Zeratul's blink in/blink out animation is messed up now. It seems like the blink-out animation happens in the same location as the blink-in, and the animation angle does not change according to the direction Zeratul is blinking towards. Tried this in Zeratul campaign too, and it's like that there as well. This has something to do with the actor, right? How do I fix this?
Oh no. I've been trying to implement zeratul's blink on other units and it wasn't working. I went into campaign and it was still broken. I thought that I had screwed up the actual mod files some how using the editor (which is very distressing). I tried repairing and it was still broken, so I uninstalled SC2. It's currently downloading. I guess I should have come here first. Hah. Is there a fix for this?
is it really creating a path of smoke from the original blink location to the end location?
I have some friends who don't mod at all and their zeratul's blink animation just plays at the end location with 270 direction, as of patch 1.2
is it really creating a path of smoke from the original blink location to the end location? I have some friends who don't mod at all and their zeratul's blink animation just plays at the end location with 270 direction, as of patch 1.2
yes its creating a path of smoke till the end hmm im going to log in now to check it out and come back here to confirm
edit:
ah! damn wthh i really thought it was working!!! its not! it just makes the cloud at the end!
I sure hope so. We should make sure blizzard knows about the bug at least. I found this link http://forums.sc2mapster.com/development/data/9236-solved-data-zeratul-blink-smoke-direction/ and it seems to have changed the effect a little bit, but it's still not like it used to be. If we can find someone with an older version of the editor, maybe we can copy the actors from them and get it working again in a hard coded kind of way.
Yep. I'm having the same problem. It's annoying, 'cause I just got the Zeratul and Hybrid Maar abilities working for 3 of my heroes done right before the patch. If anyone's got a solution, please share.
For the record, the Stalker's Blink is also messed up as far as I can see. I could have sworn the "vanish, scrolling from top to bottom" animation played at the launch location.
Maybe something got messed up with the reference points in the effect/ability, or maybe they messed up an internal priority list? Like when you have a beam with launch and impact site actors, if the sites come after the beam in the XML file the beam won't display. Maybe it's the same here and the unit teleports before the launch model can grab the Source reference?
Yes, you are right. The "vanish scrolling from top to bottom" animation did play at the launch location. Perhaps you're right about the unit teleporting before the launch model can grab the Source reference. I hope Blizzard fixes this problem soon.
For the record, the Stalker's Blink is also messed up as far as I can see. I could have sworn the "vanish, scrolling from top to bottom" animation played at the launch location.
I think maybe Blizzard did that on purpose, to make it easier to identify blinking stalkers during multiplayer gameplay. But the unfortunate side effect must have been that Zertatul's blink was similarly affected as well.
Well, patch 1.2.1 is here and it's still remains broken. I think we have to fix it ourselves instead of waiting for blizz to do it for us.
So, has anyone figured out how to fix this?
Edit: Found a solution!
Hosting Site Operation for Blink Out actor should be:
SOpSourcePointStationary, SOpForwardCasterPoint
Hosting Site Operation for Blink In actor should be:
SOpAttachOrigin, SOpForwardSourcePoint
And voila! Should've done this myself earlier rather than waiting on blizz all this time.
For me it worked with only changing Blink Out to use SourcePointStationary instead of AttachOriginStationary.
Could it be that the game registers the teleport effect one "tick" earlier since that patch? It would make sense as a multiplayer improvement.
What happens if Zeratul dies while the model still plays? Asking because the original setup attached the model to Zeratul, while the "fixed" actor doesn't use the unit as a host and therefore wouldn't even "know" if it died.
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Zeratul's blink in/blink out animation is messed up now. It seems like the blink-out animation happens in the same location as the blink-in, and the animation angle does not change according to the direction Zeratul is blinking towards. Tried this in Zeratul campaign too, and it's like that there as well. This has something to do with the actor, right? How do I fix this?
If you go to the effect you can remove the animation or replace it completely
Target - Target Placement Around + (None): Caster Unit
Target - Target + (None): Target Point
Maar's blink is similarly broken.
Oh no. I've been trying to implement zeratul's blink on other units and it wasn't working. I went into campaign and it was still broken. I thought that I had screwed up the actual mod files some how using the editor (which is very distressing). I tried repairing and it was still broken, so I uninstalled SC2. It's currently downloading. I guess I should have come here first. Hah. Is there a fix for this?
i put the zeratul blink on my specter on my map and its working O.o
@GizmoPT: Go
is it really creating a path of smoke from the original blink location to the end location? I have some friends who don't mod at all and their zeratul's blink animation just plays at the end location with 270 direction, as of patch 1.2
yes its creating a path of smoke till the end hmm im going to log in now to check it out and come back here to confirm
edit: ah! damn wthh i really thought it was working!!! its not! it just makes the cloud at the end!
sorry!! wth
What are the chances of Blizzard fixing this in the next patch? It affects single player campaign too, so they've got to address it somehow right?
I sure hope so. We should make sure blizzard knows about the bug at least. I found this link http://forums.sc2mapster.com/development/data/9236-solved-data-zeratul-blink-smoke-direction/ and it seems to have changed the effect a little bit, but it's still not like it used to be. If we can find someone with an older version of the editor, maybe we can copy the actors from them and get it working again in a hard coded kind of way.
Aha, knew I wasn't crazy. Yeah this is definitely broken as of 1.2
Yep. I'm having the same problem. It's annoying, 'cause I just got the Zeratul and Hybrid Maar abilities working for 3 of my heroes done right before the patch. If anyone's got a solution, please share.
I am unsing Zeratuls blink and everything seems to be ok with it, the smoke is create at the right postition :O
I'm willing to wager something got messed up in the forward vector site op.
Hmmm. I did modify 1 thing int he vector site op. I'll try changing it back to the way it was. I'll post the results here when I'm done.
For the record, the Stalker's Blink is also messed up as far as I can see. I could have sworn the "vanish, scrolling from top to bottom" animation played at the launch location.
Maybe something got messed up with the reference points in the effect/ability, or maybe they messed up an internal priority list? Like when you have a beam with launch and impact site actors, if the sites come after the beam in the XML file the beam won't display. Maybe it's the same here and the unit teleports before the launch model can grab the Source reference?
@Photoloss: Go
Yes, you are right. The "vanish scrolling from top to bottom" animation did play at the launch location. Perhaps you're right about the unit teleporting before the launch model can grab the Source reference. I hope Blizzard fixes this problem soon.
I think maybe Blizzard did that on purpose, to make it easier to identify blinking stalkers during multiplayer gameplay. But the unfortunate side effect must have been that Zertatul's blink was similarly affected as well.
Anyway I reported the bug here, and it seems like Blizzard took notice. I'm sure they'll fix this in a later patch. http://us.battle.net/sc2/en/forum/topic/1869252940
Thanks for reporting the bug, bongalak. Blizzard asks for a lot of system spec. info. Why the heck do they need a vendor ID to fix a bug?
Your explanation for the blinking stalkers makes sense. It'll make it easier for me to destroy those stalkers! I'm a terran player :P
Well, patch 1.2.1 is here and it's still remains broken. I think we have to fix it ourselves instead of waiting for blizz to do it for us.
So, has anyone figured out how to fix this?
Edit: Found a solution!
Hosting Site Operation for Blink Out actor should be:
SOpSourcePointStationary, SOpForwardCasterPoint
Hosting Site Operation for Blink In actor should be:
SOpAttachOrigin, SOpForwardSourcePoint
And voila! Should've done this myself earlier rather than waiting on blizz all this time.
For me it worked with only changing Blink Out to use SourcePointStationary instead of AttachOriginStationary.
Could it be that the game registers the teleport effect one "tick" earlier since that patch? It would make sense as a multiplayer improvement.
What happens if Zeratul dies while the model still plays? Asking because the original setup attached the model to Zeratul, while the "fixed" actor doesn't use the unit as a host and therefore wouldn't even "know" if it died.