This is another probably simple data fix that is eluding me: I have a custom Corruptor unit that in some cases replaces the original. It's identical except that it's had its attack function removed. When the player morphs it into a broodlord, it doesn't remove the corruptor model from the gamescreen. It spawns a broodlord properly, and the broodlord works properly, but there is just a corruptor model floating along inside it.
Anyone know what data I have to edit to remove the corruptor model when the broodlord morphs?
PS. I have this problem with the zergling->Baneling morph as well, though it's not nearly as noticeable except for the unit having 2 ALT-key health bars.
I ran into this same issue. It has to do with Actor events.
You will need to look at the events on the actors involved, probably on the corruptor, I'm not positive. Anyway, one should have a:
AbilMorph.*.start
-Destroy
Event. This event is effectively saying:
If the unit sends out an event saying "i started a morphing ability" then the actor receives it and destroys itself (in this case the corruptor actor).
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This is another probably simple data fix that is eluding me: I have a custom Corruptor unit that in some cases replaces the original. It's identical except that it's had its attack function removed. When the player morphs it into a broodlord, it doesn't remove the corruptor model from the gamescreen. It spawns a broodlord properly, and the broodlord works properly, but there is just a corruptor model floating along inside it.
Anyone know what data I have to edit to remove the corruptor model when the broodlord morphs?
PS. I have this problem with the zergling->Baneling morph as well, though it's not nearly as noticeable except for the unit having 2 ALT-key health bars.
@Dr_Own: Go
On the copied morph ability do you have "stats - kill on complete" box checked?
You also might want to check actor events to see that they properly reference the new unit.
@Farmlings: Go
According to my editor, there is no "Kill on Complete" box to check.
@Dr_Own: Go
I ran into this same issue. It has to do with Actor events.
You will need to look at the events on the actors involved, probably on the corruptor, I'm not positive. Anyway, one should have a:
AbilMorph.*.start -Destroy
Event. This event is effectively saying:
If the unit sends out an event saying "i started a morphing ability" then the actor receives it and destroys itself (in this case the corruptor actor).