotion library)
- Other significant changes

v1.7
- Reorganized and optimized the code
- Now uses linked-list instead of dynamic indexing
- Restructured the configuration section
- Added more configuration
- Added some optional libraries
- Made StunSystem a required library
- Fixed a vulnerability for bugs regarding removed units causing FirstOfGroup() call to return null, causing the loop to exit prematurely
- Now uses a better algorithm for the thrown targets' motion
- Other changes

v1.6c
- Not uploaded

v1.6b
- Not uploaded

v1.6
- Added ResourcePreloader as an optional requirement
- Added WorldBounds as an optional requirement
- Now uses UnitAlive() native instead of not IsUnitType(unit, UNIT_TYPE_DEAD)
- Replaced local variables with global variables
- Other changes

v1.5c
- Added TimerUtils to the optional spell requirements
- Added to the configuration the option to account for the terrain walkability when moving units
- Used static ifs instead of normal ifs on constant booleans like PAUSE_UNITS
- Some other changes

v1.5b
- Added an optional spell add-on that ensures setting unit coordinates on walkable terrains
- Replaced Bribe's MissileRecycler with Flux's DummyRecycler
- Some small fixes

v1.5
- Added two additional optional libraries (StunSystem and MissileRecycler)
- Renamed variables to fit that of JPAG's naming conventions
- Stun duration is now fully configurable but only if StunSystem is found
- Removed the hashtable leftover
- Some other changes

v1.4c
- Added some optional libraries
- Replaced hashtables with dynamic indexing

v1.4b
- Replaced the all StringHash with integers
- Removed the configuration regarding to allow enemies as targets
- Replaced the 0.03 loop interval with 0.3125
- Removed the debug message leftover

v1.4
- Rewrote the code from GUI to Jass/vJass
- Replaced the periodic event with timer
- Added more configurations
- Replaced the configuration for Spinswitch with Spindirection where you can enter ANY POSITIVE integer for a clockwise spin direction, ANY NEGATIVE integer for a counter-clockwise spin direction, and a ZERO value to turn off the spin.
- Remade the configuration regarding the spell's formulas
- Combined the cast condition and action into one function
- Used some vJass features hence, now requires vJass Compiler

v1.3
- Pullspeed is now fully configurable ( base speed and acceleration )
- You can now configure if you want to use the default hardcoded motion formulas or if you want your own values
- Spin angle declination is also added to configuration
- Fixed the bug regarding allowing allies as targets
- added the abilities to configuration
- Fixed the bug regarding units being pulled out of map bounds
- You can now configure if you want the spell to pause targets or not
- Other changes

v1.2
- Added more configuration
- Other changes

v1.1
- Fixed some leaks
- Added more configurations
- Some minor changes

v1.0
- First upload
Contents

Spinning Black Hole v1.7 by AGD (Map)

Spinning Black Hole v1.8 [3D] by AGD (Map)

Reviews
Moderator
05:53, 25th May 2016 Tank-Commander: V1.3 - Some of the problems I raised in my previous posts (notably the lag issue) still occur, I'm also curious why you bother having two separate equations for the same things through if you want your own formula...
  1. hemmedo

    hemmedo

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    Yeah like I said, we're not supposed to see them since they are probably transfered to past/present/parallel universe:)...but this is just an idea, spell is very good as it is.
    My second question would be; those who are devoured into the "event horizon" are out of control(disabled) of player,right?...and they can still get attacked/damaged by at least AoE spells?

    Rated 5/5 btw.
     
    Last edited: Aug 15, 2016
  2. AGD

    AGD

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    Yes, that's right. In fact any attacks or spells (even non-AOE) can damage them.
     
  3. AGD

    AGD

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    UPDATED to v1.6
    - Added ResourcePreloader as an optional requirement
    - Added WorldBounds as an optional requirement
    - Now uses UnitAlive() native instead of not IsUnitType(unit, UNIT_TYPE_DEAD)
    - Replaced local variables with global variables
    - Other changes
     
  4. KILLCIDE

    KILLCIDE

    Administrator

    Joined:
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    Messages:
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    Resources:
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    Sorry for the update. Just updating the tags.
     
  5. AGD

    AGD

    Joined:
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    UPDATED to v1.7

    - Reorganized and optimized the code
    - Now uses linked-list instead of dynamic indexing
    - Restructured the configuration section
    - Added more configuration
    - Added some optional libraries
    - Made StunSystem a required library
    - Fixed a vulnerability for bugs regarding removed units causing FirstOfGroup() call to return null, causing the loop to exit prematurely
    - Now uses a better algorithm for the thrown targets' motion
    - Other changes
     
  6. Lord Siler

    Lord Siler

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    awesome looking spell 5/5
     
  7. AGD

    AGD

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    Updated to v1.8

    The explosion is now 3D and the formula for the spiral-in motion is no longer arbitrary - it now uses proper vector mathematics.

    I've finished this version about a month ago but were just able to update the thread now.
     
  8. Diegoit

    Diegoit

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    Can you add a GIF pls.
     
  9. AGD

    AGD

    Joined:
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    I'll see what I can do. Currently, im just on mobile.
     
  10. Diegoit

    Diegoit

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    I had already check it.

    This is what i think:
    OMG!