Hmm. I actually started off by duplicating units, which led to an even larger mess where when I would change a value for one of them, it would change it for every other one too. It was recommended to try creating new units instead of duplicating them. (this is about the 6th time I have made the new units)
And it might be what you suspect. As when I duplicate/createnew/mimic the old actor, I have to manually change all the actor events to be for the new unit.
Also, what does the "define as default value" check box do, other than crash the Editor every time you use it?
So how BanelingBig was created, was by "adding a unit" then checking the field "copy from Baneling"
This made it a clone of the baneling. except it had no actor with it. I then created a new actor by copying the old one, etc.
The Burrowed version was created by copying the BanelingBig, then changeing some values to make it burrowed. (If you copy the original baneling, the two get linked together, and share the same name, unit, model, etc. as their is no burrowed actor, it is part of the other one.
After all this was done I had to perfectly working banelings. All I did after that was change the model size on the new one. Every thing stills works great.
However, when I switch the weapon, the old one stays. In my first trial, I created an entire copy of the original attack, but somehow it would not accept it.
The editor hates it when units share stuff, so I have found that making a copy of every single attribute to be helpful.
Also, I think the error is somewhere in the baneling death animation, which is shared.
No I do not have the original weapon attached to the either the new burrowed or the new unburrowed unit. At least not directly as a weapon. Also, I realize that the screen shot of the editor in the first post was accidentally the model. I have attached the Unit info for both version here.
Not sure if this makes any difference, but I never used the duplicate command. I just made new ones, and based them off the original ones.
"On top of that, it looks like you have only the original weapon attached to the burrowed version. Is it possible that you have the original attached to the burrowed version, and your version attached to the unburrowed version?"
Also, could you elaborate on what you mean by attached?
So this has been driving me nuts and I cant figure out how it got their for the life of me.
I created a new units, which is just a big baneling by copying all the field values from the original unit.
I created a new actor, which is just a big baneling by copying all the field values from the original actor.
I created a new model, which is just a big baneling by copying all the field values from the original model.
Now here is why my issue starts to come up. I have created a new weapon for the BanelingBig. It is called VolatileBurstBig, which is just a damage effect with a splash radius of 6 at 100 damage (so no set like the original yet). At this point it acts like a 100 damage melee attack, as it doesn't detonate the baneling.
Now then, after attaching the new weapon to the baneling, the old "volatile Burst" is still there, and I have no idea why, or how to remove it. (see the screen shots)
However, no where In the unit page or weapon page or actor page or model page or damage effect page is there a link between the BanelingBig and the old weapon. At least, i cant find it.
I was hopeing someone could help me out with this one, as I have no idea what to do.
@TacoManStan: Go
Hmm. I actually started off by duplicating units, which led to an even larger mess where when I would change a value for one of them, it would change it for every other one too. It was recommended to try creating new units instead of duplicating them. (this is about the 6th time I have made the new units)
And it might be what you suspect. As when I duplicate/createnew/mimic the old actor, I have to manually change all the actor events to be for the new unit.
Also, what does the "define as default value" check box do, other than crash the Editor every time you use it?
@TacoManStan: Go
So how BanelingBig was created, was by "adding a unit" then checking the field "copy from Baneling"
This made it a clone of the baneling. except it had no actor with it. I then created a new actor by copying the old one, etc.
The Burrowed version was created by copying the BanelingBig, then changeing some values to make it burrowed. (If you copy the original baneling, the two get linked together, and share the same name, unit, model, etc. as their is no burrowed actor, it is part of the other one.
After all this was done I had to perfectly working banelings. All I did after that was change the model size on the new one. Every thing stills works great.
However, when I switch the weapon, the old one stays. In my first trial, I created an entire copy of the original attack, but somehow it would not accept it.
The editor hates it when units share stuff, so I have found that making a copy of every single attribute to be helpful.
Also, I think the error is somewhere in the baneling death animation, which is shared.
@TacoManStan: Go
No I do not have the original weapon attached to the either the new burrowed or the new unburrowed unit. At least not directly as a weapon. Also, I realize that the screen shot of the editor in the first post was accidentally the model. I have attached the Unit info for both version here.
Not sure if this makes any difference, but I never used the duplicate command. I just made new ones, and based them off the original ones.
"On top of that, it looks like you have only the original weapon attached to the burrowed version. Is it possible that you have the original attached to the burrowed version, and your version attached to the unburrowed version?"
Also, could you elaborate on what you mean by attached?
So this has been driving me nuts and I cant figure out how it got their for the life of me.
I created a new units, which is just a big baneling by copying all the field values from the original unit.
I created a new actor, which is just a big baneling by copying all the field values from the original actor.
I created a new model, which is just a big baneling by copying all the field values from the original model.
Now here is why my issue starts to come up. I have created a new weapon for the BanelingBig. It is called VolatileBurstBig, which is just a damage effect with a splash radius of 6 at 100 damage (so no set like the original yet). At this point it acts like a 100 damage melee attack, as it doesn't detonate the baneling.
Now then, after attaching the new weapon to the baneling, the old "volatile Burst" is still there, and I have no idea why, or how to remove it. (see the screen shots)
However, no where In the unit page or weapon page or actor page or model page or damage effect page is there a link between the BanelingBig and the old weapon. At least, i cant find it.
I was hopeing someone could help me out with this one, as I have no idea what to do.